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Jiayuan Mao

Publications and source records attributed to Jiayuan Mao.

At least 19 recordsLinked to original sources

SIMLIFE: Pattern Understanding for Long-Horizon Human-Agent Partnership

Understanding humans over long horizons requires agents to infer not only what people need in the moment, but also how routines form, why they repeat, and when they change. We introduce SimLife, a scalable platform for simulating long-term household life with rich visual observations, ground-truth action logs, and synthetic dialogues with audio. Built on SimLife, SimLife-BP evaluates long-context pattern understanding: the ability to infer latent behavioral rules from weeks or months of everyday observations. The benchmark contains 106 episodes averaging 15.49 hours and 38.57 in-game days, and 1,439 question-answer pairs. Each task probes direct, counterfactual, noisy, and inverse reasoning under different levels of rule hints. Evaluating frontier models and architectures, we find that current models often achieve surface-level prediction without comprehensive rule understanding, rely on frequency-based heuristics rather than if-then reasoning over evidence, and struggle to adapt when behavioral patterns change. These findings suggest that long-context pattern understanding remains a major bottleneck for future embodied agents, while SimLife opens a broader space for studying memory, personalization, adaptation, and long-horizon planning in everyday human-AI interaction.

cs.AI

Adversarial Game-Theoretic Algorithm for Dexterous Grasp Synthesis

For many complex tasks, multi-finger robot hands are poised to revolutionize how we interact with the world, but reliably grasping objects remains a significant challenge. We focus on the problem of synthesizing grasps for multi-finger robot hands that, given a target object's geometry and pose, computes a hand configuration. Existing approaches often struggle to produce reliable grasps that sufficiently constrain object motion, leading to instability under disturbances and failed grasps. A key reason is that during grasp generation, they typically focus on resisting a single wrench, while ignoring the object's potential for adversarial movements, such as escaping. We propose a new grasp-synthesis approach that explicitly captures and leverages the adversarial object motion in grasp generation by formulating the problem as a two-player game. One player controls the robot to generate feasible grasp configurations, while the other adversarially controls the object to seek motions that attempt to escape from the grasp. Simulation experiments on various robot platforms and target objects show that our approach achieves a success rate of 75.78%, up to 19.61% higher than the state-of-the-art baseline. The two-player game mechanism improves the grasping success rate by 27.40% over the method without the game formulation. Our approach requires only 0.28-1.04 seconds on average to generate a grasp configuration, depending on the robot platform, making it suitable for real-world deployment. In real-world experiments, our approach achieves an average success rate of 85.0% on ShadowHand and 87.5% on LeapHand, which confirms its feasibility and effectiveness in real robot setups.

cs.RO

Retriever: Composing the Perception-Reasoning-Action Loop for Long-Horizon Manipulation

Building long-horizon robot agents requires composing closed-loop pipelines -- perception, belief update, planning, and control -- whose components run at different clocks and with variable latency. Today, these systems are often assembled with ad-hoc concurrency and pub/sub conventions that make timing and input-consumption semantics implicit, yielding schedule-dependent behavior that is hard to reproduce, debug, and reuse. Current solutions typically solve parts of this problem at either the algorithmic or the systems layer, but not both. In this work, we propose Retriever, which spans the entire stack: an asynchronous decision model, a programming model, a runtime, and an example closed-loop agent pipeline. Retriever represents an agent as a graph of stateful causal stream functions executed on explicit run clocks. We formalize this view via an asynchronous environment-agent loop over continuous-time streams and show that finite-memory causal policies can be represented by compositions of these operators. Retriever compiles these graphs into a runtime that supports multiple backends, enabling systematic debugging across running environments and deterministic replay from logged asynchronous data. We evaluate Retriever through a real-robot case study together with controlled studies of runtime overhead and deterministic replay behavior.

cs.RO

Infer Human's Intentions Before Following Natural Language Instructions

For AI agents to be helpful to humans, they should be able to follow natural language instructions to complete everyday cooperative tasks in human environments. However, real human instructions inherently possess ambiguity, because the human speakers assume sufficient prior knowledge about their hidden goals and intentions. Standard language grounding and planning methods fail to address such ambiguities because they do not model human internal goals as additional partially observable factors in the environment. We propose a new framework, Follow Instructions with Social and Embodied Reasoning (FISER), aiming for better natural language instruction following in collaborative embodied tasks. Our framework makes explicit inferences about human goals and intentions as intermediate reasoning steps. We implement a set of Transformer-based models and evaluate them over a challenging benchmark, HandMeThat. We empirically demonstrate that using social reasoning to explicitly infer human intentions before making action plans surpasses purely end-to-end approaches. We also compare our implementation with strong baselines, including Chain of Thought prompting on the largest available pre-trained language models, and find that FISER provides better performance on the embodied social reasoning tasks under investigation, reaching the state-of-the-art on HandMeThat.

cs.AI

Understanding and Mitigating the Video-Action Generalization Gap via Temporal Ratio

Generative video foundation models exhibit strong compositional priors, yet world-action models (WAMs) and video-action models (VAMs) often lose these priors after finetuning on robotic action data. We refer to this discrepancy as the video-action generalization gap. In this paper, we systematically investigate this gap by evaluating a comprehensive design space of VAMs, demonstrating that standard design choices yield no emergent explanation pattern. To explain this behavior, we introduce the Temporal Ratio (TR), an attention-based measure of how strongly the action head relies on future latent rollouts relative to the anchored current frame. TR has two key properties: first, a model's structural reliance on future-predictive latents, measured via TR, acts as a predictor of its compositional generalization capacity; second, it natively fluctuates based on task phase, shifting attention to future frames during planning and reverting to the present frame for precise manipulation. Finally, based on these findings, we propose an inference-time adaptive guidance method, which exploits this intrinsic feature attention pattern to dynamically amplify compositional video conditioning signals precisely when the policy relies on future rollouts. Evaluated on the LIBERO benchmark and real-world tasks, our approach mitigates the OOD-ID compositional generalization gap. More details: https://umishra.me/temporal-ratio/

cs.CV

ForceBand: Learning Forceful Manipulation with sEMG

Human demonstrations are a scalable data source for learning robot manipulation policies. However, common sources of human demonstration data, such as motion-capture trajectories and internet videos, capture mostly motion and appearance while missing the contact forces that are critical for force-sensitive manipulation. In this paper, we introduce ForceBand, a low-cost wrist-worn sEMG system that turns human muscle activity into force-enriched demonstrations. We first collect a 10-hour multimodal dataset containing egocentric video, sEMG, IMU, and fingertip force measurements across diverse actions and objects. Using this dataset, we pre-train an EMG2Force model that predicts per-finger forces from sEMG and IMU signals. After a short user-specific calibration, users can collect target-task demonstrations using only ForceBand and video; EMG2Force then labels these demonstrations with per-finger force traces, producing force-augmented demonstrations for robot policy learning. Experiments show that ForceBand recovers fine-grained fingertip interactions with over 50% lower force prediction error than vision-based baselines and achieves an 87% success rate on pick, squeeze, and place tasks that require object-specific force control across objects with diverse shapes, sizes, and weights. Project website: https://forceband-emg.github.io

cs.RO

Guava: An Effective and Universal Harness for Embodied Manipulation

Language models trained on large-scale vision-language data have demonstrated strong potential for embodied agents. Harnessing models through embodied tools use offers a promising alternative to end-to-end vision-language-action systems by combining high-level reasoning with external modules for perception, planning, and control. However, it remains unclear what makes an effective harness for embodied manipulation, and to what extent such a harness can unlock embodied capabilities in a wide range of reasoning models. In this work, we present Guava, a harness framework for embodied tool use developed through systematic exploration of the design space of agent workflows, action spaces, and observation spaces. Our study identifies three key ingredients for effective embodied agents: iterative perception-reasoning-action loops, semantic action abstractions, and multimodal observations. To understand whether these design principles are universal even to small models, we develop an end-to-end training pipeline that distills embodied manipulation capabilities into a 4B open-source model using fewer than 2K trajectories collected entirely in simulation. Experimental results in both simulation and real-world environments show performance comparable to frontier proprietary models while exhibiting strong generalization to unseen objects, novel instructions, and long-horizon tasks. Results suggest that a well-designed harness can serve as a scalable, model-agnostic interface for embodied manipulation, enabling strong emergent embodied capabilities in compact open-source models with minimal training data.

cs.RO

V-GRPO: Online Reinforcement Learning for Denoising Generative Models Is Easier than You Think

Aligning denoising generative models with human preferences or verifiable rewards remains a key challenge. While policy-gradient online reinforcement learning (RL) offers a principled post-training framework, its direct application is hindered by the intractable likelihoods of these models. Prior work therefore either optimizes an induced Markov decision process (MDP) over sampling trajectories, which is stable but inefficient, or uses likelihood surrogates based on the diffusion evidence lower bound (ELBO), which have so far underperformed on visual generation. Our key insight is that the ELBO-based approach can, in fact, be made both stable and efficient. By reducing surrogate variance and controlling gradient steps, we show that this approach can beat MDP-based methods. To this end, we introduce Variational GRPO (V-GRPO), a method that integrates ELBO-based surrogates with the Group Relative Policy Optimization (GRPO) algorithm, alongside a set of simple yet essential techniques. Our method is easy to implement, aligns with pretraining objectives, and avoids the limitations of MDP-based methods. V-GRPO achieves state-of-the-art performance in text-to-image synthesis, while delivering a $2\times$ speedup over MixGRPO and a $3\times$ speedup over DiffusionNFT.

cs.LG

Multi-Modal Manipulation via Multi-Modal Policy Consensus

Effectively integrating diverse sensory modalities is crucial for robotic manipulation. However, the typical approach of feature concatenation is often suboptimal: dominant modalities such as vision can overwhelm sparse but critical signals like touch in contact-rich tasks, and monolithic architectures cannot flexibly incorporate new or missing modalities without retraining. Our method factorizes the policy into a set of diffusion models, each specialized for a single representation (e.g., vision or touch), and employs a router network that learns consensus weights to adaptively combine their contributions, enabling incremental of new representations. We evaluate our approach on simulated manipulation tasks in {RLBench}, as well as real-world tasks such as occluded object picking, in-hand spoon reorientation, and puzzle insertion, where it significantly outperforms feature-concatenation baselines on scenarios requiring multimodal reasoning. Our policy further demonstrates robustness to physical perturbations and sensor corruption. We further conduct perturbation-based importance analysis, which reveals adaptive shifts between modalities.

cs.RO

SIMPACT: Simulation-Enabled Action Planning using Vision-Language Models

Vision-Language Models (VLMs) exhibit remarkable common-sense and semantic reasoning capabilities. However, they lack a grounded understanding of physical dynamics. This limitation arises from training VLMs on static internet-scale visual-language data that contain no causal interactions or action-conditioned changes. Consequently, it remains challenging to leverage VLMs for fine-grained robotic manipulation tasks that require physical understanding, reasoning, and corresponding action planning. To overcome this, we present SIMPACT, a test-time, SIMulation-enabled ACTion Planning framework that equips VLMs with physical reasoning through simulation-in-the-loop world modeling, without requiring any additional training. From a single RGB-D observation, SIMPACT efficiently constructs physics simulations, enabling the VLM to propose informed actions, observe simulated rollouts, and iteratively refine its reasoning. By integrating language reasoning with physics prediction, our simulation-enabled VLM can understand contact dynamics and action outcomes in a physically grounded way. Our method demonstrates state-of-the-art performance on five challenging, real-world rigid-body and deformable manipulation tasks that require fine-grained physical reasoning, outperforming existing general-purpose robotic manipulation models. Our results demonstrate that embedding physics understanding via efficient simulation into VLM reasoning at test time offers a promising path towards generalizable embodied intelligence. Project webpage can be found at https://simpact-bot.github.io

cs.RO

Composition-Grounded Data Synthesis for Visual Reasoning

Pretrained multi-modal large language models (MLLMs) demonstrate strong performance on diverse multimodal tasks, but remain limited in reasoning capabilities for domains where annotations are difficult to collect. In this work, we focus on artificial image domains such as charts, rendered documents, and webpages, which are abundant in practice yet lack large-scale human annotated reasoning datasets. We introduce COGS (COmposition-Grounded data Synthesis), a data-efficient framework for equipping MLLMs with advanced reasoning abilities from a small set of seed questions. The key idea is to decompose each seed question into primitive perception and reasoning factors, which can then be systematically recomposed with new images to generate large collections of synthetic question-answer pairs. Each generated question is paired with subquestions and intermediate answers, enabling reinforcement learning with factor-level process rewards. Experiments on chart reasoning show that COGS substantially improves performance on unseen questions, with the largest gains on reasoning-heavy and compositional questions. Moreover, training with a factor-level mixture of different seed data yields better transfer across multiple datasets, suggesting that COGS induces generalizable capabilities rather than dataset-specific overfitting. We further demonstrate that the framework extends beyond charts to other domains such as webpages.

cs.CV

Generating Fine Details of Entity Interactions

Recent text-to-image models excel at generating high-quality object-centric images from instructions. However, images should also encapsulate rich interactions between objects, where existing models often fall short, likely due to limited training data and benchmarks for rare interactions. This paper explores a novel application of Multimodal Large Language Models (MLLMs) to benchmark and enhance the generation of interaction-rich images. We introduce \data, an interaction-focused dataset with 1000 LLM-generated fine-grained prompts for image generation covering (1) functional and action-based interactions, (2) multi-subject interactions, and (3) compositional spatial relationships. To address interaction-rich generation challenges, we propose a decomposition-augmented refinement procedure. Our approach, \model, leverages LLMs to decompose interactions into finer-grained concepts, uses an MLLM to critique generated images, and applies targeted refinements with a partial diffusion denoising process. Automatic and human evaluations show significantly improved image quality, demonstrating the potential of enhanced inference strategies.

cs.CV

Implicit State Estimation via Video Replanning

Video-based representations have gained prominence in planning and decision-making due to their ability to encode rich spatiotemporal dynamics and geometric relationships. These representations enable flexible and generalizable solutions for complex tasks such as object manipulation and navigation. However, existing video planning frameworks often struggle to adapt to failures at interaction time due to their inability to reason about uncertainties in partially observed environments. To overcome these limitations, we introduce a novel framework that integrates interaction-time data into the planning process. Our approach updates model parameters online and filters out previously failed plans during generation. This enables implicit state estimation, allowing the system to adapt dynamically without explicitly modeling unknown state variables. We evaluate our framework through extensive experiments on a new simulated manipulation benchmark, demonstrating its ability to improve replanning performance and advance the field of video-based decision-making.

cs.RO

Creativity or Brute Force? Using Brainteasers as a Window into the Problem-Solving Abilities of Large Language Models

Accuracy remains a standard metric for evaluating AI systems, but it offers limited insight into how models arrive at their solutions. In this work, we introduce a benchmark based on brainteasers written in long narrative form to probe more deeply into the types of reasoning strategies that models use. Brainteasers are well-suited for this goal because they can be solved with multiple approaches, such as a few-step solution that uses a creative insight or a longer solution that uses more brute force. We investigate large language models (LLMs) across multiple layers of reasoning, focusing not only on correctness but also on the quality and creativity of their solutions. We investigate many aspects of the reasoning process: (1) semantic parsing of the brainteasers into precise mathematical competition style formats; (2) generating solutions from these mathematical forms; (3) self-correcting solutions based on gold solutions; (4) producing step-by-step sketches of solutions; and (5) making use of hints. We find that LLMs are in many cases able to find creative, insightful solutions to brainteasers, suggesting that they capture some of the capacities needed to solve novel problems in creative ways. Nonetheless, there also remain situations where they rely on brute force despite the availability of more efficient, creative solutions, highlighting a potential direction for improvement in the reasoning abilities of LLMs.

cs.AI

Learning Linear Attention in Polynomial Time

Previous research has explored the computational expressivity of Transformer models in simulating Boolean circuits or Turing machines. However, the learnability of these simulators from observational data has remained an open question. Our study addresses this gap by providing the first polynomial-time learnability results (specifically strong, agnostic PAC learning) for single-layer Transformers with linear attention. We show that linear attention may be viewed as a linear predictor in a suitably defined RKHS. As a consequence, the problem of learning any linear transformer may be converted into the problem of learning an ordinary linear predictor in an expanded feature space, and any such predictor may be converted back into a multiheaded linear transformer. Moving to generalization, we show how to efficiently identify training datasets for which every empirical risk minimizer is equivalent (up to trivial symmetries) to the linear Transformer that generated the data, thereby guaranteeing the learned model will correctly generalize across all inputs. Finally, we provide examples of computations expressible via linear attention and therefore polynomial-time learnable, including associative memories, finite automata, and a class of Universal Turing Machine (UTMs) with polynomially bounded computation histories. We empirically validate our theoretical findings on three tasks: learning random linear attention networks, key--value associations, and learning to execute finite automata. Our findings bridge a critical gap between theoretical expressivity and learnability of Transformers, and show that flexible and general models of computation are efficiently learnable.

cs.LG

WHEN TO ACT, WHEN TO WAIT: Modeling the Intent-Action Alignment Problem in Dialogue

Dialogue systems often fail when user utterances are semantically complete yet lack the clarity and completeness required for appropriate system action. This mismatch arises because users frequently do not fully understand their own needs, while systems require precise intent definitions. This highlights the critical Intent-Action Alignment Problem: determining when an expression is not just understood, but truly ready for a system to act upon. We present STORM, a framework modeling asymmetric information dynamics through conversations between UserLLM (full internal access) and AgentLLM (observable behavior only). STORM produces annotated corpora capturing trajectories of expression phrasing and latent cognitive transitions, enabling systematic analysis of how collaborative understanding develops. Our contributions include: (1) formalizing asymmetric information processing in dialogue systems; (2) modeling intent formation tracking collaborative understanding evolution; and (3) evaluation metrics measuring internal cognitive improvements alongside task performance. Experiments across four language models reveal that moderate uncertainty (40-60%) can outperform complete transparency in certain scenarios, with model-specific patterns suggesting reconsideration of optimal information completeness in human-AI collaboration. These findings contribute to understanding asymmetric reasoning dynamics and inform uncertainty-calibrated dialogue system design.

cs.AI

"Set It Up": Functional Object Arrangement with Compositional Generative Models (Journal Version)

Functional object arrangement (FORM) is the task of arranging objects to fulfill a function, e.g., "set up a dining table for two". One key challenge here is that the instructions for FORM are often under-specified and do not explicitly specify the desired object goal poses. This paper presents SetItUp, a neuro-symbolic framework that learns to specify the goal poses of objects from a few training examples and a structured natural-language task specification. SetItUp uses a grounding graph, which is composed of abstract spatial relations among objects (e.g., left-of), as its intermediate representation. This decomposes the FORM problem into two stages: (i) predicting this graph among objects and (ii) predicting object poses given the grounding graph. For (i), SetItUp leverages large language models (LLMs) to induce Python programs from a task specification and a few training examples. This program can be executed to generate grounding graphs in novel scenarios. For (ii), SetItUp pre-trains a collection of diffusion models to capture primitive spatial relations and online composes these models to predict object poses based on the grounding graph. We evaluated SetItUp on a dataset spanning three distinct task families: arranging tableware on a dining table, organizing items on a bookshelf, and laying out furniture in a bedroom. Experiments show that SetItUp outperforms existing models in generating functional, physically feasible, and aesthetically pleasing object arrangements. This article extends our conference paper published at Robotics: Science and Systems (RSS) 2024.

cs.RO

Learning Compositional Behaviors from Demonstration and Language

We introduce Behavior from Language and Demonstration (BLADE), a framework for long-horizon robotic manipulation by integrating imitation learning and model-based planning. BLADE leverages language-annotated demonstrations, extracts abstract action knowledge from large language models (LLMs), and constructs a library of structured, high-level action representations. These representations include preconditions and effects grounded in visual perception for each high-level action, along with corresponding controllers implemented as neural network-based policies. BLADE can recover such structured representations automatically, without manually labeled states or symbolic definitions. BLADE shows significant capabilities in generalizing to novel situations, including novel initial states, external state perturbations, and novel goals. We validate the effectiveness of our approach both in simulation and on real robots with a diverse set of objects with articulated parts, partial observability, and geometric constraints.

cs.RO