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Haiwen Feng

Publications and source records attributed to Haiwen Feng.

At least 19 recordsLinked to original sources

Train An Imaginative Agent

A seemingly reasonable push in Sokoban can make the puzzle unsolvable. To avoid such mistakes, an agent has to anticipate the consequences of its actions before execution, especially when feedback from the real environment is sparse or actions are irreversible. We introduce Agentic Imagination (Agima), a training framework that trains an agent to imagine before acting, i.e. to be imaginative. Agima trains a single omni model to propose actions, generate images of their outcomes, and then reason over these imagined futures to decide what to execute in the real environment. Rather than committing to a single plan, the agent can simulate a sequence of actions, explore alternatives, and compare possible futures. We first use supervised fine-tuning (SFT) to unify policy and world modeling within a single omni model. This enables the agent to predict future outcomes and perform basic forms of imagination, such as forward thinking and counterfactual branching. We then use agentic reinforcement learning (RL) to teach the agent to reason with its imagined futures and use them effectively for planning. Across four environments spanning Maze2D, Sokoban, Pacman, and PushT, Agima generalizes to harder settings unseen during training. Trained with SFT alone on two-box Sokoban, Agima solves 40% of four-box puzzles while seeing the real board only once every five moves, compared with an action-only planner that only solves 2%. After RL, new behaviors emerge in how Agima uses its imagination: it learns a new unified format that was unseen during the SFT stage, learns to conduct forward thinking only when necessary, and branches more frequently at critical decision points. An agent that can picture where its actions lead can learn when and where to look ahead, that is, to plan. Project page: https://agima.net/.

cs.AI↗

Training Language Models to Fail Gracefully

Reinforcement learning makes language models better at solving tasks, but the same mechanism also rewards guessing. When success is the only way to earn reward, opting for a safe fallback is always worse than a long-shot attempt. When a wrong action can corrupt a database or ship broken code, that incentive can be costly. Therefore, we propose training models to fail gracefully: to preserve successful behavior whenever possible while learning to execute a safe fallback policy when acting would be unreliable. However, naively using policy gradients with intermediate reward for fallback behavior is brittle due to unfavorable optimization dynamics. We address this challenge with GracefulRL, which reshapes the optimization landscape to promote graceful failure. Importantly, this behavior emerges directly from outcome-level reward signals, without annotations specifying when to fall back or additional inference-time machinery such as a verifier. Across a range of tasks and scales, we train models that largely preserve their task-solving capability while selectively falling back when acting would be unreliable. More broadly, our results show that reinforcement learning can not only incentivize models to succeed, but also to reason about the limits of their capabilities and change course when they determine that success is out of reach.

cs.LG↗

Fewer Tokens, Better Action: GPT-6 Astra Robot Agents with 14% Higher Success Rate but 65% Fewer Tokens

Vision-language model (VLM) agents can control robots through visual feedback and action primitives, but repeated LLM calls and redundant observations incur substantial token overhead. We introduce PyRUA-Lean, an interactive code-execution framework in which the agent composes robot primitives, including vision-language-action (VLA) policies, into Python cells that check and retry locally and return only the images and state they request. Across 700 simulated task instances from LIBERO-PRO, RoboTwin 2.0, and RoboCasa365, it raises success from 63.1% to 71.7% over tool calling with the same GPT-6 Astra planner and primitives, using 49% fewer LLM calls and 65% fewer input tokens on jointly solved instances. On RoboDojo, without any VLA policy or privileged information, it reaches 51.6% average success rate (Score 58.2), 19.4 points above the top entry of the public leaderboard. Based on the PyRUA-Lean framework, we train PyRUA-Lean Coder v0.1-4B, an open 4B model, with GRPO on 45 LIBERO-PRO instances; it improves from 18.8% to 44.1% on unseen task instances, surpassing the Qwen3.5-27B base model.

cs.CV↗

Video DeltaNet: A Video-Native Hybrid Attention for Livestream Video Generation

Video diffusion models repeatedly process long spatiotemporal token sequences during denoising, making attention a major computational bottleneck. Linear attention offers an appealing alternative and has been widely adopted in recent large language models, but directly applying it to video models often fails to preserve the fine-grained interactions required for high-quality generation. We present Video DeltaNet (VDN), which combines local Softmax attention with bidirectional linear memory for long-range video context. Its linear branch introduces Video Delta Attention (VDA), which updates memory once per frame by jointly incorporating its spatial tokens. Separate output projections and learnable gates calibrate the two branches, while a staged teacher-alignment recipe progressively introduces the new pathway into pretrained models. We instantiate VDN on MiniMax H3, applying the hybrid to video-to-video interactions while retaining Softmax for interactions involving text or audio. With eight-step distillation and an optimized SGLang serving stack, VDN-H3 completes DiT denoising for a 14.3-second, 768p video in 6.70 seconds on eight NVIDIA B200 GPUs, corresponding to a 14.5x speedup over the 50-step dense H3 baseline on the same GPU count. GitHub code available at: https://github.com/OpenVDN/vdn-minimax-h3. Weights available at: https://huggingface.co/OpenVDN/vdn-minimax-h3

cs.LG↗

MosaiChunk: Compositing Spatio-Temporal Memory for Autoregressive Video Generation

Long-horizon autoregressive video generation is limited by a finite context window. When an object or scene falls out of context, its fine-grained visual details may be lost and difficult to recover upon reappearance. To retain access to such visual details, we introduce MosaiChunk, a spatio-temporal memory mechanism that composes a mosaic of selected historical key-value (KV) entries across space and time. Our approach is motivated by the observation that a frozen video generator can directly consume such non-contiguous historical KV and recover the corresponding visual content. We therefore keep the generator fixed and learn only a lightweight router that determines which historical sections to include in the mosaic under a fixed active-memory budget. We further introduce RememBench, a benchmark of long-horizon revisits with prompt-driven text-to-video (T2V) and camera-driven image-to-video (I2V) splits. Our experiments show that MosaiChunk consistently improves revisit consistency over both sliding-window inference and whole-chunk retrieval under matched memory budgets, across both T2V and I2V settings.

cs.CV↗

Schema: Discovering Unknown Environments via Agentic Program Induction

Learning to complete tasks in unfamiliar environments with unknown rules remains a key challenge for LLM agents. Current LLM agents often record their discoveries in prose, which may not provide a compact, explicit account of how the environment works. Inspired by how scientists organize observations into testable, predictive theories, we introduce Schema, an agent harness that organizes learning and action through interactive program induction. The LLM agent decides what to investigate and how to act, expressing its evolving understanding of the environment as executable programs. The harness consists of a persistent program workspace and a small set of interfaces for checking these programs against the interaction history, planning within them, and executing plans under step-by-step verification. Schema raises ARC-AGI-3 RHAE from 58.7% to 99.2% with the same base model, solves 100% of the public DiG-bench games, and reaches the median performance of the top-50 human players on MazeBench. Extensive analysis shows the effectiveness of Schema in unknown mechanism discovery, and ablations confirm the contribution of each component.

cs.AI↗

OmniTaskonomy: When Does Visual Generation Improve Visual Understanding?

Training a model to generate visual content can encourage it to learn rich perceptual capabilities related to geometry, spatial relationships, and objectness; yet, its benefits for visual understanding remain unclear. We ask: when and how does visual generation supervision improve visual understanding? We study controlled pairs of image-to-image (I2I) generation and image-to-text (I2T) understanding tasks that express the same underlying problem in different output modalities. We find that under the correct recipe, I2I training improves downstream I2T performance, with larger gains as the amount of I2I training data increases. We next ask which generation tasks benefit which understanding capabilities. To study transfer beyond paired tasks, we introduce OmniTaskonomy, a unified taxonomy spanning 19 I2I generation tasks and 25 I2T understanding capabilities. The resulting transfer map reveals selective, task-dependent benefits. Some follow intuitive correspondences, e.g., depth prediction improving metric 3D reasoning, object pointing improving counting, and jigsaw reconstruction improving 2D ordering. Interestingly, we also uncover surprising connections: 2.5D segmentation improving category recognition and Z-depth prediction improving localization. To probe these patterns, we analyze gradient alignment between generation and understanding tasks and find that stronger alignment is associated with larger downstream transfer gains. Together, our results highlight visual generation as a rich source of supervision for visual understanding and provide a roadmap for unlocking its benefits through the right training curriculum and task selection. Project page: https://omni-taskonomy.github.io/.

cs.CV↗

Tail-Likelihood Reinforcement Learning

Reinforcement learning typically optimizes average reward. For generative policies, the average can hide an important distinction: two policies can achieve the same mean reward while having very different chances of producing a rare but high-reward rollout. This matters as sampling increases during training and inference, since its benefit depends on retaining probability mass on high-reward outcomes. We propose to optimize this coverage directly. Rather than considering only expected reward, we consider all of its upper tails: for each reward threshold, how likely is the policy to exceed it? This turns a continuous reward into a family of binary success events. We introduce Tail-Likelihood Reinforcement Learning (TailRL), which maximizes the log-probability of exceeding a randomly chosen reward threshold. Its gradient gives more weight to rare, high-reward rollouts and can be interpreted as a mixture of Best-of-k gradients. TailRL requires only a simple modification to the advantage function, making it compatible with existing reinforcement learning pipelines. Across object localization, maze navigation, GUI grounding, and code optimization, TailRL leverages rare high-reward training samples to avoid suboptimal solutions and yields models that benefit more from additional samples at inference time.

cs.LG↗

Maximum Likelihood Reinforcement Learning

Reinforcement learning (RL) is the method of choice for training models in setups where the objective function can only be evaluated by sampling from the model. Our key observation is that when the feedback is terminal and binary, models implicitly induce a likelihood over correct rollouts. Maximum likelihood would be the natural framework in such settings, but RL is used instead as a workaround to the non-differentiability. We prove that the standard, expected-reward RL formulation is only a first-order approximation of the likelihood. To remedy this mismatch, we introduce Maximum Likelihood Reinforcement Learning (MaxRL), a compute-indexed family of sample-based objectives that interpolate between expected-reward RL and maximum likelihood as sampling compute is scaled. The resulting objective is a one-line change to standard RL implementations. MaxRL Pareto-dominates existing methods in all tested models and tasks, achieves up to $20\times$ gains in test-time scaling efficiency over GRPO, and scales more favorably with additional training data and compute.

cs.LG↗

T-Rex: Tactile-Reactive Dexterous Manipulation

The ability to react dynamically to tactile signals has long been considered crucial to agile human-level dexterity. Yet contemporary learning-based Vision-Language-Action (VLA) models for robotic manipulation generally either overlook the tactile modality or are limited to encoders with static cues, due in part to the scarcity of diverse training data and standardized evaluation, architectural constraints in current VLA models, and limitations of static tactile encoders. In this paper, we push the frontier of tactile-reactive manipulation by addressing all of these limitations. We propose a large-scale, 100-hour tactile-rich dataset collected via a novel, data-efficient recipe that prioritizes elementary motor primitives. To effectively exploit naturally high-frequency touch signals without sacrificing the existing capabilities of existing VLAs, we introduce a variable-rate Mixture-of-Transformers (MoT) architecture equipped with a novel temporal tactile VQ-VAE encoder. We demonstrate the effectiveness of tactile-reactive policies on 12 manipulation tasks requiring delicate force control and deformable object manipulation, achieving over 30% higher average success rate than the strongest baseline.

cs.RO↗

DiPOD: Diffusion Policy Optimization without Drifting Apart

RL post-training has become increasingly pivotal for improving diffusion policies, but existing diffusion policy-gradient methods are often unstable and cannot achieve reliable policy improvement. We identify the cause as the double-drift phenomenon: optimizing a variational surrogate can let the ELBO separate from the true log-likelihood, which then makes the resulting proxy policy gradient misaligned with the true policy gradient of expected return. We propose \textbf{DiPOD}, a diffusion policy optimization framework that maintains tight-bound behavior throughout training by interleaving self-distillation with policy-improving gradient updates. This leads to a simple and practical algorithm: augmenting each diffusion policy-gradient update with an on-policy ELBO regularizer. Across diffusion language model post-training and continuous-control diffusion policies, DiPOD substantially stabilizes training and reaches higher rewards than previous methods.

cs.LG↗

Playful Agentic Robot Learning

Current agentic robot systems can write executable Code-as-Policy programs, observe feedback, and revise behavior across multiple attempts, but they remain largely task-driven: reusable skills are acquired only after explicit instructions. We study Playful Agentic Robot Learning, where an embodied coding agent uses self-directed play as a continual skill-learning stage before downstream tasks arrive. We introduce RATs, Robotics Agent Teams designed for play-time skill acquisition. During play, RATs proposes novel yet learnable exploratory tasks, plans and executes robot-code policies, verifies intermediate progress, diagnoses failures, retries with dense, step-level feedback, and distills successful executions into a persistent code skill library. At test time, the agent reuses relevant skills from this frozen library to help solve new tasks. Experiments in LIBERO-PRO and MolmoSpaces show that play-learned skills improve held-out downstream tasks over no-play and random-play baselines, with 20.6 and 17.0 percentage-point gains over CaP-Agent0 on LIBERO-PRO and MolmoSpaces, respectively. Moreover, the learned skills can be plugged into other inference-time Code-as-Policy agents by simply retrieving them into the context, improving RoboSuite and real-world transfer by 8.9 and 8.8 points, respectively, without finetuning the underlying model.

cs.RO↗

Streaming Video Generation with Streaming Force Control

We introduce StreamForce, a streaming video generation framework that enables physically grounded control through continuous force inputs. Unlike prior video models that train separate models for different force types, assume fixed forces, or rely on non-causal processing, StreamForce is a causal and unified model that responds instantly and coherently to both local and global, time-varying forces. To achieve this, we design a unified force representation as a control signal and develop a distillation pipeline for force-controllable video generation. Our model combines autoregressive efficiency with force responsiveness, sustaining stable photometric and dynamic realism. StreamForce runs at up to 16.6 FPS on a single GPU, achieving state-of-the-art performance in both force adherence and motion realism. Project website: https://neu-vi.github.io/StreamForce/

cs.CV↗

Self-Improving 4D Perception via Self-Distillation

Large-scale multi-view reconstruction models have made remarkable progress, but most existing approaches still rely on fully supervised training with ground-truth 3D/4D annotations. Such annotations are expensive and particularly scarce for dynamic scenes, limiting scalability. We propose SelfEvo, a self-improving framework that continually improves pretrained multi-view reconstruction models using unlabeled videos. SelfEvo introduces a self-distillation scheme using spatiotemporal context asymmetry, enabling self-improvement for learning-based 4D perception without external annotations. We systematically study design choices that make self-improvement effective, including loss signals, forms of asymmetry, and other training strategies. Across eight benchmarks spanning diverse datasets and domains, SelfEvo consistently improves pretrained baselines and generalizes across base models (e.g. VGGT and $π^3$), with significant gains on dynamic scenes. Overall, SelfEvo achieves up to 36.5% relative improvement in video depth estimation and 20.1% in camera estimation, without using any labeled data. Project Page: https://self-evo.github.io/.

cs.CV↗

Vision-as-Inverse-Graphics Agent via Interleaved Multimodal Reasoning

Vision-as-inverse-graphics, the concept of reconstructing images into editable programs, remains challenging for Vision-Language Models (VLMs), which inherently lack fine-grained spatial grounding in one-shot settings. To address this, we introduce VIGA (Vision-as-Inverse-Graphics Agent), an interleaved multimodal reasoning framework where symbolic logic and visual perception actively cross-verify each other. VIGA operates through a tightly coupled code-render-inspect loop: synthesizing symbolic programs, projecting them into visual states, and inspecting discrepancies to guide iterative edits. Equipped with high-level semantic skills and an evolving multimodal memory, VIGA sustains evidence-based modifications over long horizons. This training-free, task-agnostic framework seamlessly supports 2D document generation, 3D reconstruction, multi-step 3D editing, and 4D physical interaction. Finally, we introduce BlenderBench, a challenging visual-to-code benchmark. Empirically, VIGA substantially improves accuracy compared with one-shot baselines in BlenderGym (35.32%), SlideBench (117.17%) and our proposed BlenderBench (124.70%).

cs.CV↗

Visually Prompted Benchmarks Are Surprisingly Fragile

A key challenge in evaluating VLMs is testing models' ability to analyze visual content independently from their textual priors. Recent benchmarks such as BLINK probe visual perception through visual prompting, where questions about visual content are paired with coordinates to which the question refers, with the coordinates explicitly marked in the image itself. While these benchmarks are an important part of VLM evaluation, we find that existing models are surprisingly fragile to seemingly irrelevant details of visual prompting: simply changing a visual marker from red to blue can completely change rankings among models on a leaderboard. By evaluating nine commonly-used open- and closed-source VLMs on two visually prompted tasks, we demonstrate how details in benchmark setup, including visual marker design and dataset size, have a significant influence on model performance and leaderboard rankings. These effects can even be exploited to lift weaker models above stronger ones; for instance, slightly increasing the size of the visual marker results in open-source InternVL3-8B ranking alongside or better than much larger proprietary models like Gemini 2.5 Pro. We further show that low-level inference choices that are often ignored in benchmarking, such as JPEG compression levels in API calls, can also cause model lineup changes. These details have substantially larger impacts on visually prompted benchmarks than on conventional semantic VLM evaluations. To mitigate this instability, we curate existing datasets to create VPBench, a larger visually prompted benchmark with 16 visual marker variants. We open-source VPBench and our analysis framework at: https://lisadunlap.github.io/vpbench/.

cs.CV↗

GenLit: Reformulating Single-Image Relighting as Video Generation

Manipulating the illumination of a 3D scene within a single image represents a fundamental challenge in computer vision and graphics. This problem has traditionally been addressed using inverse rendering techniques, which involve explicit 3D asset reconstruction and costly ray-tracing simulations. Meanwhile, recent advancements in visual foundation models suggest that a new paradigm could soon be possible -- one that replaces explicit physical models with networks that are trained on large amounts of image and video data. In this paper, we exploit the implicit scene understanding of a video diffusion model, particularly Stable Video Diffusion, to relight a single image. We introduce GenLit, a framework that distills the ability of a graphics engine to perform light manipulation into a video-generation model, enabling users to directly insert and manipulate a point light in the 3D world within a given image and generate results directly as a video sequence. We find that a model fine-tuned on only a small synthetic dataset generalizes to real-world scenes, enabling single-image relighting with plausible and convincing shadows and inter-reflections. Our results highlight the ability of video foundation models to capture rich information about lighting, material, and shape, and our findings indicate that such models, with minimal training, can be used to perform relighting without explicit asset reconstruction or ray-tracing. . Project page: https://genlit.is.tue.mpg.de/.

cs.CV↗

ETCH: Generalizing Body Fitting to Clothed Humans via Equivariant Tightness

Fitting a body to a 3D clothed human point cloud is a common yet challenging task. Traditional optimization-based approaches use multi-stage pipelines that are sensitive to pose initialization, while recent learning-based methods often struggle with generalization across diverse poses and garment types. We propose Equivariant Tightness Fitting for Clothed Humans, or ETCH, a novel pipeline that estimates cloth-to-body surface mapping through locally approximate SE(3) equivariance, encoding tightness as displacement vectors from the cloth surface to the underlying body. Following this mapping, pose-invariant body features regress sparse body markers, simplifying clothed human fitting into an inner-body marker fitting task. Extensive experiments on CAPE and 4D-Dress show that ETCH significantly outperforms state-of-the-art methods -- both tightness-agnostic and tightness-aware -- in body fitting accuracy on loose clothing (16.7% ~ 69.5%) and shape accuracy (average 49.9%). Our equivariant tightness design can even reduce directional errors by (67.2% ~ 89.8%) in one-shot (or out-of-distribution) settings (~ 1% data). Qualitative results demonstrate strong generalization of ETCH, regardless of challenging poses, unseen shapes, loose clothing, and non-rigid dynamics. We will release the code and models soon for research purposes at https://boqian-li.github.io/ETCH/.

cs.CV↗