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Pei Xu

Publications and source records attributed to Pei Xu.

At least 19 recordsLinked to original sources

Point as Skeleton: Accumulated Point Cloud Enhanced Autoregressive Generation for Closed-Loop Autonomous Driving Simulation

Evaluating end-to-end autonomous driving (E2E-AD) remains challenging, as existing driving simulation methods often trade off closed-loop interactivity (e.g., CARLA) and real-world visual fidelity (e.g., nuScenes). We present \textbf{\emph{Point as Skeleton}}, a generative sensor simulation framework for state-updated autoregressive driving video generation, in which an autoregressive generator synthesizes visual observations from step-wise updated ego states, actor states, scene maps, and point-cloud skeleton conditions. To support closed-loop rollout, we introduce Reset-and-Roll, which adapts rolling diffusion inference to simulation by preventing future-conditioned latent states from being committed across simulation steps. To stabilize error accumulation during step-wise autoregressive rollout, we introduce point-cloud skeletons that decouple foreground and background assets and project them into camera-view painted-point and template-depth conditions, providing appearance and geometric cues. We further implement a nuPlan-based renderer-level closed-loop generative interface for evaluating generation under ego deviations from the original log. Experiments on nuScenes and nuPlan show that \textit{Point as Skeleton} improves autoregressive generation quality during closed-loop rollout, demonstrating its potential for visually faithful closed-loop driving simulation. The code is available at https://github.com/krauwu/point-as-skeleton.

cs.CV

VLK: Learning Humanoid Loco-Manipulation from Synthetic Interactions in Reconstructed Scenes

Perception-based humanoid loco-manipulation requires connecting egocentric observations and task instructions to whole-body motion. Learning this mapping requires synchronized egocentric images, language commands, and robot-compatible kinematic trajectories, yet no existing data source provides this complete tuple at scale. We address this bottleneck by generating vision-language-kinematics (VLK) supervision synthetically in reconstructed scenes. Our pipeline leverages 3D Gaussian Splatting to reconstruct metric-scale indoor environments, synthesizes navigation and object-interaction trajectories using privileged scene information, and renders paired egocentric observations after the fact. We produce 48,000 paired trajectories with no human intervention and train a VLK policy that predicts short-horizon whole-body kinematic trajectories. A whole-body tracker converts these predictions into actions on the physical humanoid. We evaluate on the physical Unitree G1 performing navigation and single-object transport, demonstrating that synthesized interactions in reconstructed scenes provide effective supervision for sim-to-real perception-based humanoid loco-manipulation. Project Website: https://vision-language-kinematics.github.io/

cs.RO

DiDrive: A Risk-Aware Hierarchical Diffusion Framework for Safe Offline Reinforcement Learning in Autonomous Driving

While diffusion models effectively capture multimodal behavioral priors for autonomous driving, offline reinforcement learning (RL) policies remain susceptible to distribution shift, heavy-tailed risk signals, out-of-distribution (OOD) action generation, and high-dimensional state redundancy. To address these challenges, we propose DiDrive, a distribution-guided offline diffusion framework featuring two synergistic components: the Risk-Aware Hierarchical Diffusion (RHDif) architecture and the 3DICE policy optimization paradigm. In the state space, RHDif utilizes a low-level risk-gated encoder and a high-level contextual modulator to filter environmental redundancy and focus on safety-critical threats. In the action space, 3DICE mitigates OOD overestimation and gradient oscillation through in-sample calibrated guidance, spatiotemporal optimization, and ensemble-based candidate ranking. Evaluations on the CARLA benchmark demonstrate DiDrive's superiority over baselines like IQL, CQL, and Diffusion-QL, particularly in complex, high-density traffic scenarios with 60 vehicles, where it achieves an 85% success rate and a 4295.68 average reward, providing a robust pathway for safe autonomous driving decision-making.

cs.LG

Repeated Deceptive Path Planning against Learnable Observer

We study the problem of deceptive path planning (DPP), where an agent aims to conceal its true destination from external observers. While existing work assumes static, non-learning observers, real-world adversaries-such as in critical goods transportation or military operations-can adapt by learning from historical trajectories. To address this gap, we introduce Repeated Deceptive Path Planning (RDPP), a new formulation that explicitly models learnable observers. We show that existing DPP methods fail under this setting, as they cannot adapt to evolving adversarial predictions. While incorporating observer previous predictions into updates enables some adaptation, such incremental updates cause accumulative lag that degrades deception. To this end, we propose Deceptive Meta Planning (DeMP), a two-level optimization framework that combines episode-level adaptation, which enables short-term policy adjustment to counter updated observer, and meta-level updates, which leverage cross-episode feedback to capture how observers update their models and accelerate adaptation in future episodes. In this way, DeMP mitigates the accumulation of adaptation lag, enabling sustained deception against a learning observer. Experiments across environments demonstrate that DeMP significantly outperforms existing approaches in RDPP while maintaining competitive path cost. Our results highlight the importance of modeling repeated interactions with learnable adversaries, providing new insights into deception and privacy in multi-agent systems.

cs.AI

SOM: Structured Opponent Modeling for LLM-based Agents via Structural Causal Model

Accurately predicting opponents' behavior from interactions is a fundamental capability for large language model (LLM)-based agents in multi-agent and game-theoretic environments. Existing approaches often entangle opponent modeling with prediction, relying on implicit contextual reasoning and limiting adaptability in dynamic interactions. To this end, we propose Structured Opponent Modeling (SOM), a two-stage opponent modeling framework that distinctly separates opponent model construction and opponent prediction. At the construction stage, SOM employs a Structural Causal Model (SCM), a graph-based formalism for representing dependencies among variables, to capture directed links between opponents' observations and actions, yielding an explicit and structured opponent representation. At the prediction stage, the LLM performs structured reasoning along clear pathways derived from the SCM, improving both prediction accuracy and stability. Extensive experiments on diverse multi-agent benchmarks demonstrate that SOM consistently outperforms state-of-the-art LLM-based reasoning baselines, enabling more accurate and adaptable strategic decision-making in complex and dynamic multi-agent interactions.

cs.AI

MUSIC: Learning Muscle-Driven Dexterous Hand Control

We present a data-driven approach for physics-based, muscle-driven dexterous control that enables musculoskeletal hands to perform precise piano playing for novel pieces of music outside the reference dataset. Our approach combines high-frequency muscle-level control with low-frequency latent-space coordination in a hierarchical architecture. At the low level, general single-hand policies are trained via reinforcement learning to generate dynamic muscle-tendon activations while tracking trajectories from a large reference motion dataset. The resulting tracking policies are then distilled into variational autoencoder (VAE) models, yielding smooth and structured latent spaces that abstract away low-level muscle dynamics. For the high level, we train piece-specific policies to operate in this latent space, coordinating bimanual motions based on specific goals, denoted by note events extracted from given musical scores, to synthesize performances beyond the reference data. In addition, we present an enhanced musculoskeletal hand model that supports fine control of fingers for accurate low-level motion tracking and diverse high-level motion synthesis. We evaluate the control pipeline of our approach on a diverse piano repertoire spanning multiple musical styles and technical demands. Results demonstrate that our approach can synthesize coordinated bimanual motions with accurate key presses, and achieve the state-of-the-art performance of piano playing in physics-based dexterous control. We also show that our musculoskeletal hand model demonstrates superior biomechanical stability and tracking precision compared to the existing model, and validate that our musculoskeletal hand model and muscle-driven controller can generate physiologically plausible activation patterns that align with human electromyography (EMG) recordings.

cs.GR

AtomicVLA: Unlocking the Potential of Atomic Skill Learning in Robots

Recent advances in Visual-Language-Action (VLA) models have shown promising potential for robotic manipulation tasks. However, real-world robotic tasks often involve long-horizon, multi-step problem-solving and require generalization for continual skill acquisition, extending beyond single actions or skills. These challenges present significant barriers for existing VLA models, which use monolithic action decoders trained on aggregated data, resulting in poor scalability. To address these challenges, we propose AtomicVLA, a unified planning-and-execution framework that jointly generates task-level plans, atomic skill abstractions, and fine-grained actions. AtomicVLA constructs a scalable atomic skill library through a Skill-Guided Mixture-of-Experts (SG-MoE), where each expert specializes in mastering generic yet precise atomic skills. Furthermore, we introduce a flexible routing encoder that automatically assigns dedicated atomic experts to new skills, enabling continual learning. We validate our approach through extensive experiments. In simulation, AtomicVLA outperforms $\pi_{0}$ by 2.4\% on LIBERO, 10\% on LIBERO-LONG, and outperforms $\pi_{0}$ and $\pi_{0.5}$ by 0.22 and 0.25 in average task length on CALVIN. Additionally, our AtomicVLA consistently surpasses baselines by 18.3\% and 21\% in real-world long-horizon tasks and continual learning. These results highlight the effectiveness of atomic skill abstraction and dynamic expert composition for long-horizon and lifelong robotic tasks. The project page is \href{https://zhanglk9.github.io/atomicvla-web/}{here}.

cs.RO

Percept-WAM: Perception-Enhanced World-Awareness-Action Model for Robust End-to-End Autonomous Driving

Autonomous driving heavily relies on accurate and robust spatial perception. Many failures arise from inaccuracies and instability, especially in long-tail scenarios and complex interactions. However, current vision-language models are weak at spatial grounding and understanding, and VLA systems built on them therefore show limited perception and localization ability. To address these challenges, we introduce Percept-WAM, a perception-enhanced World-Awareness-Action Model that is the first to implicitly integrate 2D/3D scene understanding abilities within a single vision-language model (VLM). Instead of relying on QA-style spatial reasoning, Percept-WAM unifies 2D/3D perception tasks into World-PV and World-BEV tokens, which encode both spatial coordinates and confidence. We propose a grid-conditioned prediction mechanism for dense object perception, incorporating IoU-aware scoring and parallel autoregressive decoding, improving stability in long-tail, far-range, and small-object scenarios. Additionally, Percept-WAM leverages pretrained VLM parameters to retain general intelligence (e.g., logical reasoning) and can output perception results and trajectory control outputs directly. Experiments show that Percept-WAM matches or surpasses classical detectors and segmenters on downstream perception benchmarks, achieving 51.7/58.9 mAP on COCO 2D detection and nuScenes BEV 3D detection. When integrated with trajectory decoders, it further improves planning performance on nuScenes and NAVSIM, e.g., surpassing DiffusionDrive by 2.1 in PMDS on NAVSIM. Qualitative results further highlight its strong open-vocabulary and long-tail generalization.

cs.CV

No-Regret Strategy Solving in Imperfect-Information Games via Pre-Trained Embedding

High-quality information set abstraction remains a core challenge in solving large-scale imperfect-information extensive-form games (IIEFGs)--such as no-limit Texas Hold'em--where the finite nature of spatial resources hinders solving strategies for the full game. State-of-the-art AI methods rely on pre-trained discrete clustering for abstraction, yet their hard classification irreversibly discards critical information: specifically, the quantifiable subtle differences between information sets--vital for strategy solving--thus compromising the quality of such solving. Inspired by the word embedding paradigm in natural language processing, this paper proposes the Embedding CFR algorithm, a novel approach for solving strategies in IIEFGs within an embedding space. The algorithm pre-trains and embeds the features of individual information sets into an interconnected low-dimensional continuous space, where the resulting vectors more precisely capture both the distinctions and connections between information sets. Embedding CFR introduces a strategy-solving process driven by regret accumulation and strategy updates in this embedding space, with supporting theoretical analysis verifying its ability to reduce cumulative regret. Experiments on poker show that with the same spatial overhead, Embedding CFR achieves significantly faster exploitability convergence compared to cluster-based abstraction algorithms, confirming its effectiveness. Furthermore, to our knowledge, it is the first algorithm in poker AI that pre-trains information set abstractions via low-dimensional embedding for strategy solving.

cs.AI

KrwEmd: Revising the Imperfect-Recall Abstraction from Forgetting Everything

Excessive abstraction is a critical challenge in hand abstraction-a task specific to games like Texas hold'em-when solving large-scale imperfect-information games, as it impairs AI performance. This issue arises from extreme implementations of imperfect-recall abstraction, which entirely discard historical information. This paper presents KrwEmd, the first practical algorithm designed to address this problem. We first introduce the k-recall winrate feature, which not only qualitatively distinguishes signal observation infosets by leveraging both future and, crucially, historical game information, but also quantitatively captures their similarity. We then develop the KrwEmd algorithm, which clusters signal observation infosets using earth mover's distance to measure discrepancies between their features. Experimental results demonstrate that KrwEmd significantly improves AI gameplay performance compared to existing algorithms.

cs.AI

Beyond Outcome-Based Imperfect-Recall: Higher-Resolution Abstractions for Imperfect-Information Games

Hand abstraction is crucial for scaling imperfect-information games (IIGs) such as Texas Hold'em, yet progress is limited by the lack of a formal task model and by evaluations that require resource-intensive strategy solving. We introduce signal observation ordered games (SOOGs), a subclass of IIGs tailored to hold'em-style games that cleanly separates signal from player action sequences, providing a precise mathematical foundation for hand abstraction. Within this framework, we define a resolution bound-an information-theoretic upper bound on achievable performance under a given signal abstraction. Using the bound, we show that mainstream outcome-based imperfect-recall algorithms suffer substantial losses by arbitrarily discarding historical information; we formalize this behavior via potential-aware outcome Isomorphism (PAOI) and prove that PAOI characterizes their resolution bound. To overcome this limitation, we propose full-recall outcome isomorphism (FROI), which integrates historical information to raise the bound and improve policy quality. Experiments on hold'em-style benchmarks confirm that FROI consistently outperforms outcome-based imperfect-recall baselines. Our results provide a unified formal treatment of hand abstraction and practical guidance for designing higher-resolution abstractions in IIGs.

cs.GT

Retargeting Matters: General Motion Retargeting for Humanoid Motion Tracking

Humanoid motion tracking policies are central to building teleoperation pipelines and hierarchical controllers, yet they face a fundamental challenge: the embodiment gap between humans and humanoid robots. Current approaches address this gap by retargeting human motion data to humanoid embodiments and then training reinforcement learning (RL) policies to imitate these reference trajectories. However, artifacts introduced during retargeting, such as foot sliding, self-penetration, and physically infeasible motion are often left in the reference trajectories for the RL policy to correct. While prior work has demonstrated motion tracking abilities, they often require extensive reward engineering and domain randomization to succeed. In this paper, we systematically evaluate how retargeting quality affects policy performance when excessive reward tuning is suppressed. To address issues that we identify with existing retargeting methods, we propose a new retargeting method, General Motion Retargeting (GMR). We evaluate GMR alongside two open-source retargeters, PHC and ProtoMotions, as well as with a high-quality closed-source dataset from Unitree. Using BeyondMimic for policy training, we isolate retargeting effects without reward tuning. Our experiments on a diverse subset of the LAFAN1 dataset reveal that while most motions can be tracked, artifacts in retargeted data significantly reduce policy robustness, particularly for dynamic or long sequences. GMR consistently outperforms existing open-source methods in both tracking performance and faithfulness to the source motion, achieving perceptual fidelity and policy success rates close to the closed-source baseline. Website: https://jaraujo98.github.io/retargeting_matters. Code: https://github.com/YanjieZe/GMR.

cs.RO

Learning to Ball: Composing Policies for Long-Horizon Basketball Moves

Learning a control policy for a multi-phase, long-horizon task, such as basketball maneuvers, remains challenging for reinforcement learning approaches due to the need for seamless policy composition and transitions between skills. A long-horizon task typically consists of distinct subtasks with well-defined goals, separated by transitional subtasks with unclear goals but critical to the success of the entire task. Existing methods like the mixture of experts and skill chaining struggle with tasks where individual policies do not share significant commonly explored states or lack well-defined initial and terminal states between different phases. In this paper, we introduce a novel policy integration framework to enable the composition of drastically different motor skills in multi-phase long-horizon tasks with ill-defined intermediate states. Based on that, we further introduce a high-level soft router to enable seamless and robust transitions between the subtasks. We evaluate our framework on a set of fundamental basketball skills and challenging transitions. Policies trained by our approach can effectively control the simulated character to interact with the ball and accomplish the long-horizon task specified by real-time user commands, without relying on ball trajectory references.

cs.GR

Constructive Conflict-Driven Multi-Agent Reinforcement Learning for Strategic Diversity

In recent years, diversity has emerged as a useful mechanism to enhance the efficiency of multi-agent reinforcement learning (MARL). However, existing methods predominantly focus on designing policies based on individual agent characteristics, often neglecting the interplay and mutual influence among agents during policy formation. To address this gap, we propose Competitive Diversity through Constructive Conflict (CoDiCon), a novel approach that incorporates competitive incentives into cooperative scenarios to encourage policy exchange and foster strategic diversity among agents. Drawing inspiration from sociological research, which highlights the benefits of moderate competition and constructive conflict in group decision-making, we design an intrinsic reward mechanism using ranking features to introduce competitive motivations. A centralized intrinsic reward module generates and distributes varying reward values to agents, ensuring an effective balance between competition and cooperation. By optimizing the parameterized centralized reward module to maximize environmental rewards, we reformulate the constrained bilevel optimization problem to align with the original task objectives. We evaluate our algorithm against state-of-the-art methods in the SMAC and GRF environments. Experimental results demonstrate that CoDiCon achieves superior performance, with competitive intrinsic rewards effectively promoting diverse and adaptive strategies among cooperative agents.

cs.MA

Hand-Eye Autonomous Delivery: Learning Humanoid Navigation, Locomotion and Reaching

We propose Hand-Eye Autonomous Delivery (HEAD), a framework that learns navigation, locomotion, and reaching skills for humanoids, directly from human motion and vision perception data. We take a modular approach where the high-level planner commands the target position and orientation of the hands and eyes of the humanoid, delivered by the low-level policy that controls the whole-body movements. Specifically, the low-level whole-body controller learns to track the three points (eyes, left hand, and right hand) from existing large-scale human motion capture data while high-level policy learns from human data collected by Aria glasses. Our modular approach decouples the ego-centric vision perception from physical actions, promoting efficient learning and scalability to novel scenes. We evaluate our method both in simulation and in the real-world, demonstrating humanoid's capabilities to navigate and reach in complex environments designed for humans.

cs.RO

WGSR-Bench: Wargame-based Game-theoretic Strategic Reasoning Benchmark for Large Language Models

Recent breakthroughs in Large Language Models (LLMs) have led to a qualitative leap in artificial intelligence' s performance on reasoning tasks, particularly demonstrating remarkable capabilities in mathematical, symbolic, and commonsense reasoning. However, as a critical component of advanced human cognition, strategic reasoning, i.e., the ability to assess multi-agent behaviors in dynamic environments, formulate action plans, and adapt strategies, has yet to be systematically evaluated or modeled. To address this gap, this paper introduces WGSR-Bench, the first strategy reasoning benchmark for LLMs using wargame as its evaluation environment. Wargame, a quintessential high-complexity strategic scenario, integrates environmental uncertainty, adversarial dynamics, and non-unique strategic choices, making it an effective testbed for assessing LLMs' capabilities in multi-agent decision-making, intent inference, and counterfactual reasoning. WGSR-Bench designs test samples around three core tasks, i.e., Environmental situation awareness, Opponent risk modeling and Policy generation, which serve as the core S-POE architecture, to systematically assess main abilities of strategic reasoning. Finally, an LLM-based wargame agent is designed to integrate these parts for a comprehensive strategy reasoning assessment. With WGSR-Bench, we hope to assess the strengths and limitations of state-of-the-art LLMs in game-theoretic strategic reasoning and to advance research in large model-driven strategic intelligence.

cs.AI

Towards Source Mapping for Zero-Knowledge Smart Contracts: Design and Preliminary Evaluation

Debugging and auditing zero-knowledge-compatible smart contracts remains a significant challenge due to the lack of source mapping in compilers such as zkSolc. In this work, we present a preliminary source mapping framework that establishes traceability between Solidity source code, LLVM IR, and zkEVM bytecode within the zkSolc compilation pipeline. Our approach addresses the traceability challenges introduced by non-linear transformations and proof-friendly optimizations in zero-knowledge compilation. To improve the reliability of mappings, we incorporate lightweight consistency checks based on static analysis and structural validation. We evaluate the framework on a dataset of 50 benchmark contracts and 500 real-world zkSync contracts, observing a mapping accuracy of approximately 97.2% for standard Solidity constructs. Expected limitations arise in complex scenarios such as inline assembly and deep inheritance hierarchies. The measured compilation overhead remains modest, at approximately 8.6%. Our initial results suggest that source mapping support in zero-knowledge compilation pipelines is feasible and can benefit debugging, auditing, and development workflows. We hope that this work serves as a foundation for further research and tool development aimed at improving developer experience in zk-Rollup environments.

cs.SE

Physically Constrained 3D Diffusion for Inverse Design of Fiber-reinforced Polymer Composite Materials

Designing fiber-reinforced polymer composites (FRPCs) with a tailored nonlinear stress-strain response can enable innovative applications across various industries. Currently, no efforts have achieved the inverse design of FRPCs that target the entire stress-strain curve. Here, we develop PC3D_Diffusion, a 3D spatial diffusion model designed for the inverse design of FRPCs. We generate 1.35 million FRPCs and calculate their stress-strain curves for training. Although the vanilla PC3D_Diffusion can generate visually appealing results, less than 10% of FRPCs generated by the vanilla model are collision-free, in which fibers do not intersect with each other. We then propose a loss-guided, learning-free approach to apply physical constraints during generation. As a result, PC3D_Diffusion can generate high-quality designs with tailored mechanical behaviors while guaranteeing to satisfy the physical constraints. PC3D_Diffusion advances FRPC inverse design and may facilitate the inverse design of other 3D materials, offering potential applications in industries reliant on materials with custom mechanical properties.

cond-mat.soft