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Bohan Wu

Publications and source records attributed to Bohan Wu.

33 records · Page 2Linked to original sources

Large Language Model Agent: A Survey on Methodology, Applications and Challenges

The era of intelligent agents is upon us, driven by revolutionary advancements in large language models. Large Language Model (LLM) agents, with goal-driven behaviors and dynamic adaptation capabilities, potentially represent a critical pathway toward artificial general intelligence. This survey systematically deconstructs LLM agent systems through a methodology-centered taxonomy, linking architectural foundations, collaboration mechanisms, and evolutionary pathways. We unify fragmented research threads by revealing fundamental connections between agent design principles and their emergent behaviors in complex environments. Our work provides a unified architectural perspective, examining how agents are constructed, how they collaborate, and how they evolve over time, while also addressing evaluation methodologies, tool applications, practical challenges, and diverse application domains. By surveying the latest developments in this rapidly evolving field, we offer researchers a structured taxonomy for understanding LLM agents and identify promising directions for future research. The collection is available at https://github.com/luo-junyu/Awesome-Agent-Papers.

cs.CL↗

MMEvalPro: Calibrating Multimodal Benchmarks Towards Trustworthy and Efficient Evaluation

Large Multimodal Models (LMMs) exhibit impressive cross-modal understanding and reasoning abilities, often assessed through multiple-choice questions (MCQs) that include an image, a question, and several options. However, many benchmarks used for such evaluations suffer from systematic biases. Remarkably, Large Language Models (LLMs) without any visual perception capabilities achieve non-trivial performance, undermining the credibility of these evaluations. To address this issue while maintaining the efficiency of MCQ evaluations, we propose MMEvalPro, a benchmark designed to avoid Type-I errors through a trilogy evaluation pipeline and more rigorous metrics. For each original question from existing benchmarks, human annotators augment it by creating one perception question and one knowledge anchor question through a meticulous annotation process. MMEvalPro comprises $2,138$ question triplets, totaling $6,414$ distinct questions. Two-thirds of these questions are manually labeled by human experts, while the rest are sourced from existing benchmarks (MMMU, ScienceQA, and MathVista). Compared with the existing benchmarks, our experiments with the latest LLMs and LMMs demonstrate that MMEvalPro is more challenging (the best LMM lags behind human performance by $31.73\%$, compared to an average gap of $8.03\%$ in previous benchmarks) and more trustworthy (the best LLM trails the best LMM by $23.09\%$, whereas the gap for previous benchmarks is just $14.64\%$). Our in-depth analysis explains the reason for the large performance gap and justifies the trustworthiness of evaluation, underscoring its significant potential for advancing future research.

cs.CV↗

Effect of Adaptation Rate and Cost Display in a Human-AI Interaction Game

As interactions between humans and AI become more prevalent, it is critical to have better predictors of human behavior in these interactions. We investigated how changes in the AI's adaptive algorithm impact behavior predictions in two-player continuous games. In our experiments, the AI adapted its actions using a gradient descent algorithm under different adaptation rates while human participants were provided cost feedback. The cost feedback was provided by one of two types of visual displays: (a) cost at the current joint action vector, or (b) cost in a local neighborhood of the current joint action vector. Our results demonstrate that AI adaptation rate can significantly affect human behavior, having the ability to shift the outcome between two game theoretic equilibrium. We observed that slow adaptation rates shift the outcome towards the Nash equilibrium, while fast rates shift the outcome towards the human-led Stackelberg equilibrium. The addition of localized cost information had the effect of shifting outcomes towards Nash, compared to the outcomes from cost information at only the current joint action vector. Future work will investigate other effects that influence the convergence of gradient descent games.

cs.AI↗

Monte Carlo inference for semiparametric Bayesian regression

Data transformations are essential for broad applicability of parametric regression models. However, for Bayesian analysis, joint inference of the transformation and model parameters typically involves restrictive parametric transformations or nonparametric representations that are computationally inefficient and cumbersome for implementation and theoretical analysis, which limits their usability in practice. This paper introduces a simple, general, and efficient strategy for joint posterior inference of an unknown transformation and all regression model parameters. The proposed approach directly targets the posterior distribution of the transformation by linking it with the marginal distributions of the independent and dependent variables, and then deploys a Bayesian nonparametric model via the Bayesian bootstrap. Crucially, this approach delivers (1) joint posterior consistency under general conditions, including multiple model misspecifications, and (2) efficient Monte Carlo (not Markov chain Monte Carlo) inference for the transformation and all parameters for important special cases. These tools apply across a variety of data domains, including real-valued, positive, and compactly-supported data. Simulation studies and an empirical application demonstrate the effectiveness and efficiency of this strategy for semiparametric Bayesian analysis with linear models, quantile regression, and Gaussian processes. The R package SeBR is available on CRAN.

stat.ME↗

Target conversation extraction: Source separation using turn-taking dynamics

Extracting the speech of participants in a conversation amidst interfering speakers and noise presents a challenging problem. In this paper, we introduce the novel task of target conversation extraction, where the goal is to extract the audio of a target conversation based on the speaker embedding of one of its participants. To accomplish this, we propose leveraging temporal patterns inherent in human conversations, particularly turn-taking dynamics, which uniquely characterize speakers engaged in conversation and distinguish them from interfering speakers and noise. Using neural networks, we show the feasibility of our approach on English and Mandarin conversation datasets. In the presence of interfering speakers, our results show an 8.19 dB improvement in signal-to-noise ratio for 2-speaker conversations and a 7.92 dB improvement for 2-4-speaker conversations. Code, dataset available at https://github.com/chentuochao/Target-Conversation-Extraction.

cs.CL↗

M-EMBER: Tackling Long-Horizon Mobile Manipulation via Factorized Domain Transfer

In this paper, we propose a method to create visuomotor mobile manipulation solutions for long-horizon activities. We propose to leverage the recent advances in simulation to train visual solutions for mobile manipulation. While previous works have shown success applying this procedure to autonomous visual navigation and stationary manipulation, applying it to long-horizon visuomotor mobile manipulation is still an open challenge that demands both perceptual and compositional generalization of multiple skills. In this work, we develop Mobile-EMBER, or M-EMBER, a factorized method that decomposes a long-horizon mobile manipulation activity into a repertoire of primitive visual skills, reinforcement-learns each skill, and composes these skills to a long-horizon mobile manipulation activity. On a mobile manipulation robot, we find that M-EMBER completes a long-horizon mobile manipulation activity, cleaning_kitchen, achieving a 53% success rate. This requires successfully planning and executing five factorized, learned visual skills.

cs.RO↗

Semiparametric discrete data regression with Monte Carlo inference and prediction

Discrete data are abundant and often arise as counts or rounded data. These data commonly exhibit complex distributional features such as zero-inflation, over-/under-dispersion, boundedness, and heaping, which render many parametric models inadequate. Yet even for parametric regression models, approximations such as MCMC typically are needed for posterior inference. This paper introduces a Bayesian modeling and algorithmic framework that enables semiparametric regression analysis for discrete data with Monte Carlo (not MCMC) sampling. The proposed approach pairs a nonparametric marginal model with a latent linear regression model to encourage both flexibility and interpretability, and delivers posterior consistency even under model misspecification. For a parametric or large-sample approximation of this model, we identify a class of conjugate priors with (pseudo) closed-form posteriors. All posterior and predictive distributions are available analytically or via direct Monte Carlo sampling. These tools are broadly useful for linear regression, nonlinear models via basis expansions, and variable selection with discrete data. Simulation studies demonstrate significant advantages in computing, prediction, estimation, and selection relative to existing alternatives. This novel approach is applied successfully to self-reported mental health data that exhibit zero-inflation, overdispersion, boundedness, and heaping.

stat.ME↗

Example-Driven Model-Based Reinforcement Learning for Solving Long-Horizon Visuomotor Tasks

In this paper, we study the problem of learning a repertoire of low-level skills from raw images that can be sequenced to complete long-horizon visuomotor tasks. Reinforcement learning (RL) is a promising approach for acquiring short-horizon skills autonomously. However, the focus of RL algorithms has largely been on the success of those individual skills, more so than learning and grounding a large repertoire of skills that can be sequenced to complete extended multi-stage tasks. The latter demands robustness and persistence, as errors in skills can compound over time, and may require the robot to have a number of primitive skills in its repertoire, rather than just one. To this end, we introduce EMBER, a model-based RL method for learning primitive skills that are suitable for completing long-horizon visuomotor tasks. EMBER learns and plans using a learned model, critic, and success classifier, where the success classifier serves both as a reward function for RL and as a grounding mechanism to continuously detect if the robot should retry a skill when unsuccessful or under perturbations. Further, the learned model is task-agnostic and trained using data from all skills, enabling the robot to efficiently learn a number of distinct primitives. These visuomotor primitive skills and their associated pre- and post-conditions can then be directly combined with off-the-shelf symbolic planners to complete long-horizon tasks. On a Franka Emika robot arm, we find that EMBER enables the robot to complete three long-horizon visuomotor tasks at 85% success rate, such as organizing an office desk, a file cabinet, and drawers, which require sequencing up to 12 skills, involve 14 unique learned primitives, and demand generalization to novel objects.

cs.RO↗

Semiparametric count data regression for self-reported mental health

"For how many days during the past 30 days was your mental health not good?" The responses to this question measure self-reported mental health and can be linked to important covariates in the National Health and Nutrition Examination Survey (NHANES). However, these count variables present major distributional challenges: the data are overdispersed, zero-inflated, bounded by 30, and heaped in five- and seven-day increments. To meet these challenges, we design a semiparametric estimation and inference framework for count data regression. The data-generating process is defined by simultaneously transforming and rounding (STAR) a latent Gaussian regression model. The transformation is estimated nonparametrically and the rounding operator ensures the correct support for the discrete and bounded data. Maximum likelihood estimators are computed using an EM algorithm that is compatible with any continuous data model estimable by least squares. STAR regression includes asymptotic hypothesis testing and confidence intervals, variable selection via information criteria, and customized diagnostics. Simulation studies validate the utility of this framework. STAR is deployed to study the factors associated with self-reported mental health and demonstrates substantial improvements in goodness-of-fit compared to existing count data regression models.

stat.ME↗

Greedy Hierarchical Variational Autoencoders for Large-Scale Video Prediction

A video prediction model that generalizes to diverse scenes would enable intelligent agents such as robots to perform a variety of tasks via planning with the model. However, while existing video prediction models have produced promising results on small datasets, they suffer from severe underfitting when trained on large and diverse datasets. To address this underfitting challenge, we first observe that the ability to train larger video prediction models is often bottlenecked by the memory constraints of GPUs or TPUs. In parallel, deep hierarchical latent variable models can produce higher quality predictions by capturing the multi-level stochasticity of future observations, but end-to-end optimization of such models is notably difficult. Our key insight is that greedy and modular optimization of hierarchical autoencoders can simultaneously address both the memory constraints and the optimization challenges of large-scale video prediction. We introduce Greedy Hierarchical Variational Autoencoders (GHVAEs), a method that learns high-fidelity video predictions by greedily training each level of a hierarchical autoencoder. In comparison to state-of-the-art models, GHVAEs provide 17-55% gains in prediction performance on four video datasets, a 35-40% higher success rate on real robot tasks, and can improve performance monotonically by simply adding more modules.

cs.CV↗

A Comparison of Functional Principal Component Analysis Methods with Accelerometry Applications

The association between a person's physical activity and various health outcomes is an area of active research. The National Health and Nutrition Examination Survey (NHANES) data provide a valuable resource for studying these associations. NHANES accelerometry data has been used by many to measure individuals' activity levels. A common approach for analyzing accelerometry data is functional principal component analysis (FPCA). The first part of the paper uses Poisson FPCA (PFPCA), Gaussian FPCA (GFPCA), and nonnegative and regularized function decomposition (NARFD) to extract features from the count-valued NHANES accelerometry data. The second part of the paper compares logistic regression, random forests, and AdaBoost models based on GFPCA, NARFD, or PFPCA scores in the context of mortality prediction. The results show that Poisson FPCA is the best FPCA model for the inference of accelerometry data, and the AdaBoost model based on Poisson FPCA scores gives the best mortality prediction results.

stat.AP↗

SQUIRL: Robust and Efficient Learning from Video Demonstration of Long-Horizon Robotic Manipulation Tasks

Recent advances in deep reinforcement learning (RL) have demonstrated its potential to learn complex robotic manipulation tasks. However, RL still requires the robot to collect a large amount of real-world experience. To address this problem, recent works have proposed learning from expert demonstrations (LfD), particularly via inverse reinforcement learning (IRL), given its ability to achieve robust performance with only a small number of expert demonstrations. Nevertheless, deploying IRL on real robots is still challenging due to the large number of robot experiences it requires. This paper aims to address this scalability challenge with a robust, sample-efficient, and general meta-IRL algorithm, SQUIRL, that performs a new but related long-horizon task robustly given only a single video demonstration. First, this algorithm bootstraps the learning of a task encoder and a task-conditioned policy using behavioral cloning (BC). It then collects real-robot experiences and bypasses reward learning by directly recovering a Q-function from the combined robot and expert trajectories. Next, this algorithm uses the Q-function to re-evaluate all cumulative experiences collected by the robot to improve the policy quickly. In the end, the policy performs more robustly (90%+ success) than BC on new tasks while requiring no trial-and-errors at test time. Finally, our real-robot and simulated experiments demonstrate our algorithm's generality across different state spaces, action spaces, and vision-based manipulation tasks, e.g., pick-pour-place and pick-carry-drop.

cs.RO↗

MAT: Multi-Fingered Adaptive Tactile Grasping via Deep Reinforcement Learning

Vision-based grasping systems typically adopt an open-loop execution of a planned grasp. This policy can fail due to many reasons, including ubiquitous calibration error. Recovery from a failed grasp is further complicated by visual occlusion, as the hand is usually occluding the vision sensor as it attempts another open-loop regrasp. This work presents MAT, a tactile closed-loop method capable of realizing grasps provided by a coarse initial positioning of the hand above an object. Our algorithm is a deep reinforcement learning (RL) policy optimized through the clipped surrogate objective within a maximum entropy RL framework to balance exploitation and exploration. The method utilizes tactile and proprioceptive information to act through both fine finger motions and larger regrasp movements to execute stable grasps. A novel curriculum of action motion magnitude makes learning more tractable and helps turn common failure cases into successes. Careful selection of features that exhibit small sim-to-real gaps enables this tactile grasping policy, trained purely in simulation, to transfer well to real world environments without the need for additional learning. Experimentally, this methodology improves over a vision-only grasp success rate substantially on a multi-fingered robot hand. When this methodology is used to realize grasps from coarse initial positions provided by a vision-only planner, the system is made dramatically more robust to calibration errors in the camera-robot transform.

cs.RO↗

Pixel-Attentive Policy Gradient for Multi-Fingered Grasping in Cluttered Scenes

Recent advances in on-policy reinforcement learning (RL) methods enabled learning agents in virtual environments to master complex tasks with high-dimensional and continuous observation and action spaces. However, leveraging this family of algorithms in multi-fingered robotic grasping remains a challenge due to large sim-to-real fidelity gaps and the high sample complexity of on-policy RL algorithms. This work aims to bridge these gaps by first reinforcement-learning a multi-fingered robotic grasping policy in simulation that operates in the pixel space of the input: a single depth image. Using a mapping from pixel space to Cartesian space according to the depth map, this method transfers to the real world with high fidelity and introduces a novel attention mechanism that substantially improves grasp success rate in cluttered environments. Finally, the direct-generative nature of this method allows learning of multi-fingered grasps that have flexible end-effector positions, orientations and rotations, as well as all degrees of freedom of the hand.

cs.RO↗

Model Primitive Hierarchical Lifelong Reinforcement Learning

Learning interpretable and transferable subpolicies and performing task decomposition from a single, complex task is difficult. Some traditional hierarchical reinforcement learning techniques enforce this decomposition in a top-down manner, while meta-learning techniques require a task distribution at hand to learn such decompositions. This paper presents a framework for using diverse suboptimal world models to decompose complex task solutions into simpler modular subpolicies. This framework performs automatic decomposition of a single source task in a bottom up manner, concurrently learning the required modular subpolicies as well as a controller to coordinate them. We perform a series of experiments on high dimensional continuous action control tasks to demonstrate the effectiveness of this approach at both complex single task learning and lifelong learning. Finally, we perform ablation studies to understand the importance and robustness of different elements in the framework and limitations to this approach.

cs.LG↗