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Changhao Wang

Publications and source records attributed to Changhao Wang.

At least 19 recordsLinked to original sources

Tracking the Moving Frontier: Long-Short Term Advantage Estimator

Group-based RLVR methods estimate advantages by repeatedly sampling multiple trajectories for each prompt, making long-horizon agent training expensive and discarding useful experience accumulated across iterations. We ask whether historical experience can replace these repeated within-iteration comparisons without directly optimizing on stale trajectories. We introduce Long-Short Term Advantage Estimator (LSTAE), a single-stream RL algorithm that uses history for advantage estimation while updating the policy only with the current rollout. LSTAE maintains a persistent tracker for each task anchor. At the trajectory level (long term), a drift-aware historical baseline tracks the anchor's moving success frontier and measures the relative contribution of each new trajectory. At the step level (short term), a recent state-experience buffer exploits recurrent states to estimate localized action advantages. This two-timescale design converts accumulated experience into multi-granular credit signals, requiring only one rollout per anchor. Across agentic and mathematical reasoning benchmarks, LSTAE matches or improves upon strong group-based baselines while substantially reducing rollout cost.

cs.LG

Delegation Intelligence in Deep Search: A Controllable Framework for Disentangled Capability Diagnosis

Deep search is becoming a core capability of modern agent systems, yet it is typically evaluated solely based on end-to-end answer accuracy. This coupled evaluation paradigm entangles retrieval quality, long-context comprehension, evidence verification, and tool-use decisions, making it difficult to determine whether a model truly knows when and how to delegate information seeking to search. To this end: (1) We formalize this meta-capability as Delegation Intelligence in deep search and decompose it into complementary dimensions-Search Decision-Making (recognizing information insufficiency and deciding whether, when, and how to search) and Information Synthesis and Verification (aggregating evidence from multiple sources, judging source reliability, and synthesizing information under noisy, potentially adversarial conditions). (2) To enable disentangled and reproducible measurement, we develop a controllable synthesis pipeline built on document-grounded reverse engineering. This yields a general recipe for constructing controlled deep-search evaluations rather than a single fixed dataset. (3) As a concrete instantiation, we construct DelegSearchBench, together with a disentangled evaluation protocol that isolates each capability dimension by varying document composition and tool access. (4) Across representative models, we demonstrate that deep-search competence cannot be adequately characterized by final-answer accuracy alone...

cs.AI

Multisensory Continual Learning: Adapting Pretrained Visuomotor Policies to Force

Robot manipulation often relies on sensory feedback beyond vision, particularly in contact-rich settings where force, tactile, or audio signals reveal interaction states that are not directly observable from images. However, these modalities are often hardware- and task-specific, and large-scale multisensory robot datasets remain scarce. As a result, it is impractical to pretrain policies with every sensor they may encounter. We study multisensory continual learning: adapting a pretrained robot policy to new tasks with newly introduced modalities while preserving performance under the original sensor suite. We propose MultiSensory World Model (MuSe), which incorporates limited multisensory data into pretrained vision-only policies through multi-stage fusion, multisensory future prediction, and experience replay over pretraining data. We instantiate MuSe by augmenting a pretrained vision-only policy with force-torque sensing and evaluate it on real-world manipulation tasks. Our experiments show that MuSe performs strongly on contact-rich finetuning tasks while preserving, and in some cases improving, performance on the original pretraining tasks. These results suggest that a modest multisensory dataset can improve general robot capabilities beyond the finetuning distribution. Project website: https://jadenvc.github.io/multisensory-continual-learning/

cs.RO

SPIDER: Scalable Physics-Informed Dexterous Retargeting

Learning dexterous and agile policy for humanoid and dexterous hand control requires large-scale demonstrations, but collecting robot-specific data is prohibitively expensive. In contrast, abundant human motion data is readily available from motion capture, videos, and virtual reality, which could help address the data scarcity problem. However, due to the embodiment gap and missing dynamic information like force and torque, these demonstrations cannot be directly executed on robots. To bridge this gap, we propose Scalable Physics-Informed DExterous Retargeting (SPIDER), a physics-based retargeting framework to transform and augment kinematic-only human demonstrations to dynamically feasible robot trajectories at scale. Our key insight is that human demonstrations should provide global task structure and objective, while large-scale physics-based sampling with curriculum-style virtual contact guidance should refine trajectories to ensure dynamical feasibility and correct contact sequences. SPIDER scales across diverse 9 humanoid/dexterous hand embodiments and 6 datasets, improving success rates by 18% compared to standard sampling, while being 10X faster than reinforcement learning (RL) baselines, and enabling the generation of a 2.4M frames dynamic-feasible robot dataset for policy learning. As a universal physics-based retargeting method, SPIDER can work with diverse quality data and generate diverse and high-quality data to enable efficient policy learning with methods like RL.

cs.RO

GRIP: Geometric Refinement and Adaptive Information Potential for Data Efficiency

The performance of Large Language Models (LLMs) is increasingly governed by data efficiency rather than raw scaling volume. However, existing selection methods often decouple global distribution balancing from local instance selection, compromising the hierarchical integrity of the training set. We introduce \textbf{GRIP} (Geometric Refinement and Adaptive Information Potential), a framework that unifies these dimensions by modeling the corpus as an information-dense geometric space. GRIP employs a \textbf{Rapid Adaptation Probe (RAP)} to quantify the information potential of semantic clusters, dynamically re-allocating the sampling budget to regions with the highest representation deficits. Subsequently, we perform Intra-Cluster Selection using a \textbf{length-rectified geometric prior} to counteract embedding density artifacts and preserve long-tail logical sequences. Extensive evaluations on Mixture-of-Experts (MoE) models up to 300B tokens demonstrate that GRIP consistently outperforms state-of-the-art baselines, \textbf{surpassing the performance of models trained on $3\times$ larger uncurated datasets}. Our work establishes a robust geometric foundation for adaptive data curation in large-scale pre-training.

cs.CL

UniGeM: Unifying Data Mixing and Selection via Geometric Exploration and Mining

The scaling of Large Language Models (LLMs) is increasingly limited by data quality. Most methods handle data mixing and sample selection separately, which can break the structure in code corpora. We introduce \textbf{UniGeM}, a framework that unifies mixing and selection by treating data curation as a \textit{manifold approximation} problem without training proxy models or relying on external reference datasets. UniGeM operates hierarchically: \textbf{Macro-Exploration} learns mixing weights with stability-based clustering; \textbf{Micro-Mining} filters high-quality instances by their geometric distribution to ensure logical consistency. Validated by training 8B and 16B MoE models on 100B tokens, UniGeM achieves \textbf{2.0$\times$ data efficiency} over a random baseline and further improves overall performance compared to SOTA methods in reasoning-heavy evaluations and multilingual generalization.

cs.LG

OSMO: Open-Source Tactile Glove for Human-to-Robot Skill Transfer

Human video demonstrations provide abundant training data for learning robot policies, but video alone cannot capture the rich contact signals critical for mastering manipulation. We introduce OSMO, an open-source wearable tactile glove designed for human-to-robot skill transfer. The glove features 12 three-axis tactile sensors across the fingertips and palm and is designed to be compatible with state-of-the-art hand-tracking methods for in-the-wild data collection. We demonstrate that a robot policy trained exclusively on human demonstrations collected with OSMO, without any real robot data, is capable of executing a challenging contact-rich manipulation task. By equipping both the human and the robot with the same glove, OSMO minimizes the visual and tactile embodiment gap, enabling the transfer of continuous shear and normal force feedback while avoiding the need for image inpainting or other vision-based force inference. On a real-world wiping task requiring sustained contact pressure, our tactile-aware policy achieves a 72% success rate, outperforming vision-only baselines by eliminating contact-related failure modes. We release complete hardware designs, firmware, and assembly instructions to support community adoption.

cs.RO

Dexterity from Smart Lenses: Multi-Fingered Robot Manipulation with In-the-Wild Human Demonstrations

Learning multi-fingered robot policies from humans performing daily tasks in natural environments has long been a grand goal in the robotics community. Achieving this would mark significant progress toward generalizable robot manipulation in human environments, as it would reduce the reliance on labor-intensive robot data collection. Despite substantial efforts, progress toward this goal has been bottle-necked by the embodiment gap between humans and robots, as well as by difficulties in extracting relevant contextual and motion cues that enable learning of autonomous policies from in-the-wild human videos. We claim that with simple yet sufficiently powerful hardware for obtaining human data and our proposed framework AINA, we are now one significant step closer to achieving this dream. AINA enables learning multi-fingered policies from data collected by anyone, anywhere, and in any environment using Aria Gen 2 glasses. These glasses are lightweight and portable, feature a high-resolution RGB camera, provide accurate on-board 3D head and hand poses, and offer a wide stereo view that can be leveraged for depth estimation of the scene. This setup enables the learning of 3D point-based policies for multi-fingered hands that are robust to background changes and can be deployed directly without requiring any robot data (including online corrections, reinforcement learning, or simulation). We compare our framework against prior human-to-robot policy learning approaches, ablate our design choices, and demonstrate results across nine everyday manipulation tasks. Robot rollouts are best viewed on our website: https://aina-robot.github.io.

cs.RO

DTKG: Dual-Track Knowledge Graph-Verified Reasoning Framework for Multi-Hop QA

Multi-hop reasoning for question answering (QA) plays a critical role in retrieval-augmented generation (RAG) for modern large language models (LLMs). The accurate answer can be obtained through retrieving relational structure of entities from knowledge graph (KG). Regarding the inherent relation-dependency and reasoning pattern, multi-hop reasoning can be in general classified into two categories: i) parallel fact-verification multi-hop reasoning question, i.e., requiring simultaneous verifications of multiple independent sub-questions; and ii) chained multi-hop reasoning questions, i.e., demanding sequential multi-step inference with intermediate conclusions serving as essential premises for subsequent reasoning. Currently, the multi-hop reasoning approaches singly employ one of two techniques: LLM response-based fact verification and KG path-based chain construction. Nevertheless, the former excels at parallel fact-verification but underperforms on chained reasoning tasks, while the latter demonstrates proficiency in chained multi-hop reasoning but suffers from redundant path retrieval when handling parallel fact-verification reasoning. These limitations deteriorate the efficiency and accuracy for multi-hop QA tasks. To address this challenge, we propose a novel dual-track KG verification and reasoning framework DTKG, which is inspired by the Dual Process Theory in cognitive science. Specifically, DTKG comprises two main stages: the Classification Stage and the Branch Processing Stage.

cs.AI

RGMem: Renormalization Group-inspired Memory Evolution for Language Agents

Personalized and continuous interactions are critical for LLM-based conversational agents, yet finite context windows and static parametric memory hinder the modeling of long-term, cross-session user states. Existing approaches, including retrieval-augmented generation and explicit memory systems, primarily operate at the fact level, making it difficult to distill stable preferences and deep user traits from evolving and potentially conflicting dialogues.To address this challenge, we propose RGMem, a self-evolving memory framework inspired by the renormalization group (RG) perspective on multi-scale organization and emergence. RGMem models long-term conversational memory as a multi-scale evolutionary process: episodic interactions are transformed into semantic facts and user insights, which are then progressively integrated through hierarchical coarse-graining, thresholded updates, and rescaling into a dynamically evolving user profile.By explicitly separating fast-changing evidence from slow-varying traits and enabling non-linear, phase-transition-like dynamics, RGMem enables robust personalization beyond flat retrieval or static summarization. Extensive experiments on the LOCOMO and PersonaMem benchmarks demonstrate that RGMem consistently outperforms SOTA memory systems, achieving stronger cross-session continuity and improved adaptation to evolving user preferences. Code is available at https://github.com/fenhg297/RGMem

cs.AI

Score-Based Model for Low-Rank Tensor Recovery

Low-rank tensor decompositions (TDs) provide an effective framework for multiway data analysis. Traditional TD methods rely on predefined structural assumptions, such as CP or Tucker decompositions. From a probabilistic perspective, these can be viewed as using Dirac delta distributions to model the relationships between shared factors and the low-rank tensor. However, such prior knowledge is rarely available in practical scenarios, particularly regarding the optimal rank structure and contraction rules. The optimization procedures based on fixed contraction rules are complex, and approximations made during these processes often lead to accuracy loss. To address this issue, we propose a score-based model that eliminates the need for predefined structural or distributional assumptions, enabling the learning of compatibility between tensors and shared factors. Specifically, a neural network is designed to learn the energy function, which is optimized via score matching to capture the gradient of the joint log-probability of tensor entries and shared factors. Our method allows for modeling structures and distributions beyond the Dirac delta assumption. Moreover, integrating the block coordinate descent (BCD) algorithm with the proposed smooth regularization enables the model to perform both tensor completion and denoising. Experimental results demonstrate significant performance improvements across various tensor types, including sparse and continuous-time tensors, as well as visual data.

cs.LG

DexCtrl: Towards Sim-to-Real Dexterity with Adaptive Controller Learning

Dexterous manipulation has seen remarkable progress in recent years, with policies capable of executing many complex and contact-rich tasks in simulation. However, transferring these policies from simulation to real world remains a significant challenge. One important issue is the mismatch in low-level controller dynamics, where identical trajectories can lead to vastly different contact forces and behaviors when control parameters vary. Existing approaches often rely on manual tuning or controller randomization, which can be labor-intensive, task-specific, and introduce significant training difficulty. In this work, we propose a framework that jointly learns actions and controller parameters based on the historical information of both trajectory and controller. This adaptive controller adjustment mechanism allows the policy to automatically tune control parameters during execution, thereby mitigating the sim-to-real gap without extensive manual tuning or excessive randomization. Moreover, by explicitly providing controller parameters as part of the observation, our approach facilitates better reasoning over force interactions and improves robustness in real-world scenarios. Experimental results demonstrate that our method achieves improved transfer performance across a variety of dexterous tasks involving variable force conditions.

cs.RO

PromptMono: Cross Prompting Attention for Self-Supervised Monocular Depth Estimation in Challenging Environments

Considerable efforts have been made to improve monocular depth estimation under ideal conditions. However, in challenging environments, monocular depth estimation still faces difficulties. In this paper, we introduce visual prompt learning for predicting depth across different environments within a unified model, and present a self-supervised learning framework called PromptMono. It employs a set of learnable parameters as visual prompts to capture domain-specific knowledge. To integrate prompting information into image representations, a novel gated cross prompting attention (GCPA) module is proposed, which enhances the depth estimation in diverse conditions. We evaluate the proposed PromptMono on the Oxford Robotcar dataset and the nuScenes dataset. Experimental results demonstrate the superior performance of the proposed method.

cs.CV

Geometric Retargeting: A Principled, Ultrafast Neural Hand Retargeting Algorithm

We introduce Geometric Retargeting (GeoRT), an ultrafast, and principled neural hand retargeting algorithm for teleoperation, developed as part of our recent Dexterity Gen (DexGen) system. GeoRT converts human finger keypoints to robot hand keypoints at 1KHz, achieving state-of-the-art speed and accuracy with significantly fewer hyperparameters. This high-speed capability enables flexible postprocessing, such as leveraging a foundational controller for action correction like DexGen. GeoRT is trained in an unsupervised manner, eliminating the need for manual annotation of hand pairs. The core of GeoRT lies in novel geometric objective functions that capture the essence of retargeting: preserving motion fidelity, ensuring configuration space (C-space) coverage, maintaining uniform response through high flatness, pinch correspondence and preventing self-collisions. This approach is free from intensive test-time optimization, offering a more scalable and practical solution for real-time hand retargeting.

cs.RO

DexterityGen: Foundation Controller for Unprecedented Dexterity

Teaching robots dexterous manipulation skills, such as tool use, presents a significant challenge. Current approaches can be broadly categorized into two strategies: human teleoperation (for imitation learning) and sim-to-real reinforcement learning. The first approach is difficult as it is hard for humans to produce safe and dexterous motions on a different embodiment without touch feedback. The second RL-based approach struggles with the domain gap and involves highly task-specific reward engineering on complex tasks. Our key insight is that RL is effective at learning low-level motion primitives, while humans excel at providing coarse motion commands for complex, long-horizon tasks. Therefore, the optimal solution might be a combination of both approaches. In this paper, we introduce DexterityGen (DexGen), which uses RL to pretrain large-scale dexterous motion primitives, such as in-hand rotation or translation. We then leverage this learned dataset to train a dexterous foundational controller. In the real world, we use human teleoperation as a prompt to the controller to produce highly dexterous behavior. We evaluate the effectiveness of DexGen in both simulation and real world, demonstrating that it is a general-purpose controller that can realize input dexterous manipulation commands and significantly improves stability by 10-100x measured as duration of holding objects across diverse tasks. Notably, with DexGen we demonstrate unprecedented dexterous skills including diverse object reorientation and dexterous tool use such as pen, syringe, and screwdriver for the first time.

cs.RO

Imagined Potential Games: A Framework for Simulating, Learning and Evaluating Interactive Behaviors

Interacting with human agents in complex scenarios presents a significant challenge for robotic navigation, particularly in environments that necessitate both collision avoidance and collaborative interaction, such as indoor spaces. Unlike static or predictably moving obstacles, human behavior is inherently complex and unpredictable, stemming from dynamic interactions with other agents. Existing simulation tools frequently fail to adequately model such reactive and collaborative behaviors, impeding the development and evaluation of robust social navigation strategies. This paper introduces a novel framework utilizing distributed potential games to simulate human-like interactions in highly interactive scenarios. Within this framework, each agent imagines a virtual cooperative game with others based on its estimation. We demonstrate this formulation can facilitate the generation of diverse and realistic interaction patterns in a configurable manner across various scenarios. Additionally, we have developed a gym-like environment leveraging our interactive agent model to facilitate the learning and evaluation of interactive navigation algorithms.

cs.RO

Generalizable whole-body global manipulation of deformable linear objects by dual-arm robot in 3-D constrained environments

Constrained environments are common in practical applications of manipulating deformable linear objects (DLOs), where movements of both DLOs and robots should be constrained. This task is high-dimensional and highly constrained owing to the highly deformable DLOs, dual-arm robots with high degrees of freedom, and 3-D complex environments, which render global planning challenging. Furthermore, accurate DLO models needed by planning are often unavailable owing to their strong nonlinearity and diversity, resulting in unreliable planned paths. This article focuses on the global moving and shaping of DLOs in constrained environments by dual-arm robots. The main objectives are 1) to efficiently and accurately accomplish this task, and 2) to achieve generalizable and robust manipulation of various DLOs. To this end, we propose a complementary framework with whole-body planning and control using appropriate DLO model representations. First, a global planner is proposed to efficiently find feasible solutions based on a simplified DLO energy model, which considers the full system states and all constraints to plan more reliable paths. Then, a closed-loop manipulation scheme is proposed to compensate for the modeling errors and enhance the robustness and accuracy, which incorporates a model predictive controller that real-time adjusts the robot motion based on an adaptive DLO motion model. The key novelty is that our framework can efficiently solve the high-dimensional problem subject to multiple constraints and generalize to various DLOs without elaborate model identifications. Experiments demonstrate that our framework can accomplish considerably more complicated tasks than existing works, with significantly higher efficiency, generalizability, and reliability.

cs.RO

In-Hand Following of Deformable Linear Objects Using Dexterous Fingers with Tactile Sensing

Most research on deformable linear object (DLO) manipulation assumes rigid grasping. However, beyond rigid grasping and re-grasping, in-hand following is also an essential skill that humans use to dexterously manipulate DLOs, which requires continuously changing the grasp point by in-hand sliding while holding the DLO to prevent it from falling. Achieving such a skill is very challenging for robots without using specially designed but not versatile end-effectors. Previous works have attempted using generic parallel grippers, but their robustness is unsatisfactory owing to the conflict between following and holding, which is hard to balance with a one-degree-of-freedom gripper. In this work, inspired by how humans use fingers to follow DLOs, we explore the usage of a generic dexterous hand with tactile sensing to imitate human skills and achieve robust in-hand DLO following. To enable the hardware system to function in the real world, we develop a framework that includes Cartesian-space arm-hand control, tactile-based in-hand 3-D DLO pose estimation, and task-specific motion design. Experimental results demonstrate the significant superiority of our method over using parallel grippers, as well as its great robustness, generalizability, and efficiency.

cs.RO