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Fangwei Zhong

Publications and source records attributed to Fangwei Zhong.

At least 37 records · Page 2Linked to original sources

CRAVES: Controlling Robotic Arm with a Vision-based Economic System

Training a robotic arm to accomplish real-world tasks has been attracting increasing attention in both academia and industry. This work discusses the role of computer vision algorithms in this field. We focus on low-cost arms on which no sensors are equipped and thus all decisions are made upon visual recognition, e.g., real-time 3D pose estimation. This requires annotating a lot of training data, which is not only time-consuming but also laborious. In this paper, we present an alternative solution, which uses a 3D model to create a large number of synthetic data, trains a vision model in this virtual domain, and applies it to real-world images after domain adaptation. To this end, we design a semi-supervised approach, which fully leverages the geometric constraints among keypoints. We apply an iterative algorithm for optimization. Without any annotations on real images, our algorithm generalizes well and produces satisfying results on 3D pose estimation, which is evaluated on two real-world datasets. We also construct a vision-based control system for task accomplishment, for which we train a reinforcement learning agent in a virtual environment and apply it to the real-world. Moreover, our approach, with merely a 3D model being required, has the potential to generalize to other types of multi-rigid-body dynamic systems. Website: https://qiuwch.github.io/craves.ai. Code: https://github.com/zuoym15/craves.ai

cs.CV↗

TrackVLA: Embodied Visual Tracking in the Wild

Embodied visual tracking is a fundamental skill in Embodied AI, enabling an agent to follow a specific target in dynamic environments using only egocentric vision. This task is inherently challenging as it requires both accurate target recognition and effective trajectory planning under conditions of severe occlusion and high scene dynamics. Existing approaches typically address this challenge through a modular separation of recognition and planning. In this work, we propose TrackVLA, a Vision-Language-Action (VLA) model that learns the synergy between object recognition and trajectory planning. Leveraging a shared LLM backbone, we employ a language modeling head for recognition and an anchor-based diffusion model for trajectory planning. To train TrackVLA, we construct an Embodied Visual Tracking Benchmark (EVT-Bench) and collect diverse difficulty levels of recognition samples, resulting in a dataset of 1.7 million samples. Through extensive experiments in both synthetic and real-world environments, TrackVLA demonstrates SOTA performance and strong generalizability. It significantly outperforms existing methods on public benchmarks in a zero-shot manner while remaining robust to high dynamics and occlusion in real-world scenarios at 10 FPS inference speed. Our project page is: https://pku-epic.github.io/TrackVLA-web.

cs.RO↗

VLM Can Be a Good Assistant: Enhancing Embodied Visual Tracking with Self-Improving Vision-Language Models

We introduce a novel self-improving framework that enhances Embodied Visual Tracking (EVT) with Vision-Language Models (VLMs) to address the limitations of current active visual tracking systems in recovering from tracking failure. Our approach combines the off-the-shelf active tracking methods with VLMs' reasoning capabilities, deploying a fast visual policy for normal tracking and activating VLM reasoning only upon failure detection. The framework features a memory-augmented self-reflection mechanism that enables the VLM to progressively improve by learning from past experiences, effectively addressing VLMs' limitations in 3D spatial reasoning. Experimental results demonstrate significant performance improvements, with our framework boosting success rates by $72\%$ with state-of-the-art RL-based approaches and $220\%$ with PID-based methods in challenging environments. This work represents the first integration of VLM-based reasoning to assist EVT agents in proactive failure recovery, offering substantial advances for real-world robotic applications that require continuous target monitoring in dynamic, unstructured environments. Project website: https://sites.google.com/view/evt-recovery-assistant.

cs.CV↗

Hierarchical Instruction-aware Embodied Visual Tracking

User-Centric Embodied Visual Tracking (UC-EVT) presents a novel challenge for reinforcement learning-based models due to the substantial gap between high-level user instructions and low-level agent actions. While recent advancements in language models (e.g., LLMs, VLMs, VLAs) have improved instruction comprehension, these models face critical limitations in either inference speed (LLMs, VLMs) or generalizability (VLAs) for UC-EVT tasks. To address these challenges, we propose \textbf{Hierarchical Instruction-aware Embodied Visual Tracking (HIEVT)} agent, which bridges instruction comprehension and action generation using \textit{spatial goals} as intermediaries. HIEVT first introduces \textit{LLM-based Semantic-Spatial Goal Aligner} to translate diverse human instructions into spatial goals that directly annotate the desired spatial position. Then the \textit{RL-based Adaptive Goal-Aligned Policy}, a general offline policy, enables the tracker to position the target as specified by the spatial goal. To benchmark UC-EVT tasks, we collect over ten million trajectories for training and evaluate across one seen environment and nine unseen challenging environments. Extensive experiments and real-world deployments demonstrate the robustness and generalizability of HIEVT across diverse environments, varying target dynamics, and complex instruction combinations. The complete project is available at https://sites.google.com/view/hievt.

cs.CV↗

CoMet: Metaphor-Driven Covert Communication for Multi-Agent Language Games

Metaphors are a crucial way for humans to express complex or subtle ideas by comparing one concept to another, often from a different domain. However, many large language models (LLMs) struggle to interpret and apply metaphors in multi-agent language games, hindering their ability to engage in covert communication and semantic evasion, which are crucial for strategic communication. To address this challenge, we introduce CoMet, a framework that enables LLM-based agents to engage in metaphor processing. CoMet combines a hypothesis-based metaphor reasoner with a metaphor generator that improves through self-reflection and knowledge integration. This enhances the agents' ability to interpret and apply metaphors, improving the strategic and nuanced quality of their interactions. We evaluate CoMet on two multi-agent language games - Undercover and Adversarial Taboo - which emphasize Covert Communication and Semantic Evasion. Experimental results demonstrate that CoMet significantly enhances the agents' ability to communicate strategically using metaphors.

cs.CL↗

Clinical Inspired MRI Lesion Segmentation

Magnetic resonance imaging (MRI) is a potent diagnostic tool for detecting pathological tissues in various diseases. Different MRI sequences have different contrast mechanisms and sensitivities for different types of lesions, which pose challenges to accurate and consistent lesion segmentation. In clinical practice, radiologists commonly use the sub-sequence feature, i.e. the difference between post contrast-enhanced T1-weighted (post) and pre-contrast-enhanced (pre) sequences, to locate lesions. Inspired by this, we propose a residual fusion method to learn subsequence representation for MRI lesion segmentation. Specifically, we iteratively and adaptively fuse features from pre- and post-contrast sequences at multiple resolutions, using dynamic weights to achieve optimal fusion and address diverse lesion enhancement patterns. Our method achieves state-of-the-art performances on BraTS2023 dataset for brain tumor segmentation and our in-house breast MRI dataset for breast lesion segmentation. Our method is clinically inspired and has the potential to facilitate lesion segmentation in various applications.

cs.CV↗

Are the Values of LLMs Structurally Aligned with Humans? A Causal Perspective

As large language models (LLMs) become increasingly integrated into critical applications, aligning their behavior with human values presents significant challenges. Current methods, such as Reinforcement Learning from Human Feedback (RLHF), typically focus on a limited set of coarse-grained values and are resource-intensive. Moreover, the correlations between these values remain implicit, leading to unclear explanations for value-steering outcomes. Our work argues that a latent causal value graph underlies the value dimensions of LLMs and that, despite alignment training, this structure remains significantly different from human value systems. We leverage these causal value graphs to guide two lightweight value-steering methods: role-based prompting and sparse autoencoder (SAE) steering, effectively mitigating unexpected side effects. Furthermore, SAE provides a more fine-grained approach to value steering. Experiments on Gemma-2B-IT and Llama3-8B-IT demonstrate the effectiveness and controllability of our methods.

cs.CL↗

Richelieu: Self-Evolving LLM-Based Agents for AI Diplomacy

Diplomacy is one of the most sophisticated activities in human society, involving complex interactions among multiple parties that require skills in social reasoning, negotiation, and long-term strategic planning. Previous AI agents have demonstrated their ability to handle multi-step games and large action spaces in multi-agent tasks. However, diplomacy involves a staggering magnitude of decision spaces, especially considering the negotiation stage required. While recent agents based on large language models (LLMs) have shown potential in various applications, they still struggle with extended planning periods in complex multi-agent settings. Leveraging recent technologies for LLM-based agents, we aim to explore AI's potential to create a human-like agent capable of executing comprehensive multi-agent missions by integrating three fundamental capabilities: 1) strategic planning with memory and reflection; 2) goal-oriented negotiation with social reasoning; and 3) augmenting memory through self-play games for self-evolution without human in the loop.

cs.AI↗

Fast Peer Adaptation with Context-aware Exploration

Fast adapting to unknown peers (partners or opponents) with different strategies is a key challenge in multi-agent games. To do so, it is crucial for the agent to probe and identify the peer's strategy efficiently, as this is the prerequisite for carrying out the best response in adaptation. However, exploring the strategies of unknown peers is difficult, especially when the games are partially observable and have a long horizon. In this paper, we propose a peer identification reward, which rewards the learning agent based on how well it can identify the behavior pattern of the peer over the historical context, such as the observation over multiple episodes. This reward motivates the agent to learn a context-aware policy for effective exploration and fast adaptation, i.e., to actively seek and collect informative feedback from peers when uncertain about their policies and to exploit the context to perform the best response when confident. We evaluate our method on diverse testbeds that involve competitive (Kuhn Poker), cooperative (PO-Overcooked), or mixed (Predator-Prey-W) games with peer agents. We demonstrate that our method induces more active exploration behavior, achieving faster adaptation and better outcomes than existing methods.

cs.AI↗

Empowering Embodied Visual Tracking with Visual Foundation Models and Offline RL

Embodied visual tracking is to follow a target object in dynamic 3D environments using an agent's egocentric vision. This is a vital and challenging skill for embodied agents. However, existing methods suffer from inefficient training and poor generalization. In this paper, we propose a novel framework that combines visual foundation models(VFM) and offline reinforcement learning(offline RL) to empower embodied visual tracking. We use a pre-trained VFM, such as "Tracking Anything", to extract semantic segmentation masks with text prompts. We then train a recurrent policy network with offline RL, e.g., Conservative Q-Learning, to learn from the collected demonstrations without online interactions. To further improve the robustness and generalization of the policy network, we also introduce a mask re-targeting mechanism and a multi-level data collection strategy. In this way, we can train a robust policy within an hour on a consumer-level GPU, e.g., Nvidia RTX 3090. We evaluate our agent on several high-fidelity environments with challenging situations, such as distraction and occlusion. The results show that our agent outperforms state-of-the-art methods in terms of sample efficiency, robustness to distractors, and generalization to unseen scenarios and targets. We also demonstrate the transferability of the learned agent from virtual environments to a real-world robot.

cs.CV↗

SocialGFs: Learning Social Gradient Fields for Multi-Agent Reinforcement Learning

Multi-agent systems (MAS) need to adaptively cope with dynamic environments, changing agent populations, and diverse tasks. However, most of the multi-agent systems cannot easily handle them, due to the complexity of the state and task space. The social impact theory regards the complex influencing factors as forces acting on an agent, emanating from the environment, other agents, and the agent's intrinsic motivation, referring to the social force. Inspired by this concept, we propose a novel gradient-based state representation for multi-agent reinforcement learning. To non-trivially model the social forces, we further introduce a data-driven method, where we employ denoising score matching to learn the social gradient fields (SocialGFs) from offline samples, e.g., the attractive or repulsive outcomes of each force. During interactions, the agents take actions based on the multi-dimensional gradients to maximize their own rewards. In practice, we integrate SocialGFs into the widely used multi-agent reinforcement learning algorithms, e.g., MAPPO. The empirical results reveal that SocialGFs offer four advantages for multi-agent systems: 1) they can be learned without requiring online interaction, 2) they demonstrate transferability across diverse tasks, 3) they facilitate credit assignment in challenging reward settings, and 4) they are scalable with the increasing number of agents.

cs.AI↗

Learning Semantic-Agnostic and Spatial-Aware Representation for Generalizable Visual-Audio Navigation

Visual-audio navigation (VAN) is attracting more and more attention from the robotic community due to its broad applications, \emph{e.g.}, household robots and rescue robots. In this task, an embodied agent must search for and navigate to the sound source with egocentric visual and audio observations. However, the existing methods are limited in two aspects: 1) poor generalization to unheard sound categories; 2) sample inefficient in training. Focusing on these two problems, we propose a brain-inspired plug-and-play method to learn a semantic-agnostic and spatial-aware representation for generalizable visual-audio navigation. We meticulously design two auxiliary tasks for respectively accelerating learning representations with the above-desired characteristics. With these two auxiliary tasks, the agent learns a spatially-correlated representation of visual and audio inputs that can be applied to work on environments with novel sounds and maps. Experiment results on realistic 3D scenes (Replica and Matterport3D) demonstrate that our method achieves better generalization performance when zero-shot transferred to scenes with unseen maps and unheard sound categories.

cs.RO↗

RSPT: Reconstruct Surroundings and Predict Trajectories for Generalizable Active Object Tracking

Active Object Tracking (AOT) aims to maintain a specific relation between the tracker and object(s) by autonomously controlling the motion system of a tracker given observations. AOT has wide-ranging applications, such as in mobile robots and autonomous driving. However, building a generalizable active tracker that works robustly across different scenarios remains a challenge, especially in unstructured environments with cluttered obstacles and diverse layouts. We argue that constructing a state representation capable of modeling the geometry structure of the surroundings and the dynamics of the target is crucial for achieving this goal. To address this challenge, we present RSPT, a framework that forms a structure-aware motion representation by Reconstructing the Surroundings and Predicting the target Trajectory. Additionally, we enhance the generalization of the policy network by training in an asymmetric dueling mechanism. We evaluate RSPT on various simulated scenarios and show that it outperforms existing methods in unseen environments, particularly those with complex obstacles and layouts. We also demonstrate the successful transfer of RSPT to real-world settings. Project Website: https://sites.google.com/view/aot-rspt.

cs.RO↗

Proactive Multi-Camera Collaboration For 3D Human Pose Estimation

This paper presents a multi-agent reinforcement learning (MARL) scheme for proactive Multi-Camera Collaboration in 3D Human Pose Estimation in dynamic human crowds. Traditional fixed-viewpoint multi-camera solutions for human motion capture (MoCap) are limited in capture space and susceptible to dynamic occlusions. Active camera approaches proactively control camera poses to find optimal viewpoints for 3D reconstruction. However, current methods still face challenges with credit assignment and environment dynamics. To address these issues, our proposed method introduces a novel Collaborative Triangulation Contribution Reward (CTCR) that improves convergence and alleviates multi-agent credit assignment issues resulting from using 3D reconstruction accuracy as the shared reward. Additionally, we jointly train our model with multiple world dynamics learning tasks to better capture environment dynamics and encourage anticipatory behaviors for occlusion avoidance. We evaluate our proposed method in four photo-realistic UE4 environments to ensure validity and generalizability. Empirical results show that our method outperforms fixed and active baselines in various scenarios with different numbers of cameras and humans.

cs.CV↗

TarGF: Learning Target Gradient Field to Rearrange Objects without Explicit Goal Specification

Object Rearrangement is to move objects from an initial state to a goal state. Here, we focus on a more practical setting in object rearrangement, i.e., rearranging objects from shuffled layouts to a normative target distribution without explicit goal specification. However, it remains challenging for AI agents, as it is hard to describe the target distribution (goal specification) for reward engineering or collect expert trajectories as demonstrations. Hence, it is infeasible to directly employ reinforcement learning or imitation learning algorithms to address the task. This paper aims to search for a policy only with a set of examples from a target distribution instead of a handcrafted reward function. We employ the score-matching objective to train a Target Gradient Field (TarGF), indicating a direction on each object to increase the likelihood of the target distribution. For object rearrangement, the TarGF can be used in two ways: 1) For model-based planning, we can cast the target gradient into a reference control and output actions with a distributed path planner; 2) For model-free reinforcement learning, the TarGF is not only used for estimating the likelihood-change as a reward but also provides suggested actions in residual policy learning. Experimental results in ball and room rearrangement demonstrate that our method significantly outperforms the state-of-the-art methods in the quality of the terminal state, the efficiency of the control process, and scalability.

cs.LG↗

GFPose: Learning 3D Human Pose Prior with Gradient Fields

Learning 3D human pose prior is essential to human-centered AI. Here, we present GFPose, a versatile framework to model plausible 3D human poses for various applications. At the core of GFPose is a time-dependent score network, which estimates the gradient on each body joint and progressively denoises the perturbed 3D human pose to match a given task specification. During the denoising process, GFPose implicitly incorporates pose priors in gradients and unifies various discriminative and generative tasks in an elegant framework. Despite the simplicity, GFPose demonstrates great potential in several downstream tasks. Our experiments empirically show that 1) as a multi-hypothesis pose estimator, GFPose outperforms existing SOTAs by 20% on Human3.6M dataset. 2) as a single-hypothesis pose estimator, GFPose achieves comparable results to deterministic SOTAs, even with a vanilla backbone. 3) GFPose is able to produce diverse and realistic samples in pose denoising, completion and generation tasks. Project page https://sites.google.com/view/gfpose/

cs.CV↗

ToM2C: Target-oriented Multi-agent Communication and Cooperation with Theory of Mind

Being able to predict the mental states of others is a key factor to effective social interaction. It is also crucial for distributed multi-agent systems, where agents are required to communicate and cooperate. In this paper, we introduce such an important social-cognitive skill, i.e. Theory of Mind (ToM), to build socially intelligent agents who are able to communicate and cooperate effectively to accomplish challenging tasks. With ToM, each agent is capable of inferring the mental states and intentions of others according to its (local) observation. Based on the inferred states, the agents decide "when" and with "whom" to share their intentions. With the information observed, inferred, and received, the agents decide their sub-goals and reach a consensus among the team. In the end, the low-level executors independently take primitive actions to accomplish the sub-goals. We demonstrate the idea in two typical target-oriented multi-agent tasks: cooperative navigation and multi-sensor target coverage. The experiments show that the proposed model not only outperforms the state-of-the-art methods on reward and communication efficiency, but also shows good generalization across different scales of the environment.

cs.MA↗

GraspARL: Dynamic Grasping via Adversarial Reinforcement Learning

Grasping moving objects, such as goods on a belt or living animals, is an important but challenging task in robotics. Conventional approaches rely on a set of manually defined object motion patterns for training, resulting in poor generalization to unseen object trajectories. In this work, we introduce an adversarial reinforcement learning framework for dynamic grasping, namely GraspARL. To be specific. we formulate the dynamic grasping problem as a 'move-and-grasp' game, where the robot is to pick up the object on the mover and the adversarial mover is to find a path to escape it. Hence, the two agents play a min-max game and are trained by reinforcement learning. In this way, the mover can auto-generate diverse moving trajectories while training. And the robot trained with the adversarial trajectories can generalize to various motion patterns. Empirical results on the simulator and real-world scenario demonstrate the effectiveness of each and good generalization of our method.

cs.RO↗