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Changjie Fan

Publications and source records attributed to Changjie Fan.

At least 19 recordsLinked to original sources

High-Precision and High-Efficiency Trajectory Tracking for Excavators Based on Closed-Loop Dynamics

The complex nonlinear dynamics of hydraulic excavators, such as time delays and control coupling, pose significant challenges to achieving high-precision trajectory tracking. Traditional control methods often fall short in such applications due to their inability to effectively handle these nonlinearities, while commonly used learning-based methods require extensive interactions with the environment, leading to inefficiency. To address these issues, we introduce EfficientTrack, a trajectory tracking method that integrates model-based learning to manage nonlinear dynamics and leverages closed-loop dynamics to improve learning efficiency, ultimately minimizing tracking errors. We validate our method through comprehensive experiments both in simulation and on a real-world excavator. Comparative experiments in simulation demonstrate that our method outperforms existing learning-based approaches, achieving the highest tracking precision and smoothness with the fewest interactions. Real-world experiments further show that our method remains effective under load conditions and possesses the ability for continual learning, highlighting its practical applicability. For implementation details and source code, please refer to https://github.com/ZiqingZou/EfficientTrack.

cs.RO

CrowdAgent: Multi-Agent Managed Multi-Source Annotation System

High-quality annotated data is a cornerstone of modern Natural Language Processing (NLP). While recent methods begin to leverage diverse annotation sources-including Large Language Models (LLMs), Small Language Models (SLMs), and human experts-they often focus narrowly on the labeling step itself. A critical gap remains in the holistic process control required to manage these sources dynamically, addressing complex scheduling and quality-cost trade-offs in a unified manner. Inspired by real-world crowdsourcing companies, we introduce CrowdAgent, a multi-agent system that provides end-to-end process control by integrating task assignment, data annotation, and quality/cost management. It implements a novel methodology that rationally assigns tasks, enabling LLMs, SLMs, and human experts to advance synergistically in a collaborative annotation workflow. We demonstrate the effectiveness of CrowdAgent through extensive experiments on six diverse multimodal classification tasks. The source code and video demo are available at https://github.com/QMMMS/CrowdAgent.

cs.AI

MVP-Shapley: Feature-based Modeling for Evaluating the Most Valuable Player in Basketball

The burgeoning growth of the esports and multiplayer online gaming community has highlighted the critical importance of evaluating the Most Valuable Player (MVP). The establishment of an explainable and practical MVP evaluation method is very challenging. In our study, we specifically focus on play-by-play data, which records related events during the game, such as assists and points. We aim to address the challenges by introducing a new MVP evaluation framework, denoted as \oursys, which leverages Shapley values. This approach encompasses feature processing, win-loss model training, Shapley value allocation, and MVP ranking determination based on players' contributions. Additionally, we optimize our algorithm to align with expert voting results from the perspective of causality. Finally, we substantiated the efficacy of our method through validation using the NBA dataset and the Dunk City Dynasty dataset and implemented online deployment in the industry.

cs.GT

Empowering Economic Simulation for Massively Multiplayer Online Games through Generative Agent-Based Modeling

Within the domain of Massively Multiplayer Online (MMO) economy research, Agent-Based Modeling (ABM) has emerged as a robust tool for analyzing game economics, evolving from rule-based agents to decision-making agents enhanced by reinforcement learning. Nevertheless, existing works encounter significant challenges when attempting to emulate human-like economic activities among agents, particularly regarding agent reliability, sociability, and interpretability. In this study, we take a preliminary step in introducing a novel approach using Large Language Models (LLMs) in MMO economy simulation. Leveraging LLMs' role-playing proficiency, generative capacity, and reasoning aptitude, we design LLM-driven agents with human-like decision-making and adaptability. These agents are equipped with the abilities of role-playing, perception, memory, and reasoning, addressing the aforementioned challenges effectively. Simulation experiments focusing on in-game economic activities demonstrate that LLM-empowered agents can promote emergent phenomena like role specialization and price fluctuations in line with market rules.

cs.AI

Fast-DataShapley: Neural Modeling for Training Data Valuation

The value and copyright of training data are crucial in the artificial intelligence industry. Service platforms should protect data providers' legitimate rights and fairly reward them for their contributions. Shapley value, a potent tool for evaluating contributions, outperforms other methods in theory, but its computational overhead escalates exponentially with the number of data providers. Recent works based on Shapley values attempt to mitigate computation complexity by approximation algorithms. However, they need to retrain for each test sample, leading to intolerable costs. We propose Fast-DataShapley, a one-pass training method that leverages the weighted least squares characterization of the Shapley value to train a reusable explainer model with real-time reasoning speed. Given new test samples, no retraining is required to calculate the Shapley values of the training data. Additionally, we propose three methods with theoretical guarantees to reduce training overhead from two aspects: the approximate calculation of the utility function and the group calculation of the training data. We analyze time complexity to show the efficiency of our methods. The experimental evaluations on various image datasets demonstrate superior performance and efficiency compared to baselines. Specifically, the performance is improved to more than 2 times, and the explainer's training speed can be increased by two orders of magnitude.

cs.LG

The Effects of Data Augmentation on Confidence Estimation for LLMs

Confidence estimation is crucial for reflecting the reliability of large language models (LLMs), particularly in the widely used closed-source models. Utilizing data augmentation for confidence estimation is viable, but discussions focus on specific augmentation techniques, limiting its potential. We study the impact of different data augmentation methods on confidence estimation. Our findings indicate that data augmentation strategies can achieve better performance and mitigate the impact of overconfidence. We investigate the influential factors related to this and discover that, while preserving semantic information, greater data diversity enhances the effectiveness of augmentation. Furthermore, the impact of different augmentation strategies varies across different range of application. Considering parameter transferability and usability, the random combination of augmentations is a promising choice.

cs.LG

An Empirical Analysis of Compatibility Issues for Industrial Mobile Games

Detecting and fixing compatibility issues is critical for mobile game development. The rapid evolution of mobile operating systems and device fragmentation make it challenging for developers to timely address these issues across diverse models. Undetected compatibility problems can severely impact user experience and cause financial loss to companies and players. However, mobile game testing remains highly challenging, and compatibility issues are largely underexplored by the research community. To bridge this gap, we conduct an empirical study on common compatibility issues in commercial mobile games. We select four active and representative games with well-documented bug reports, totaling over seven million lines of code and over 20,000 commits. We build a comprehensive dataset linking bugs and fixes, enabling investigation into prevalent symptoms, root causes, and fixing strategies. Through extensive manual analysis, we categorize the most common symptoms and root causes, and summarize the typical fixes for each category. Our findings provide practical guidance for developers and offer insights to inspire future research on testing and fixing compatibility issues in mobile games.

cs.SE

Digital Player: Evaluating Large Language Models based Human-like Agent in Games

With the rapid advancement of Large Language Models (LLMs), LLM-based autonomous agents have shown the potential to function as digital employees, such as digital analysts, teachers, and programmers. In this paper, we develop an application-level testbed based on the open-source strategy game "Unciv", which has millions of active players, to enable researchers to build a "data flywheel" for studying human-like agents in the "digital players" task. This "Civilization"-like game features expansive decision-making spaces along with rich linguistic interactions such as diplomatic negotiations and acts of deception, posing significant challenges for LLM-based agents in terms of numerical reasoning and long-term planning. Another challenge for "digital players" is to generate human-like responses for social interaction, collaboration, and negotiation with human players. The open-source project can be found at https:/github.com/fuxiAIlab/CivAgent.

cs.LG

Rank Aggregation in Crowdsourcing for Listwise Annotations

Rank aggregation through crowdsourcing has recently gained significant attention, particularly in the context of listwise ranking annotations. However, existing methods primarily focus on a single problem and partial ranks, while the aggregation of listwise full ranks across numerous problems remains largely unexplored. This scenario finds relevance in various applications, such as model quality assessment and reinforcement learning with human feedback. In light of practical needs, we propose LAC, a Listwise rank Aggregation method in Crowdsourcing, where the global position information is carefully measured and included. In our design, an especially proposed annotation quality indicator is employed to measure the discrepancy between the annotated rank and the true rank. We also take the difficulty of the ranking problem itself into consideration, as it directly impacts the performance of annotators and consequently influences the final results. To our knowledge, LAC is the first work to directly deal with the full rank aggregation problem in listwise crowdsourcing, and simultaneously infer the difficulty of problems, the ability of annotators, and the ground-truth ranks in an unsupervised way. To evaluate our method, we collect a real-world business-oriented dataset for paragraph ranking. Experimental results on both synthetic and real-world benchmark datasets demonstrate the effectiveness of our proposed LAC method.

cs.LG

Reinforcement Learning From Imperfect Corrective Actions And Proxy Rewards

In practice, reinforcement learning (RL) agents are often trained with a possibly imperfect proxy reward function, which may lead to a human-agent alignment issue (i.e., the learned policy either converges to non-optimal performance with low cumulative rewards, or achieves high cumulative rewards but in undesired manner). To tackle this issue, we consider a framework where a human labeler can provide additional feedback in the form of corrective actions, which expresses the labeler's action preferences although this feedback may possibly be imperfect as well. In this setting, to obtain a better-aligned policy guided by both learning signals, we propose a novel value-based deep RL algorithm called Iterative learning from Corrective actions and Proxy rewards (ICoPro), which cycles through three phases: (1) Solicit sparse corrective actions from a human labeler on the agent's demonstrated trajectories; (2) Incorporate these corrective actions into the Q-function using a margin loss to enforce adherence to labeler's preferences; (3) Train the agent with standard RL losses regularized with a margin loss to learn from proxy rewards and propagate the Q-values learned from human feedback. Moreover, another novel design in our approach is to integrate pseudo-labels from the target Q-network to reduce human labor and further stabilize training. We experimentally validate our proposition on a variety of tasks (Atari games and autonomous driving on highway). On the one hand, using proxy rewards with different levels of imperfection, our method can better align with human preferences and is more sample-efficient than baseline methods. On the other hand, facing corrective actions with different types of imperfection, our method can overcome the non-optimality of this feedback thanks to the guidance from proxy reward.

cs.LG

Storynizor: Consistent Story Generation via Inter-Frame Synchronized and Shuffled ID Injection

Recent advances in text-to-image diffusion models have spurred significant interest in continuous story image generation. In this paper, we introduce Storynizor, a model capable of generating coherent stories with strong inter-frame character consistency, effective foreground-background separation, and diverse pose variation. The core innovation of Storynizor lies in its key modules: ID-Synchronizer and ID-Injector. The ID-Synchronizer employs an auto-mask self-attention module and a mask perceptual loss across inter-frame images to improve the consistency of character generation, vividly representing their postures and backgrounds. The ID-Injector utilize a Shuffling Reference Strategy (SRS) to integrate ID features into specific locations, enhancing ID-based consistent character generation. Additionally, to facilitate the training of Storynizor, we have curated a novel dataset called StoryDB comprising 100, 000 images. This dataset contains single and multiple-character sets in diverse environments, layouts, and gestures with detailed descriptions. Experimental results indicate that Storynizor demonstrates superior coherent story generation with high-fidelity character consistency, flexible postures, and vivid backgrounds compared to other character-specific methods.

cs.CV

FreeAvatar: Robust 3D Facial Animation Transfer by Learning an Expression Foundation Model

Video-driven 3D facial animation transfer aims to drive avatars to reproduce the expressions of actors. Existing methods have achieved remarkable results by constraining both geometric and perceptual consistency. However, geometric constraints (like those designed on facial landmarks) are insufficient to capture subtle emotions, while expression features trained on classification tasks lack fine granularity for complex emotions. To address this, we propose \textbf{FreeAvatar}, a robust facial animation transfer method that relies solely on our learned expression representation. Specifically, FreeAvatar consists of two main components: the expression foundation model and the facial animation transfer model. In the first component, we initially construct a facial feature space through a face reconstruction task and then optimize the expression feature space by exploring the similarities among different expressions. Benefiting from training on the amounts of unlabeled facial images and re-collected expression comparison dataset, our model adapts freely and effectively to any in-the-wild input facial images. In the facial animation transfer component, we propose a novel Expression-driven Multi-avatar Animator, which first maps expressive semantics to the facial control parameters of 3D avatars and then imposes perceptual constraints between the input and output images to maintain expression consistency. To make the entire process differentiable, we employ a trained neural renderer to translate rig parameters into corresponding images. Furthermore, unlike previous methods that require separate decoders for each avatar, we propose a dynamic identity injection module that allows for the joint training of multiple avatars within a single network.

cs.GR

StyleTalk++: A Unified Framework for Controlling the Speaking Styles of Talking Heads

Individuals have unique facial expression and head pose styles that reflect their personalized speaking styles. Existing one-shot talking head methods cannot capture such personalized characteristics and therefore fail to produce diverse speaking styles in the final videos. To address this challenge, we propose a one-shot style-controllable talking face generation method that can obtain speaking styles from reference speaking videos and drive the one-shot portrait to speak with the reference speaking styles and another piece of audio. Our method aims to synthesize the style-controllable coefficients of a 3D Morphable Model (3DMM), including facial expressions and head movements, in a unified framework. Specifically, the proposed framework first leverages a style encoder to extract the desired speaking styles from the reference videos and transform them into style codes. Then, the framework uses a style-aware decoder to synthesize the coefficients of 3DMM from the audio input and style codes. During decoding, our framework adopts a two-branch architecture, which generates the stylized facial expression coefficients and stylized head movement coefficients, respectively. After obtaining the coefficients of 3DMM, an image renderer renders the expression coefficients into a specific person's talking-head video. Extensive experiments demonstrate that our method generates visually authentic talking head videos with diverse speaking styles from only one portrait image and an audio clip.

cs.CV

EA-RAS: Towards Efficient and Accurate End-to-End Reconstruction of Anatomical Skeleton

Efficient, accurate and low-cost estimation of human skeletal information is crucial for a range of applications such as biology education and human-computer interaction. However, current simple skeleton models, which are typically based on 2D-3D joint points, fall short in terms of anatomical fidelity, restricting their utility in fields. On the other hand, more complex models while anatomically precise, are hindered by sophisticate multi-stage processing and the need for extra data like skin meshes, making them unsuitable for real-time applications. To this end, we propose the EA-RAS (Towards Efficient and Accurate End-to-End Reconstruction of Anatomical Skeleton), a single-stage, lightweight, and plug-and-play anatomical skeleton estimator that can provide real-time, accurate anatomically realistic skeletons with arbitrary pose using only a single RGB image input. Additionally, EA-RAS estimates the conventional human-mesh model explicitly, which not only enhances the functionality but also leverages the outside skin information by integrating features into the inside skeleton modeling process. In this work, we also develop a progressive training strategy and integrated it with an enhanced optimization process, enabling the network to obtain initial weights using only a small skin dataset and achieve self-supervision in skeleton reconstruction. Besides, we also provide an optional lightweight post-processing optimization strategy to further improve accuracy for scenarios that prioritize precision over real-time processing. The experiments demonstrated that our regression method is over 800 times faster than existing methods, meeting real-time requirements. Additionally, the post-processing optimization strategy provided can enhance reconstruction accuracy by over 50% and achieve a speed increase of more than 7 times.

cs.CV

LLM4GEN: Leveraging Semantic Representation of LLMs for Text-to-Image Generation

Diffusion models have exhibited substantial success in text-to-image generation. However, they often encounter challenges when dealing with complex and dense prompts involving multiple objects, attribute binding, and long descriptions. In this paper, we propose a novel framework called \textbf{LLM4GEN}, which enhances the semantic understanding of text-to-image diffusion models by leveraging the representation of Large Language Models (LLMs). It can be seamlessly incorporated into various diffusion models as a plug-and-play component. A specially designed Cross-Adapter Module (CAM) integrates the original text features of text-to-image models with LLM features, thereby enhancing text-to-image generation. Additionally, to facilitate and correct entity-attribute relationships in text prompts, we develop an entity-guided regularization loss to further improve generation performance. We also introduce DensePrompts, which contains $7,000$ dense prompts to provide a comprehensive evaluation for the text-to-image generation task. Experiments indicate that LLM4GEN significantly improves the semantic alignment of SD1.5 and SDXL, demonstrating increases of 9.69\% and 12.90\% in color on T2I-CompBench, respectively. Moreover, it surpasses existing models in terms of sample quality, image-text alignment, and human evaluation.

cs.CV

Character-Adapter: Prompt-Guided Region Control for High-Fidelity Character Customization

Customized image generation, which seeks to synthesize images with consistent characters, holds significant relevance for applications such as storytelling, portrait generation, and character design. However, previous approaches have encountered challenges in preserving characters with high-fidelity consistency due to inadequate feature extraction and concept confusion of reference characters. Therefore, we propose Character-Adapter, a plug-and-play framework designed to generate images that preserve the details of reference characters, ensuring high-fidelity consistency. Character-Adapter employs prompt-guided segmentation to ensure fine-grained regional features of reference characters and dynamic region-level adapters to mitigate concept confusion. Extensive experiments are conducted to validate the effectiveness of Character-Adapter. Both quantitative and qualitative results demonstrate that Character-Adapter achieves the state-of-the-art performance of consistent character generation, with an improvement of 24.8% compared with other methods. Our code will be released at https://github.com/Character-Adapter/Character-Adapter.

cs.CV

Bayesian Design Principles for Offline-to-Online Reinforcement Learning

Offline reinforcement learning (RL) is crucial for real-world applications where exploration can be costly or unsafe. However, offline learned policies are often suboptimal, and further online fine-tuning is required. In this paper, we tackle the fundamental dilemma of offline-to-online fine-tuning: if the agent remains pessimistic, it may fail to learn a better policy, while if it becomes optimistic directly, performance may suffer from a sudden drop. We show that Bayesian design principles are crucial in solving such a dilemma. Instead of adopting optimistic or pessimistic policies, the agent should act in a way that matches its belief in optimal policies. Such a probability-matching agent can avoid a sudden performance drop while still being guaranteed to find the optimal policy. Based on our theoretical findings, we introduce a novel algorithm that outperforms existing methods on various benchmarks, demonstrating the efficacy of our approach. Overall, the proposed approach provides a new perspective on offline-to-online RL that has the potential to enable more effective learning from offline data.

cs.LG

vMFER: Von Mises-Fisher Experience Resampling Based on Uncertainty of Gradient Directions for Policy Improvement

Reinforcement Learning (RL) is a widely employed technique in decision-making problems, encompassing two fundamental operations -- policy evaluation and policy improvement. Enhancing learning efficiency remains a key challenge in RL, with many efforts focused on using ensemble critics to boost policy evaluation efficiency. However, when using multiple critics, the actor in the policy improvement process can obtain different gradients. Previous studies have combined these gradients without considering their disagreements. Therefore, optimizing the policy improvement process is crucial to enhance learning efficiency. This study focuses on investigating the impact of gradient disagreements caused by ensemble critics on policy improvement. We introduce the concept of uncertainty of gradient directions as a means to measure the disagreement among gradients utilized in the policy improvement process. Through measuring the disagreement among gradients, we find that transitions with lower uncertainty of gradient directions are more reliable in the policy improvement process. Building on this analysis, we propose a method called von Mises-Fisher Experience Resampling (vMFER), which optimizes the policy improvement process by resampling transitions and assigning higher confidence to transitions with lower uncertainty of gradient directions. Our experiments demonstrate that vMFER significantly outperforms the benchmark and is particularly well-suited for ensemble structures in RL.

cs.LG