Xinran Liang

CV
h-index2
7papers
24citations
Novelty61%
AI Score56

7 Papers

25.9CLJun 3
When Evidence is Sparse: Weakly Supervised Early Failure Alerting in Dialogs and LLM-Agent Trajectories

Avinash Baidya, Xinran Liang, Ruocheng Guo et al.

Early failure alerting requires deciding, while a dialog or agent trajectory is still unfolding, whether to flag it as likely to fail. This is challenging because supervision is typically available only as a trajectory-level success/failure label while alerts must be raised from partial interactions. Prior early-classification methods often bridge this gap by assigning the terminal label to every prefix, treating every turn as failure evidence. We hypothesize that this prefix-label assumption is poorly matched to multi-turn language interactions, where evidence of eventual failure is sparse and often delayed. In this paper, we introduce a two-stage approach that learns from this sparse evidence structure and uses the resulting risk estimates for controllable early alerting. Specifically, our attention-based failure predictor learns sparse turn-level failure evidence from trajectory labels and uses it to estimate failure risk from partial histories. We then pair this predictor with $α$-STOP, a single preference-conditioned stopping policy that selects an accuracy-earliness operating point at inference time rather than training a separate trigger for each preference. Across five benchmarks spanning customer support, task-oriented dialog, persuasion, tool use, and planning, we first show that high-relevance failure evidence occupies only 4.7-11.3% of turns and first appears after 59.0-83.6\% of trajectories on average. We further show that the attention-based predictor improves Pareto-frontier quality (hypervolume) by 1-10\% over naive prefix supervision, and that the full system improves frontier quality by 3-42\% over state-of-the-art trigger policies while reducing training cost per operating point by 1-3 orders of magnitude.

CVJun 16, 2023
ALP: Action-Aware Embodied Learning for Perception

Xinran Liang, Anthony Han, Wilson Yan et al.

Current methods in training and benchmarking vision models exhibit an over-reliance on passive, curated datasets. Although models trained on these datasets have shown strong performance in a wide variety of tasks such as classification, detection, and segmentation, they fundamentally are unable to generalize to an ever-evolving world due to constant out-of-distribution shifts of input data. Therefore, instead of training on fixed datasets, can we approach learning in a more human-centric and adaptive manner? In this paper, we introduce Action-Aware Embodied Learning for Perception (ALP), an embodied learning framework that incorporates action information into representation learning through a combination of optimizing a reinforcement learning policy and an inverse dynamics prediction objective. Our method actively explores in complex 3D environments to both learn generalizable task-agnostic visual representations as well as collect downstream training data. We show that ALP outperforms existing baselines in several downstream perception tasks. In addition, we show that by training on actively collected data more relevant to the environment and task, our method generalizes more robustly to downstream tasks compared to models pre-trained on fixed datasets such as ImageNet.

71.3CVMay 25
Personalized Generative Models for Contextual Debiasing

Xinran Liang, Esin Tureci, Prachi Sinha et al.

Different visual patterns appear with different frequencies in the world: e.g., beach balls appear on sand more often than they do on a road. These statistics are reflected in vision datasets, and as a result trained models more easily recognize objects in common scenarios. However, recognizing a beach ball on a road may arguably be even more important than recognizing it on sand. We study how to mitigate this discrepancy. Since collecting uncommon images in the real world may be difficult, we explore whether generating images with less frequent contexts can serve as effective training augmentation. A key challenge is guiding generations to remain close to the original dataset distribution while creating diverse images with uncommon contexts. We introduce Decoupling Contextual Patterns with Generations (DecoupleGen), a method that personalizes text-to-image diffusion models to facilitate coherent synthesis of images with rare contexts while preserving original visual details. The generated images contain semantically meaningful content and remain visually aligned with the original datasets. We further apply verification constraints to ensure relevance of the augmented data. We evaluate our approach on object classification and recognition tasks on complex scene datasets. Our experiments demonstrate consistent improvements over previous approaches, and our analyses identify factors underlying these improvements.

96.2ARApr 2Code
GEMM-GS: Accelerating 3D Gaussian Splatting on Tensor Cores with GEMM-Compatible Blending

Haomin Li, Bowen Zhu, Fangxin Liu et al.

Neural Radiance Fields (NeRF) enables 3D scene reconstruction from several 2D images but incurs high rendering latency via its point-sampling design. 3D Gaussian Splatting (3DGS) improves on NeRF with explicit scene representation and an optimized pipeline yet still fails to meet practical real-time demands. Existing acceleration works overlook the evolving Tensor Cores of modern GPUs because 3DGS pipeline lacks General Matrix Multiplication (GEMM) operations. This paper proposes GEMM-GS, an acceleration approach utilizing tensor cores on GPUs via GEMM-friendly blending transformation. It equivalently reformulates the 3DGS blending process into a GEMM-compatible form to utilize Tensor Cores. A high-performance CUDA kernel is designed, integrating a three-stage double-buffered pipeline that overlaps computation and memory access. Extensive experiments show that GEMM-GS achieves $1.42\times$ speedup over vanilla 3DGS and provides an additional $1.47\times$ speedup on average when combining with existing acceleration approaches. Code is released at https://github.com/shieldforever/GEMM-GS.

CVDec 17, 2025
IC-Effect: Precise and Efficient Video Effects Editing via In-Context Learning

Yuanhang Li, Yiren Song, Junzhe Bai et al.

We propose \textbf{IC-Effect}, an instruction-guided, DiT-based framework for few-shot video VFX editing that synthesizes complex effects (\eg flames, particles and cartoon characters) while strictly preserving spatial and temporal consistency. Video VFX editing is highly challenging because injected effects must blend seamlessly with the background, the background must remain entirely unchanged, and effect patterns must be learned efficiently from limited paired data. However, existing video editing models fail to satisfy these requirements. IC-Effect leverages the source video as clean contextual conditions, exploiting the contextual learning capability of DiT models to achieve precise background preservation and natural effect injection. A two-stage training strategy, consisting of general editing adaptation followed by effect-specific learning via Effect-LoRA, ensures strong instruction following and robust effect modeling. To further improve efficiency, we introduce spatiotemporal sparse tokenization, enabling high fidelity with substantially reduced computation. We also release a paired VFX editing dataset spanning $15$ high-quality visual styles. Extensive experiments show that IC-Effect delivers high-quality, controllable, and temporally consistent VFX editing, opening new possibilities for video creation.

96.1LGMay 1
Odysseus: Scaling VLMs to 100+ Turn Decision-Making in Games via Reinforcement Learning

Chengshuai Shi, Wenzhe Li, Xinran Liang et al.

Given the rapidly growing capabilities of vision-language models (VLMs), extending them to interactive decision-making tasks such as video games has emerged as a promising frontier. However, existing approaches either rely on large-scale supervised fine-tuning (SFT) on human trajectories or apply reinforcement learning (RL) only in relatively short-horizon settings (typically around 20--30 turns). In this work, we study RL-based training of VLMs for long-horizon decision-making in Super Mario Land, a visually grounded environment requiring 100+ turns of interaction with coordinated perception, reasoning, and action. We begin with a systematic investigation of key algorithmic components and propose an adapted variant of PPO with a lightweight turn-level critic, which substantially improves training stability and sample efficiency over critic-free methods such as GRPO and Reinforce++. We further show that pretrained VLMs provide strong action priors, significantly improving sample efficiency during RL training and reducing the need for manual design choices such as action engineering, compared to classical deep RL trained from scratch. Building on these insights, we introduce Odysseus, an open training framework for VLM agents, achieving substantial gains across multiple levels of the game and at least 3 times average game progresses than frontier models. Moreover, the trained models exhibit consistent improvements under both in-game and cross-game generalization settings, while maintaining general-domain capabilities. Overall, our results identify key ingredients for making RL stable and effective in long-horizon, multi-modal settings, and provide practical guidance for developing VLMs as embodied agents.

LGMay 24, 2022
Reward Uncertainty for Exploration in Preference-based Reinforcement Learning

Xinran Liang, Katherine Shu, Kimin Lee et al.

Conveying complex objectives to reinforcement learning (RL) agents often requires meticulous reward engineering. Preference-based RL methods are able to learn a more flexible reward model based on human preferences by actively incorporating human feedback, i.e. teacher's preferences between two clips of behaviors. However, poor feedback-efficiency still remains a problem in current preference-based RL algorithms, as tailored human feedback is very expensive. To handle this issue, previous methods have mainly focused on improving query selection and policy initialization. At the same time, recent exploration methods have proven to be a recipe for improving sample-efficiency in RL. We present an exploration method specifically for preference-based RL algorithms. Our main idea is to design an intrinsic reward by measuring the novelty based on learned reward. Specifically, we utilize disagreement across ensemble of learned reward models. Our intuition is that disagreement in learned reward model reflects uncertainty in tailored human feedback and could be useful for exploration. Our experiments show that exploration bonus from uncertainty in learned reward improves both feedback- and sample-efficiency of preference-based RL algorithms on complex robot manipulation tasks from MetaWorld benchmarks, compared with other existing exploration methods that measure the novelty of state visitation.