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Jul 17

RoboNinja: Learning an Adaptive Cutting Policy for Multi-Material Objects

We introduce RoboNinja, a learning-based cutting system for multi-material objects (i.e., soft objects with rigid cores such as avocados or mangos). In contrast to prior works using open-loop cutting actions to cut through single-material objects (e.g., slicing a cucumber), RoboNinja aims to remove the soft part of an object while preserving the rigid core, thereby maximizing the yield. To achieve this, our system closes the perception-action loop by utilizing an interactive state estimator and an adaptive cutting policy. The system first employs sparse collision information to iteratively estimate the position and geometry of an object's core and then generates closed-loop cutting actions based on the estimated state and a tolerance value. The "adaptiveness" of the policy is achieved through the tolerance value, which modulates the policy's conservativeness when encountering collisions, maintaining an adaptive safety distance from the estimated core. Learning such cutting skills directly on a real-world robot is challenging. Yet, existing simulators are limited in simulating multi-material objects or computing the energy consumption during the cutting process. To address this issue, we develop a differentiable cutting simulator that supports multi-material coupling and allows for the generation of optimized trajectories as demonstrations for policy learning. Furthermore, by using a low-cost force sensor to capture collision feedback, we were able to successfully deploy the learned model in real-world scenarios, including objects with diverse core geometries and soft materials.

  • 7 authors
·
Feb 22, 2023

EgoAdapt: Enhancing Robustness in Egocentric Interactive Speaker Detection Under Missing Modalities

TTM (Talking to Me) task is a pivotal component in understanding human social interactions, aiming to determine who is engaged in conversation with the camera-wearer. Traditional models often face challenges in real-world scenarios due to missing visual data, neglecting the role of head orientation, and background noise. This study addresses these limitations by introducing EgoAdapt, an adaptive framework designed for robust egocentric "Talking to Me" speaker detection under missing modalities. Specifically, EgoAdapt incorporates three key modules: (1) a Visual Speaker Target Recognition (VSTR) module that captures head orientation as a non-verbal cue and lip movement as a verbal cue, allowing a comprehensive interpretation of both verbal and non-verbal signals to address TTM, setting it apart from tasks focused solely on detecting speaking status; (2) a Parallel Shared-weight Audio (PSA) encoder for enhanced audio feature extraction in noisy environments; and (3) a Visual Modality Missing Awareness (VMMA) module that estimates the presence or absence of each modality at each frame to adjust the system response dynamically.Comprehensive evaluations on the TTM benchmark of the Ego4D dataset demonstrate that EgoAdapt achieves a mean Average Precision (mAP) of 67.39% and an Accuracy (Acc) of 62.01%, significantly outperforming the state-of-the-art method by 4.96% in Accuracy and 1.56% in mAP.

  • 4 authors
·
Mar 17

Trace Anything: Representing Any Video in 4D via Trajectory Fields

Effective spatio-temporal representation is fundamental to modeling, understanding, and predicting dynamics in videos. The atomic unit of a video, the pixel, traces a continuous 3D trajectory over time, serving as the primitive element of dynamics. Based on this principle, we propose representing any video as a Trajectory Field: a dense mapping that assigns a continuous 3D trajectory function of time to each pixel in every frame. With this representation, we introduce Trace Anything, a neural network that predicts the entire trajectory field in a single feed-forward pass. Specifically, for each pixel in each frame, our model predicts a set of control points that parameterizes a trajectory (i.e., a B-spline), yielding its 3D position at arbitrary query time instants. We trained the Trace Anything model on large-scale 4D data, including data from our new platform, and our experiments demonstrate that: (i) Trace Anything achieves state-of-the-art performance on our new benchmark for trajectory field estimation and performs competitively on established point-tracking benchmarks; (ii) it offers significant efficiency gains thanks to its one-pass paradigm, without requiring iterative optimization or auxiliary estimators; and (iii) it exhibits emergent abilities, including goal-conditioned manipulation, motion forecasting, and spatio-temporal fusion. Project page: https://trace-anything.github.io/.

ByteDance-Seed ByteDance Seed
·
Oct 15, 2025 2

A Discriminative Approach to Bayesian Filtering with Applications to Human Neural Decoding

Given a stationary state-space model that relates a sequence of hidden states and corresponding measurements or observations, Bayesian filtering provides a principled statistical framework for inferring the posterior distribution of the current state given all measurements up to the present time. For example, the Apollo lunar module implemented a Kalman filter to infer its location from a sequence of earth-based radar measurements and land safely on the moon. To perform Bayesian filtering, we require a measurement model that describes the conditional distribution of each observation given state. The Kalman filter takes this measurement model to be linear, Gaussian. Here we show how a nonlinear, Gaussian approximation to the distribution of state given observation can be used in conjunction with Bayes' rule to build a nonlinear, non-Gaussian measurement model. The resulting approach, called the Discriminative Kalman Filter (DKF), retains fast closed-form updates for the posterior. We argue there are many cases where the distribution of state given measurement is better-approximated as Gaussian, especially when the dimensionality of measurements far exceeds that of states and the Bernstein-von Mises theorem applies. Online neural decoding for brain-computer interfaces provides a motivating example, where filtering incorporates increasingly detailed measurements of neural activity to provide users control over external devices. Within the BrainGate2 clinical trial, the DKF successfully enabled three volunteers with quadriplegia to control an on-screen cursor in real-time using mental imagery alone. Participant "T9" used the DKF to type out messages on a tablet PC.

  • 1 authors
·
Jul 16, 2018

InterDyn: Controllable Interactive Dynamics with Video Diffusion Models

Predicting the dynamics of interacting objects is essential for both humans and intelligent systems. However, existing approaches are limited to simplified, toy settings and lack generalizability to complex, real-world environments. Recent advances in generative models have enabled the prediction of state transitions based on interventions, but focus on generating a single future state which neglects the continuous dynamics resulting from the interaction. To address this gap, we propose InterDyn, a novel framework that generates videos of interactive dynamics given an initial frame and a control signal encoding the motion of a driving object or actor. Our key insight is that large video generation models can act as both neural renderers and implicit physics ``simulators'', having learned interactive dynamics from large-scale video data. To effectively harness this capability, we introduce an interactive control mechanism that conditions the video generation process on the motion of the driving entity. Qualitative results demonstrate that InterDyn generates plausible, temporally consistent videos of complex object interactions while generalizing to unseen objects. Quantitative evaluations show that InterDyn outperforms baselines that focus on static state transitions. This work highlights the potential of leveraging video generative models as implicit physics engines. Project page: https://interdyn.is.tue.mpg.de/

  • 5 authors
·
Dec 16, 2024

Reinforcement Learning for Long-Horizon Interactive LLM Agents

Interactive digital agents (IDAs) leverage APIs of stateful digital environments to perform tasks in response to user requests. While IDAs powered by instruction-tuned large language models (LLMs) can react to feedback from interface invocations in multi-step exchanges, they have not been trained in their respective digital environments. Prior methods accomplish less than half of tasks in sophisticated benchmarks such as AppWorld. We present a reinforcement learning (RL) approach that trains IDAs directly in their target environments. We formalize this training as a partially observable Markov decision process and derive LOOP, a data- and memory-efficient variant of proximal policy optimization. LOOP uses no value network and maintains exactly one copy of the underlying LLM in memory, making its implementation straightforward and as memory-efficient as fine-tuning a single LLM. A 32-billion-parameter agent trained with LOOP in the AppWorld environment outperforms the much larger OpenAI o1 agent by 9 percentage points (15% relative). To our knowledge, this is the first reported application of RL to IDAs that interact with a stateful, multi-domain, multi-app environment via direct API calls. Our analysis sheds light on the effectiveness of RL in this area, showing that the agent learns to consult the API documentation, avoid unwarranted assumptions, minimize confabulation, and recover from setbacks.

  • 7 authors
·
Feb 3, 2025

REALM: Real-Time Estimates of Assistance for Learned Models in Human-Robot Interaction

There are a variety of mechanisms (i.e., input types) for real-time human interaction that can facilitate effective human-robot teaming. For example, previous works have shown how teleoperation, corrective, and discrete (i.e., preference over a small number of choices) input can enable robots to complete complex tasks. However, few previous works have looked at combining different methods, and in particular, opportunities for a robot to estimate and elicit the most effective form of assistance given its understanding of a task. In this paper, we propose a method for estimating the value of different human assistance mechanisms based on the action uncertainty of a robot policy. Our key idea is to construct mathematical expressions for the expected post-interaction differential entropy (i.e., uncertainty) of a stochastic robot policy to compare the expected value of different interactions. As each type of human input imposes a different requirement for human involvement, we demonstrate how differential entropy estimates can be combined with a likelihood penalization approach to effectively balance feedback informational needs with the level of required input. We demonstrate evidence of how our approach interfaces with emergent learning models (e.g., a diffusion model) to produce accurate assistance value estimates through both simulation and a robot user study. Our user study results indicate that the proposed approach can enable task completion with minimal human feedback for uncertain robot behaviors.

  • 2 authors
·
Apr 12, 2025

ARIG: Autoregressive Interactive Head Generation for Real-time Conversations

Face-to-face communication, as a common human activity, motivates the research on interactive head generation. A virtual agent can generate motion responses with both listening and speaking capabilities based on the audio or motion signals of the other user and itself. However, previous clip-wise generation paradigm or explicit listener/speaker generator-switching methods have limitations in future signal acquisition, contextual behavioral understanding, and switching smoothness, making it challenging to be real-time and realistic. In this paper, we propose an autoregressive (AR) based frame-wise framework called ARIG to realize the real-time generation with better interaction realism. To achieve real-time generation, we model motion prediction as a non-vector-quantized AR process. Unlike discrete codebook-index prediction, we represent motion distribution using diffusion procedure, achieving more accurate predictions in continuous space. To improve interaction realism, we emphasize interactive behavior understanding (IBU) and detailed conversational state understanding (CSU). In IBU, based on dual-track dual-modal signals, we summarize short-range behaviors through bidirectional-integrated learning and perform contextual understanding over long ranges. In CSU, we use voice activity signals and context features of IBU to understand the various states (interruption, feedback, pause, etc.) that exist in actual conversations. These serve as conditions for the final progressive motion prediction. Extensive experiments have verified the effectiveness of our model.

  • 5 authors
·
Jul 1, 2025 1

Learning Object Manipulation from Scratch via Contrastive Interaction

Contrastive Reinforcement Learning (CRL) has seen recent success in a wide variety of goal-conditioned robotics tasks by learning structured representations of the dynamics. However, despite its success in locomotion and simpler control domains, CRL often struggles in interaction-rich manipulation. We argue that a key source of this difficulty is object-centric interaction, such as contact or grasping, that induces distinct changes in the underlying dynamic modes. In this work, we formulate manipulation dynamics as a piecewise-smooth Markov process and show that interaction-induced mode changes create piecewise nonlinear reachability structures that are difficult for standard CRL energy functions to represent and plan over. Based on this analysis, we introduce Interaction-weighted Resampling (IWR). IWR performs interaction-aware resampling around phases before, during, and after interactions, encouraging the learned representation to preserve the mode boundaries that determine future reachability to capture multi-modal and piecewise nonlinear reachability. Across interaction-centric environments, including 2D dynamic control, robotic manipulation, and robot air hockey, IWR improves both sample efficiency and overall performance over prior CRL methods, with 19.8% average improvement in simulation. Finally, using a sim-to-real pipeline with policies trained by IWR, we demonstrate the first real-world goal-conditioned robot air hockey agent capable of hitting goals, improving success from 25% to 60%. Project Page: IWR-arxiv.github.io.

  • 4 authors
·
Jun 9

BiPACE: Bisimulation-Guided Policy Optimization with Action Counterfactual Estimation for LLM Agents

Stepwise group-based RL is an attractive way to train long-horizon LLM agents without a learned critic: it reuses multiple sampled rollouts to estimate local advantages. Its weakness is less visible but more fundamental: every group-relative estimator assumes that the steps it compares are equivalent for credit assignment. We show that current agentic variants violate this assumption through a state-action credit mismatch. The observation-hash partition is overly fine on the state side, creating singleton groups with zero step-level signal, while a single within-group mean is too coarse on the action side, mixing state-value estimation with action-specific credit. We introduce BiPACE (Bisimulation-Guided Policy Optimization with Action Counterfactual Estimation), a drop-in advantage estimator that fixes both sides without adding a critic, auxiliary loss, or extra rollouts. BiGPO clusters steps by cosine distance in the actor's own hidden-state geometry, an empirical policy-induced proxy for bisimulation that substantially lowers the singleton rate left by observation hashing. PACE then recenters returns within each behavioral cluster using action-conditioned peer baselines; its Q-style instance estimates a local Q(s,a)-V(s) nonparametrically. On ALFWorld/Qwen2.5-7B, BiPACE_Q raises overall validation success from GiGPO's 90.8 to 97.1pm0.9 over three seeds, and crosses the 95% threshold on every seed, which GiGPO never does within the same budget. On Qwen2.5-1.5B it reaches 93.5pm1.2 versus GiGPO's 86.7, and on WebShop and TextCraft it improves over GRPO and GiGPO at both model scales. The measured BiPACE-specific overhead is 11.3% of a single training-step wall time. Yet it changes the estimator's comparison unit from surface identity to approximate behavioral equivalence plus action-side counterfactuals. The code is available at https://github.com/TianxiangZhao/BiPACE.

  • 7 authors
·
Jun 23

STATe-of-Thoughts: Structured Action Templates for Tree-of-Thoughts

Inference-Time-Compute (ITC) methods like Best-of-N and Tree-of-Thoughts are meant to produce output candidates that are both high-quality and diverse, but their use of high-temperature sampling often fails to achieve meaningful output diversity. Moreover, existing ITC methods offer limited control over how to perform reasoning, which in turn limits their explainability. We present STATe-of-Thoughts (STATe), an interpretable ITC method that searches over high-level reasoning patterns. STATe replaces stochastic sampling with discrete and interpretable textual interventions: a controller selects actions encoding high-level reasoning choices, a generator produces reasoning steps conditioned on those choices, and an evaluator scores candidates to guide search. This structured approach yields three main advantages. First, action-guided textual interventions produce greater response diversity than temperature-based sampling. Second, in a case study on argument generation, STATe's explicit action sequences capture interpretable features that are highly predictive of output quality. Third, estimating the association between performance and action choices allows us to identify promising yet unexplored regions of the action space and steer generation directly toward them. Together, these results establish STATe as a practical framework for generating high-quality, diverse, and interpretable text. Our framework is available at https://github.com/zbambergerNLP/state-of-thoughts.

  • 6 authors
·
Feb 15 3

Hunyuan-GameCraft-2: Instruction-following Interactive Game World Model

Recent advances in generative world models have enabled remarkable progress in creating open-ended game environments, evolving from static scene synthesis toward dynamic, interactive simulation. However, current approaches remain limited by rigid action schemas and high annotation costs, restricting their ability to model diverse in-game interactions and player-driven dynamics. To address these challenges, we introduce Hunyuan-GameCraft-2, a new paradigm of instruction-driven interaction for generative game world modeling. Instead of relying on fixed keyboard inputs, our model allows users to control game video contents through natural language prompts, keyboard, or mouse signals, enabling flexible and semantically rich interaction within generated worlds. We formally defined the concept of interactive video data and developed an automated process to transform large-scale, unstructured text-video pairs into causally aligned interactive datasets. Built upon a 14B image-to-video Mixture-of-Experts(MoE) foundation model, our model incorporates a text-driven interaction injection mechanism for fine-grained control over camera motion, character behavior, and environment dynamics. We introduce an interaction-focused benchmark, InterBench, to evaluate interaction performance comprehensively. Extensive experiments demonstrate that our model generates temporally coherent and causally grounded interactive game videos that faithfully respond to diverse and free-form user instructions such as "open the door", "draw a torch", or "trigger an explosion".

  • 10 authors
·
Nov 28, 2025

Attack Detection in Dynamic Games with Quadratic Measurements

This paper studies attack detection for discrete-time linear systems with stochastic process noise that produce both a vulnerable (i.e., attackable) linear measurement and a secured (i.e., unattackable) quadratic measurement. The motivating application of this model is a dynamic-game setting where the quadratic measurement is interpreted as a system-level utility or reward, and control inputs into the linear system are interpreted as control policies that, once applied, are known to all game participants and which steer the system towards a game-theoretic equilibrium (e.g., Nash equilibrium). To detect attacks on the linear channel, we develop a novel quadratic-utility-aware observer that leverages the secured quadratic output and enforces measurement consistency via a projection step. We establish three properties for this observer: feasibility of the true state, prox-regularity of the quadratic-constraint set, and a monotone error-reduction guarantee in the noise-free case. To detect adversarial manipulation, we compare linear and quadratic observer trajectories using a wild bootstrap maximum mean discrepancy (MMD) test that provides valid inference under temporal dependence. We validate our framework using numerical experiments of a pursuit-evasion game, where the quadratic observer preserves estimation accuracy under linear-sensor attacks, while the statistical test detects distributional divergence between the observers' trajectories.

  • 2 authors
·
Sep 30, 2025

RoboPocket: Improve Robot Policies Instantly with Your Phone

Scaling imitation learning is fundamentally constrained by the efficiency of data collection. While handheld interfaces have emerged as a scalable solution for in-the-wild data acquisition, they predominantly operate in an open-loop manner: operators blindly collect demonstrations without knowing the underlying policy's weaknesses, leading to inefficient coverage of critical state distributions. Conversely, interactive methods like DAgger effectively address covariate shift but rely on physical robot execution, which is costly and difficult to scale. To reconcile this trade-off, we introduce RoboPocket, a portable system that enables Robot-Free Instant Policy Iteration using single consumer smartphones. Its core innovation is a Remote Inference framework that visualizes the policy's predicted trajectory via Augmented Reality (AR) Visual Foresight. This immersive feedback allows collectors to proactively identify potential failures and focus data collection on the policy's weak regions without requiring a physical robot. Furthermore, we implement an asynchronous Online Finetuning pipeline that continuously updates the policy with incoming data, effectively closing the learning loop in minutes. Extensive experiments demonstrate that RoboPocket adheres to data scaling laws and doubles the data efficiency compared to offline scaling strategies, overcoming their long-standing efficiency bottleneck. Moreover, our instant iteration loop also boosts sample efficiency by up to 2times in distributed environments a small number of interactive corrections per person. Project page and videos: https://robo-pocket.github.io.

Solving robust MDPs as a sequence of static RL problems

Designing control policies whose performance level is guaranteed to remain above a given threshold in a span of environments is a critical feature for the adoption of reinforcement learning (RL) in real-world applications. The search for such robust policies is a notoriously difficult problem, related to the so-called dynamic model of transition function uncertainty, where the environment dynamics are allowed to change at each time step. But in practical cases, one is rather interested in robustness to a span of static transition models throughout interaction episodes. The static model is known to be harder to solve than the dynamic one, and seminal algorithms, such as robust value iteration, as well as most recent works on deep robust RL, build upon the dynamic model. In this work, we propose to revisit the static model. We suggest an analysis of why solving the static model under some mild hypotheses is a reasonable endeavor, based on an equivalence with the dynamic model, and formalize the general intuition that robust MDPs can be solved by tackling a series of static problems. We introduce a generic meta-algorithm called IWOCS, which incrementally identifies worst-case transition models so as to guide the search for a robust policy. Discussion on IWOCS sheds light on new ways to decouple policy optimization and adversarial transition functions and opens new perspectives for analysis. We derive a deep RL version of IWOCS and demonstrate it is competitive with state-of-the-art algorithms on classical benchmarks.

  • 3 authors
·
Oct 8, 2024

From Pixels to States: Rethinking Interactive World Models as Game Engines

Building interactive worlds that respond coherently to player actions has long been a shared goal of computer graphics, games, and artificial intelligence. Recent video generative models provide a data-driven route toward this goal by predicting future observations conditioned on user actions, and are increasingly regarded as potential next-generation game engines. Realizing a genuinely interactive game world, however, requires interaction outcomes that follow rules over evolving game conditions, consequences that persist over long horizons, and a generation loop that operates in real time. Conventional game engines realize these properties through a recurrent action-state-observation loop, in which player actions update an explicit game state according to predefined rules and observations are rendered from the resulting state. Taking this loop as an organizing lens, this paper examines interactive game world modeling along four dimensions: player action control, game state dynamics, state-observation persistence, and real-time interactive generation. For each dimension, we start from the capabilities required by an interactive game world, group existing approaches into representative families, and discuss the strengths and trade-offs of each family. Complementing this analysis, we present a scalable data engine for Black Myth: Wukong that collects over 90 hours of gameplay with frame-aligned player actions, ground-truth game states, and visual observations, together with structured and semantic annotations, as a resource for state-aware game world modeling. We hope this paper offers a clear picture of where the field stands and fosters progress toward interactive game worlds.

AlayaLab Alaya Studio
·
Jul 14 1

InteractDiffusion: Interaction Control in Text-to-Image Diffusion Models

Large-scale text-to-image (T2I) diffusion models have showcased incredible capabilities in generating coherent images based on textual descriptions, enabling vast applications in content generation. While recent advancements have introduced control over factors such as object localization, posture, and image contours, a crucial gap remains in our ability to control the interactions between objects in the generated content. Well-controlling interactions in generated images could yield meaningful applications, such as creating realistic scenes with interacting characters. In this work, we study the problems of conditioning T2I diffusion models with Human-Object Interaction (HOI) information, consisting of a triplet label (person, action, object) and corresponding bounding boxes. We propose a pluggable interaction control model, called InteractDiffusion that extends existing pre-trained T2I diffusion models to enable them being better conditioned on interactions. Specifically, we tokenize the HOI information and learn their relationships via interaction embeddings. A conditioning self-attention layer is trained to map HOI tokens to visual tokens, thereby conditioning the visual tokens better in existing T2I diffusion models. Our model attains the ability to control the interaction and location on existing T2I diffusion models, which outperforms existing baselines by a large margin in HOI detection score, as well as fidelity in FID and KID. Project page: https://jiuntian.github.io/interactdiffusion.

  • 5 authors
·
Dec 10, 2023

RLIF: Interactive Imitation Learning as Reinforcement Learning

Although reinforcement learning methods offer a powerful framework for automatic skill acquisition, for practical learning-based control problems in domains such as robotics, imitation learning often provides a more convenient and accessible alternative. In particular, an interactive imitation learning method such as DAgger, which queries a near-optimal expert to intervene online to collect correction data for addressing the distributional shift challenges that afflict na\"ive behavioral cloning, can enjoy good performance both in theory and practice without requiring manually specified reward functions and other components of full reinforcement learning methods. In this paper, we explore how off-policy reinforcement learning can enable improved performance under assumptions that are similar but potentially even more practical than those of interactive imitation learning. Our proposed method uses reinforcement learning with user intervention signals themselves as rewards. This relaxes the assumption that intervening experts in interactive imitation learning should be near-optimal and enables the algorithm to learn behaviors that improve over the potential suboptimal human expert. We also provide a unified framework to analyze our RL method and DAgger; for which we present the asymptotic analysis of the suboptimal gap for both methods as well as the non-asymptotic sample complexity bound of our method. We then evaluate our method on challenging high-dimensional continuous control simulation benchmarks as well as real-world robotic vision-based manipulation tasks. The results show that it strongly outperforms DAgger-like approaches across the different tasks, especially when the intervening experts are suboptimal. Code and videos can be found on the project website: rlif-page.github.io

  • 5 authors
·
Nov 21, 2023

Offline Reinforcement Learning with Implicit Q-Learning

Offline reinforcement learning requires reconciling two conflicting aims: learning a policy that improves over the behavior policy that collected the dataset, while at the same time minimizing the deviation from the behavior policy so as to avoid errors due to distributional shift. This trade-off is critical, because most current offline reinforcement learning methods need to query the value of unseen actions during training to improve the policy, and therefore need to either constrain these actions to be in-distribution, or else regularize their values. We propose an offline RL method that never needs to evaluate actions outside of the dataset, but still enables the learned policy to improve substantially over the best behavior in the data through generalization. The main insight in our work is that, instead of evaluating unseen actions from the latest policy, we can approximate the policy improvement step implicitly by treating the state value function as a random variable, with randomness determined by the action (while still integrating over the dynamics to avoid excessive optimism), and then taking a state conditional upper expectile of this random variable to estimate the value of the best actions in that state. This leverages the generalization capacity of the function approximator to estimate the value of the best available action at a given state without ever directly querying a Q-function with this unseen action. Our algorithm alternates between fitting this upper expectile value function and backing it up into a Q-function. Then, we extract the policy via advantage-weighted behavioral cloning. We dub our method implicit Q-learning (IQL). IQL demonstrates the state-of-the-art performance on D4RL, a standard benchmark for offline reinforcement learning. We also demonstrate that IQL achieves strong performance fine-tuning using online interaction after offline initialization.

  • 3 authors
·
Oct 12, 2021

PAC learning PDFA from data streams

This is an extended version of our publication Learning state machines from data streams: A generic strategy and an improved heuristic, International Conference on Grammatical Inference (ICGI) 2023, Rabat, Morocco. It has been extended with a formal proof on PAC-bounds, and the discussion and analysis of a similar approach has been moved from the appendix and now has a full dedicated section. State machine models are models that simulate the behavior of discrete event systems, capable of representing systems such as software systems, network interactions, and control systems, and have been researched extensively. The nature of most learning algorithms however is the assumption that all data be available at the beginning of the algorithm, and little research has been done in learning state machines from streaming data. In this paper, we want to close this gap further by presenting a generic method for learning state machines from data streams, as well as a merge heuristic that uses sketches to account for incomplete prefix trees. We implement our approach in an open-source state merging library and compare it with existing methods. We show the effectiveness of our approach with respect to run-time, memory consumption, and quality of results on a well known open dataset. Additionally, we provide a formal analysis of our algorithm, showing that it is capable of learning within the PAC framework, and show a theoretical improvement to increase run-time, without sacrificing correctness of the algorithm in larger sample sizes.

  • 2 authors
·
Apr 11

minWM: A Full-Stack Open-Source Framework for Real-Time Interactive Video World Models

Recent video diffusion foundation models have achieved remarkable progress in high-quality video generation, yet turning them into real-time interactive video world models remains challenging. Interactive world models require controllable, causal, and low-latency rollout, which in practice demands a full pipeline spanning data construction, controllable fine-tuning, autoregressive training, few-step distillation, and streaming inference. In this work, we present minWM, a full-stack open-source framework for building real-time interactive video world models. minWM provides an end-to-end pipeline that converts existing bidirectional T2V/TI2V video foundation models into camera-controllable few-step autoregressive world models. Specifically, minWM first fine-tunes a bidirectional video diffusion model with camera control, and then applies the Causal Forcing / Causal Forcing++ pipeline, including AR diffusion training, causal ODE or causal consistency distillation, and asymmetric DMD, to distill it into a few-step autoregressive generator for low-latency rollout. The framework is modular and architecture-extensible: we instantiate it on representative open backbones, including Wan2.1-T2V-1.3B and HY1.5-TI2V-8B, covering both cross-attention-based condition injection and MMDiT-style architectures. minWM also supports adapting existing video world models, such as HY-WorldPlay, to new data distributions, training recipes, and latency targets. Beyond releasing runnable scripts, checkpoints, documentation, and inference code, we provide practical ablations on camera trajectory quality, controllability training steps, and minimal batch-size requirements. We hope minWM serves as a reproducible and extensible recipe for building and adapting real-time interactive video world models. Project Page: [https://github.com/shengshu-ai/minWM](https://github.com/shengshu-ai/minWM)

  • 12 authors
·
May 27 3

What's the Magic Word? A Control Theory of LLM Prompting

Prompt engineering is crucial for deploying LLMs but is poorly understood mathematically. We formalize LLM systems as a class of discrete stochastic dynamical systems to explore prompt engineering through the lens of control theory. We investigate the reachable set of output token sequences R_y(mathbf x_0) for which there exists a control input sequence mathbf u for each mathbf y in R_y(mathbf x_0) that steers the LLM to output mathbf y from initial state sequence mathbf x_0. We offer analytic analysis on the limitations on the controllability of self-attention in terms of reachable set, where we prove an upper bound on the reachable set of outputs R_y(mathbf x_0) as a function of the singular values of the parameter matrices. We present complementary empirical analysis on the controllability of a panel of LLMs, including Falcon-7b, Llama-7b, and Falcon-40b. Our results demonstrate a lower bound on the reachable set of outputs R_y(mathbf x_0) w.r.t. initial state sequences mathbf x_0 sampled from the Wikitext dataset. We find that the correct next Wikitext token following sequence mathbf x_0 is reachable over 97% of the time with prompts of kleq 10 tokens. We also establish that the top 75 most likely next tokens, as estimated by the LLM itself, are reachable at least 85% of the time with prompts of kleq 10 tokens. Intriguingly, short prompt sequences can dramatically alter the likelihood of specific outputs, even making the least likely tokens become the most likely ones. This control-centric analysis of LLMs demonstrates the significant and poorly understood role of input sequences in steering output probabilities, offering a foundational perspective for enhancing language model system capabilities.

  • 4 authors
·
Oct 2, 2023

Efficient estimation of multiple expectations with the same sample by adaptive importance sampling and control variates

Some classical uncertainty quantification problems require the estimation of multiple expectations. Estimating all of them accurately is crucial and can have a major impact on the analysis to perform, and standard existing Monte Carlo methods can be costly to do so. We propose here a new procedure based on importance sampling and control variates for estimating more efficiently multiple expectations with the same sample. We first show that there exists a family of optimal estimators combining both importance sampling and control variates, which however cannot be used in practice because they require the knowledge of the values of the expectations to estimate. Motivated by the form of these optimal estimators and some interesting properties, we therefore propose an adaptive algorithm. The general idea is to adaptively update the parameters of the estimators for approaching the optimal ones. We suggest then a quantitative stopping criterion that exploits the trade-off between approaching these optimal parameters and having a sufficient budget left. This left budget is then used to draw a new independent sample from the final sampling distribution, allowing to get unbiased estimators of the expectations. We show how to apply our procedure to sensitivity analysis, by estimating Sobol' indices and quantifying the impact of the input distributions. Finally, realistic test cases show the practical interest of the proposed algorithm, and its significant improvement over estimating the expectations separately.

  • 3 authors
·
Nov 30, 2022

One Life to Learn: Inferring Symbolic World Models for Stochastic Environments from Unguided Exploration

Symbolic world modeling requires inferring and representing an environment's transitional dynamics as an executable program. Prior work has focused on largely deterministic environments with abundant interaction data, simple mechanics, and human guidance. We address a more realistic and challenging setting, learning in a complex, stochastic environment where the agent has only "one life" to explore a hostile environment without human guidance. We introduce OneLife, a framework that models world dynamics through conditionally-activated programmatic laws within a probabilistic programming framework. Each law operates through a precondition-effect structure, activating in relevant world states. This creates a dynamic computation graph that routes inference and optimization only through relevant laws, avoiding scaling challenges when all laws contribute to predictions about a complex, hierarchical state, and enabling the learning of stochastic dynamics even with sparse rule activation. To evaluate our approach under these demanding constraints, we introduce a new evaluation protocol that measures (a) state ranking, the ability to distinguish plausible future states from implausible ones, and (b) state fidelity, the ability to generate future states that closely resemble reality. We develop and evaluate our framework on Crafter-OO, our reimplementation of the Crafter environment that exposes a structured, object-oriented symbolic state and a pure transition function that operates on that state alone. OneLife can successfully learn key environment dynamics from minimal, unguided interaction, outperforming a strong baseline on 16 out of 23 scenarios tested. We also test OneLife's planning ability, with simulated rollouts successfully identifying superior strategies. Our work establishes a foundation for autonomously constructing programmatic world models of unknown, complex environments.

  • 5 authors
·
Oct 13, 2025 2

ActWorld: From Explorable to Interactive World Model via Action-Aware Memory

Interactive world models aim to simulate environment dynamics under real-time user actions. However, their action vocabulary is largely confined to navigation: most actions correspond to motion (e.g., walk, turn, look around), while interaction with objects in the scene (e.g., pick up plates, open doors, or trigger physical responses) is either absent, restricted to game domains, or relegated to prompt-to-full-video scenarios. The resulting worlds are visually explorable but not truly actionable. In this work, we present ActWorld, an interactive world model that extends prior navigation-centric generators to support mid-rollout object interaction within a chunk-autoregressive framework. We argue that the navigation-interaction gap stems from two bottlenecks. First, a data bottleneck: the lack of human-object interaction data with accurate, dense labels. Second, a memory bottleneck: recency-biased history compression in existing world models discards the event-transition frames that causally determine subsequent object states, leading to an action-forgetting pathology. On the data side, we construct a 100K interaction video dataset, each annotated with per-chunk captions via chain-of-thought reasoning. On the model side, we introduce a hierarchical action-aware memory design that routes history compression by interaction importance, complemented by a persistent memory bank that maintains event-update and object-identity tokens across long rollouts. Experiments show that ActWorld supports both flexible navigation and rich object interaction within a single model, substantially improving interaction fidelity over navigation-only baselines without sacrificing viewpoint control. Project page is available at https://interactwm.github.io/ActWorld.

ByteDance ByteDance
·
Jun 15

On the Parameterization and Initialization of Diagonal State Space Models

State space models (SSM) have recently been shown to be very effective as a deep learning layer as a promising alternative to sequence models such as RNNs, CNNs, or Transformers. The first version to show this potential was the S4 model, which is particularly effective on tasks involving long-range dependencies by using a prescribed state matrix called the HiPPO matrix. While this has an interpretable mathematical mechanism for modeling long dependencies, it introduces a custom representation and algorithm that can be difficult to implement. On the other hand, a recent variant of S4 called DSS showed that restricting the state matrix to be fully diagonal can still preserve the performance of the original model when using a specific initialization based on approximating S4's matrix. This work seeks to systematically understand how to parameterize and initialize such diagonal state space models. While it follows from classical results that almost all SSMs have an equivalent diagonal form, we show that the initialization is critical for performance. We explain why DSS works mathematically, by showing that the diagonal restriction of S4's matrix surprisingly recovers the same kernel in the limit of infinite state dimension. We also systematically describe various design choices in parameterizing and computing diagonal SSMs, and perform a controlled empirical study ablating the effects of these choices. Our final model S4D is a simple diagonal version of S4 whose kernel computation requires just 2 lines of code and performs comparably to S4 in almost all settings, with state-of-the-art results for image, audio, and medical time-series domains, and averaging 85\% on the Long Range Arena benchmark.

  • 4 authors
·
Jun 23, 2022

Your Language Model is Its Own Critic: Reinforcement Learning with Value Estimation from Actor's Internal States

Reinforcement learning with verifiable rewards (RLVR) for Large Reasoning Models hinges on baseline estimation for variance reduction, but existing approaches pay a heavy price: PPO requires a policy-model scale critic, while GRPO needs multiple rollouts per prompt to keep its empirical group mean stable. We introduce Policy Optimization with Internal State Value Estimation), which obtains a baseline at negligible cost by using the policy model's internal signals already computed during the policy forward pass. A lightweight probe predicts the expected verifiable reward from the hidden states of the prompt and generated trajectory, as well as token-entropy statistics, and is trained online alongside the policy. To preserve gradient unbiasedness despite using trajectory-conditioned features, we introduce a cross-rollout construction that predicts each rollout's value from an independent rollout's internal states. Because POISE estimates prompt value using only a single rollout, it enables higher prompt diversity for a fixed compute budget during training. This reduces gradient variance for more stable learning and also eliminates the compute overhead of sampling costs for detecting zero-advantage prompts. On Qwen3-4B and DeepSeek-R1-Distill-Qwen-1.5B across math reasoning benchmarks, POISE matches DAPO while requiring less compute. Moreover, its value estimator shows similar performance to a separate LLM-scale value model and generalizes to various verifiable tasks. By leveraging the model's own internal representations, POISE enables more stable and efficient policy optimization.

LedgerAgent: Structured State for Policy-Adherent Tool-Calling Agents

Policy-adherent tool-calling agents in customer-service domains must maintain task states across turns while calling tools and obeying domain policies. Task states consist of relevant facts, identifiers, constraints, and conditions observed through user interaction and tool calls. In standard agents, task states are not represented separately. Observations, tool returns, and policy instructions are placed in the prompt, leaving agents to reconstruct the relevant states from the prompt each time they decide what to do next. This design makes state management implicit, creating two common failure modes. An agent may retrieve the right facts but later ground its decision in stale, missing, or incorrect information; and a syntactically valid tool call may still violate a domain policy that depends on the current task state. We introduce LedgerAgent, an inference-time method for tool-calling agents that maintains observed task states in a separate ledger and renders the states into the prompt. The ledger is also used to check state-dependent policy constraints before environment-changing tool calls are executed, blocking policy violations. Across four customer-service domains and a mixed panel of open- and closed-weight models, LedgerAgent improves average passk over a standard prompt-based tool-calling approach, with the largest gains under stricter multi-trial consistency metrics.

AutoWebWorld: Synthesizing Infinite Verifiable Web Environments via Finite State Machines

The performance of autonomous Web GUI agents heavily relies on the quality and quantity of their training data. However, a fundamental bottleneck persists: collecting interaction trajectories from real-world websites is expensive and difficult to verify. The underlying state transitions are hidden, leading to reliance on inconsistent and costly external verifiers to evaluate step-level correctness. To address this, we propose AutoWebWorld, a novel framework for synthesizing controllable and verifiable web environments by modeling them as Finite State Machines (FSMs) and use coding agents to translate FSMs into interactive websites. Unlike real websites, where state transitions are implicit, AutoWebWorld explicitly defines all states, actions, and transition rules. This enables programmatic verification: action correctness is checked against predefined rules, and task success is confirmed by reaching a goal state in the FSM graph. AutoWebWorld enables a fully automated search-and-verify pipeline, generating over 11,663 verified trajectories from 29 diverse web environments at only $0.04 per trajectory. Training on this synthetic data significantly boosts real-world performance. Our 7B Web GUI agent outperforms all baselines within 15 steps on WebVoyager. Furthermore, we observe a clear scaling law: as the synthetic data volume increases, performance on WebVoyager and Online-Mind2Web consistently improves.

ClawForge: Generating Executable Interactive Benchmarks for Command-Line Agents

Interactive agent benchmarks face a tension between scalable construction and realistic workflow evaluation. Hand-authored tasks are expensive to extend and revise, while static prompt evaluation misses failures that only appear when agents operate over persistent state. Existing interactive benchmarks have advanced agent evaluation significantly, but most initialize tasks from clean state and do not systematically test how agents handle pre-existing partial, stale, or conflicting artifacts. We present ClawForge, a generator-backed benchmark framework for executable command-line workflows under state conflict. The framework compiles scenario templates, grounded slots, initialized state, reference trajectories, and validators into reproducible task specifications, and evaluates agents step by step over persistent workflow surfaces using normalized end state and observable side effects rather than exact trajectory matching. We instantiate this framework as the ClawForge-Bench (17 scenarios, 6 ability categories). Results across seven frontier models show that the best model reaches only 45.3% strict accuracy, wrong-state replacement remains below 17\% for all models, and the widest model separation (17% to 90%) is driven by whether agents inspect existing state before acting. Partial-credit and step-efficiency analyses further reveal that many failures are near-miss closures rather than early breakdowns, and that models exhibit qualitatively different failure styles under state conflict.

  • 11 authors
·
May 12

GPTNT: Benchmarking Real-Time Collaboration Between Multimodal Agents on Keep Talking And Nobody Explodes

Multimodal models are increasingly deployed to solve tasks collaboratively with humans or other artificial agents. Existing benchmarks show that these models possess many of the required component capabilities, but the conditions that coincide in collaboration, including time pressure, information asymmetry, and imperfect communication, are usually studied in isolation. We introduce GPTNT, a benchmark built on the cooperative video game Keep Talking and Nobody Explodes, in which two agents must coordinate to defuse procedurally generated bomb puzzles against a live countdown. One agent can see and manipulate the bomb but does not have the defusal instructions; the other has the instructions but cannot see or manipulate the bomb. Neither agent can succeed alone: success requires effective and efficient communication. Unlike turn-based proxies, GPTNT requires agents to act asynchronously and communicate in real time. GPTNT is designed to separate collaboration from reliance on memorized solutions: the instruction manual, the partner, or both can be withheld to isolate what a model derives in the moment from what it already knows. We show that GPTNT poses a substantial challenge for state-of-the-art systems: none of the closed- or open-source models we test defuses a single bomb in real time, a bar that human players clear. Through controlled experiments, we identify critical weaknesses in state tracking, efficient action under time pressure, ambiguity handling, and error recovery. We release GPTNT as a benchmark for collaborative performance that current evaluations leave unmeasured. Because it runs on the real game, GPTNT benefits from procedural generation and inherits a living modding community, allowing the benchmark to evolve as models improve rather than being solved once and retired.

  • 6 authors
·
Jun 25

Offline RL with Observation Histories: Analyzing and Improving Sample Complexity

Offline reinforcement learning (RL) can in principle synthesize more optimal behavior from a dataset consisting only of suboptimal trials. One way that this can happen is by "stitching" together the best parts of otherwise suboptimal trajectories that overlap on similar states, to create new behaviors where each individual state is in-distribution, but the overall returns are higher. However, in many interesting and complex applications, such as autonomous navigation and dialogue systems, the state is partially observed. Even worse, the state representation is unknown or not easy to define. In such cases, policies and value functions are often conditioned on observation histories instead of states. In these cases, it is not clear if the same kind of "stitching" is feasible at the level of observation histories, since two different trajectories would always have different histories, and thus "similar states" that might lead to effective stitching cannot be leveraged. Theoretically, we show that standard offline RL algorithms conditioned on observation histories suffer from poor sample complexity, in accordance with the above intuition. We then identify sufficient conditions under which offline RL can still be efficient -- intuitively, it needs to learn a compact representation of history comprising only features relevant for action selection. We introduce a bisimulation loss that captures the extent to which this happens, and propose that offline RL can explicitly optimize this loss to aid worst-case sample complexity. Empirically, we show that across a variety of tasks either our proposed loss improves performance, or the value of this loss is already minimized as a consequence of standard offline RL, indicating that it correlates well with good performance.

  • 3 authors
·
Oct 31, 2023

Before It's Too Late: A State Space Model for the Early Prediction of Misinformation and Disinformation Engagement

In today's digital age, conspiracies and information campaigns can emerge rapidly and erode social and democratic cohesion. While recent deep learning approaches have made progress in modeling engagement through language and propagation models, they struggle with irregularly sampled data and early trajectory assessment. We present IC-Mamba, a novel state space model that forecasts social media engagement by modeling interval-censored data with integrated temporal embeddings. Our model excels at predicting engagement patterns within the crucial first 15-30 minutes of posting (RMSE 0.118-0.143), enabling rapid assessment of content reach. By incorporating interval-censored modeling into the state space framework, IC-Mamba captures fine-grained temporal dynamics of engagement growth, achieving a 4.72% improvement over state-of-the-art across multiple engagement metrics (likes, shares, comments, and emojis). Our experiments demonstrate IC-Mamba's effectiveness in forecasting both post-level dynamics and broader narrative patterns (F1 0.508-0.751 for narrative-level predictions). The model maintains strong predictive performance across extended time horizons, successfully forecasting opinion-level engagement up to 28 days ahead using observation windows of 3-10 days. These capabilities enable earlier identification of potentially problematic content, providing crucial lead time for designing and implementing countermeasures. Code is available at: https://github.com/ltian678/ic-mamba. An interactive dashboard demonstrating our results is available at: https://ic-mamba.behavioral-ds.science.

  • 5 authors
·
Feb 6, 2025

Modeling Information Blackouts in Missing Not-At-Random Time Series Data

Large-scale traffic forecasting relies on fixed sensor networks that often exhibit blackouts: contiguous intervals of missing measurements caused by detector or communication failures. These outages are typically handled under a Missing At Random (MAR) assumption, even though blackout events may correlate with unobserved traffic conditions (e.g., congestion or anomalous flow), motivating a Missing Not At Random (MNAR) treatment. We propose a latent state-space framework that jointly models (i) traffic dynamics via a linear dynamical system and (ii) sensor dropout via a Bernoulli observation channel whose probability depends on the latent traffic state. Inference uses an Extended Kalman Filter with Rauch-Tung-Striebel smoothing, and parameters are learned via an approximate EM procedure with a dedicated update for detector-specific missingness parameters. On the Seattle inductive loop detector data, introducing latent dynamics yields large gains over naive baselines, reducing blackout imputation RMSE from 7.02 (LOCF) and 5.02 (linear interpolation + seasonal naive) to 4.23 (MAR LDS), corresponding to about a 64% reduction in MSE relative to LOCF. Explicit MNAR modeling provides a consistent but smaller additional improvement on real data (imputation RMSE 4.20; 0.8% RMSE reduction relative to MAR), with similar modest gains for short-horizon post-blackout forecasts (evaluated at 1, 3, and 6 steps). In controlled synthetic experiments, the MNAR advantage increases as the true missingness dependence on latent state strengthens. Overall, temporal dynamics dominate performance, while MNAR modeling offers a principled refinement that becomes most valuable when missingness is genuinely informative.

  • 3 authors
·
Jan 5 1

OpenClaw-RL: Train Any Agent Simply by Talking

Every agent interaction generates a next-state signal, namely the user reply, tool output, terminal or GUI state change that follows each action, yet no existing agentic RL system recovers it as a live, online learning source. We present OpenClaw-RL, a framework built on a simple observation: next-state signals are universal, and policy can learn from all of them simultaneously. Personal conversations, terminal executions, GUI interactions, SWE tasks, and tool-call traces are not separate training problems. They are all interactions that can be used to train the same policy in the same loop. Next-state signals encode two forms of information: evaluative signals, which indicate how well the action performed and are extracted as scalar rewards via a PRM judge; and directive signals, which indicate how the action should have been different and are recovered through Hindsight-Guided On-Policy Distillation (OPD). We extract textual hints from the next state, construct an enhanced teacher context, and provide token-level directional advantage supervision that is richer than any scalar reward. Due to the asynchronous design, the model serves live requests, the PRM judges ongoing interactions, and the trainer updates the policy at the same time, with zero coordination overhead between them. Applied to personal agents, OpenClaw-RL enables an agent to improve simply by being used, recovering conversational signals from user re-queries, corrections, and explicit feedback. Applied to general agents, the same infrastructure supports scalable RL across terminal, GUI, SWE, and tool-call settings, where we additionally demonstrate the utility of process rewards. Code: https://github.com/Gen-Verse/OpenClaw-RL

Gated KalmaNet: A Fading Memory Layer Through Test-Time Ridge Regression

As efficient alternatives to softmax Attention, linear State-Space Models (SSMs) achieve constant memory and linear compute, but maintain only a lossy, fading summary of the past, often leading to inferior performance in recall-oriented tasks. We propose Gated KalmaNet (GKA), a layer that accounts for the full past while maintaining SSM-style efficiency. We ground our approach in the Kalman Filter (KF) framework, which provides a principled solution for optimal inference in dynamical systems. We show that several existing SSM layers (DeltaNet, Gated DeltaNet, and Kimi Delta Attention) are approximations to the KF recurrence that assume identity error covariance, thereby ignoring how past measurements (keys and values) should optimally influence state updates. In contrast, GKA computes the exact Kalman gain by maintaining the full error covariance. Under a steady-state assumption that enables parallelization, this reduces to solving an online ridge regression problem with constant memory and linear compute cost. A critical insight is that standard KF equations are numerically unstable in low-precision environments (like bfloat16) and hard to parallelize on modern hardware. We address this through: (1) adaptive regularization with input-dependent gating to control the condition number of the ridge regression for numerical stability, and (2) Chebyshev Iteration, which we show is more stable than conventional iterative solvers in low-precision settings. We further develop hardware-aware chunk-wise kernels to enable efficient training. Empirically, GKA outperforms existing SSM layers (like Mamba2 and Gated DeltaNet) on short-context tasks and achieves more than 10\% relative improvement on long-context RAG and LongQA tasks up to 128k tokens.

  • 6 authors
·
Nov 25, 2025

Discovery of interpretable structural model errors by combining Bayesian sparse regression and data assimilation: A chaotic Kuramoto-Sivashinsky test case

Models of many engineering and natural systems are imperfect. The discrepancy between the mathematical representations of a true physical system and its imperfect model is called the model error. These model errors can lead to substantial differences between the numerical solutions of the model and the state of the system, particularly in those involving nonlinear, multi-scale phenomena. Thus, there is increasing interest in reducing model errors, particularly by leveraging the rapidly growing observational data to understand their physics and sources. Here, we introduce a framework named MEDIDA: Model Error Discovery with Interpretability and Data Assimilation. MEDIDA only requires a working numerical solver of the model and a small number of noise-free or noisy sporadic observations of the system. In MEDIDA, first the model error is estimated from differences between the observed states and model-predicted states (the latter are obtained from a number of one-time-step numerical integrations from the previous observed states). If observations are noisy, a data assimilation (DA) technique such as ensemble Kalman filter (EnKF) is employed to provide the analysis state of the system, which is then used to estimate the model error. Finally, an equation-discovery technique, here the relevance vector machine (RVM), a sparsity-promoting Bayesian method, is used to identify an interpretable, parsimonious, and closed-form representation of the model error. Using the chaotic Kuramoto-Sivashinsky (KS) system as the test case, we demonstrate the excellent performance of MEDIDA in discovering different types of structural/parametric model errors, representing different types of missing physics, using noise-free and noisy observations.

  • 3 authors
·
Oct 1, 2021

One-hot Generalized Linear Model for Switching Brain State Discovery

Exposing meaningful and interpretable neural interactions is critical to understanding neural circuits. Inferred neural interactions from neural signals primarily reflect functional interactions. In a long experiment, subject animals may experience different stages defined by the experiment, stimuli, or behavioral states, and hence functional interactions can change over time. To model dynamically changing functional interactions, prior work employs state-switching generalized linear models with hidden Markov models (i.e., HMM-GLMs). However, we argue they lack biological plausibility, as functional interactions are shaped and confined by the underlying anatomical connectome. Here, we propose a novel prior-informed state-switching GLM. We introduce both a Gaussian prior and a one-hot prior over the GLM in each state. The priors are learnable. We will show that the learned prior should capture the state-constant interaction, shedding light on the underlying anatomical connectome and revealing more likely physical neuron interactions. The state-dependent interaction modeled by each GLM offers traceability to capture functional variations across multiple brain states. Our methods effectively recover true interaction structures in simulated data, achieve the highest predictive likelihood with real neural datasets, and render interaction structures and hidden states more interpretable when applied to real neural data.

  • 5 authors
·
Oct 23, 2023

SkillMimic-V2: Learning Robust and Generalizable Interaction Skills from Sparse and Noisy Demonstrations

We address a fundamental challenge in Reinforcement Learning from Interaction Demonstration (RLID): demonstration noise and coverage limitations. While existing data collection approaches provide valuable interaction demonstrations, they often yield sparse, disconnected, and noisy trajectories that fail to capture the full spectrum of possible skill variations and transitions. Our key insight is that despite noisy and sparse demonstrations, there exist infinite physically feasible trajectories that naturally bridge between demonstrated skills or emerge from their neighboring states, forming a continuous space of possible skill variations and transitions. Building upon this insight, we present two data augmentation techniques: a Stitched Trajectory Graph (STG) that discovers potential transitions between demonstration skills, and a State Transition Field (STF) that establishes unique connections for arbitrary states within the demonstration neighborhood. To enable effective RLID with augmented data, we develop an Adaptive Trajectory Sampling (ATS) strategy for dynamic curriculum generation and a historical encoding mechanism for memory-dependent skill learning. Our approach enables robust skill acquisition that significantly generalizes beyond the reference demonstrations. Extensive experiments across diverse interaction tasks demonstrate substantial improvements over state-of-the-art methods in terms of convergence stability, generalization capability, and recovery robustness.

  • 7 authors
·
May 4, 2025 1

Contact-Anchored Proprioceptive Odometry for Quadruped Robots

Reliable odometry for legged robots without cameras or LiDAR remains challenging due to IMU drift and noisy joint velocity sensing. This paper presents a purely proprioceptive state estimator that uses only IMU and motor measurements to jointly estimate body pose and velocity, with a unified formulation applicable to biped, quadruped, and wheel-legged robots. The key idea is to treat each contacting leg as a kinematic anchor: joint-torque--based foot wrench estimation selects reliable contacts, and the corresponding footfall positions provide intermittent world-frame constraints that suppress long-term drift. To prevent elevation drift during extended traversal, we introduce a lightweight height clustering and time-decay correction that snaps newly recorded footfall heights to previously observed support planes. To improve foot velocity observations under encoder quantization, we apply an inverse-kinematics cubature Kalman filter that directly filters foot-end velocities from joint angles and velocities. The implementation further mitigates yaw drift through multi-contact geometric consistency and degrades gracefully to a kinematics-derived heading reference when IMU yaw constraints are unavailable or unreliable. We evaluate the method on four quadruped platforms (three Astrall robots and a Unitree Go2 EDU) using closed-loop trajectories. On Astrall point-foot robot~A, a sim200\,m horizontal loop and a sim15\,m vertical loop return with 0.1638\,m and 0.219\,m error, respectively; on wheel-legged robot~B, the corresponding errors are 0.2264\,m and 0.199\,m. On wheel-legged robot~C, a sim700\,m horizontal loop yields 7.68\,m error and a sim20\,m vertical loop yields 0.540\,m error. Unitree Go2 EDU closes a sim120\,m horizontal loop with 2.2138\,m error and a sim8\,m vertical loop with less than 0.1\,m vertical error. github.com/ShineMinxing/Ros2Go2Estimator.git

UCAS ucas
·
Feb 19 2

Pseudo-Simulation for Autonomous Driving

Existing evaluation paradigms for Autonomous Vehicles (AVs) face critical limitations. Real-world evaluation is often challenging due to safety concerns and a lack of reproducibility, whereas closed-loop simulation can face insufficient realism or high computational costs. Open-loop evaluation, while being efficient and data-driven, relies on metrics that generally overlook compounding errors. In this paper, we propose pseudo-simulation, a novel paradigm that addresses these limitations. Pseudo-simulation operates on real datasets, similar to open-loop evaluation, but augments them with synthetic observations generated prior to evaluation using 3D Gaussian Splatting. Our key idea is to approximate potential future states the AV might encounter by generating a diverse set of observations that vary in position, heading, and speed. Our method then assigns a higher importance to synthetic observations that best match the AV's likely behavior using a novel proximity-based weighting scheme. This enables evaluating error recovery and the mitigation of causal confusion, as in closed-loop benchmarks, without requiring sequential interactive simulation. We show that pseudo-simulation is better correlated with closed-loop simulations (R^2=0.8) than the best existing open-loop approach (R^2=0.7). We also establish a public leaderboard for the community to benchmark new methodologies with pseudo-simulation. Our code is available at https://github.com/autonomousvision/navsim.

  • 14 authors
·
Jun 4, 2025

Observation-Centric SORT: Rethinking SORT for Robust Multi-Object Tracking

Kalman filter (KF) based methods for multi-object tracking (MOT) make an assumption that objects move linearly. While this assumption is acceptable for very short periods of occlusion, linear estimates of motion for prolonged time can be highly inaccurate. Moreover, when there is no measurement available to update Kalman filter parameters, the standard convention is to trust the priori state estimations for posteriori update. This leads to the accumulation of errors during a period of occlusion. The error causes significant motion direction variance in practice. In this work, we show that a basic Kalman filter can still obtain state-of-the-art tracking performance if proper care is taken to fix the noise accumulated during occlusion. Instead of relying only on the linear state estimate (i.e., estimation-centric approach), we use object observations (i.e., the measurements by object detector) to compute a virtual trajectory over the occlusion period to fix the error accumulation of filter parameters during the occlusion period. This allows more time steps to correct errors accumulated during occlusion. We name our method Observation-Centric SORT (OC-SORT). It remains Simple, Online, and Real-Time but improves robustness during occlusion and non-linear motion. Given off-the-shelf detections as input, OC-SORT runs at 700+ FPS on a single CPU. It achieves state-of-the-art on multiple datasets, including MOT17, MOT20, KITTI, head tracking, and especially DanceTrack where the object motion is highly non-linear. The code and models are available at https://github.com/noahcao/OC_SORT.

  • 5 authors
·
Mar 27, 2022