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Qiang Fu

Publications and source records attributed to Qiang Fu.

At least 55 records · Page 3Linked to original sources

Motion Estimation for Multi-Object Tracking using KalmanNet with Semantic-Independent Encoding

Motion estimation is a crucial component in multi-object tracking (MOT). It predicts the trajectory of objects by analyzing the changes in their positions in consecutive frames of images, reducing tracking failures and identity switches. The Kalman filter (KF) based on the linear constant-velocity model is one of the most commonly used methods in MOT. However, it may yield unsatisfactory results when KF's parameters are mismatched and objects move in non-stationary. In this work, we utilize the learning-aided filter to handle the motion estimation of MOT. In particular, we propose a novel method named Semantic-Independent KalmanNet (SIKNet), which encodes the state vector (the input feature) using a Semantic-Independent Encoder (SIE) by two steps. First, the SIE uses a 1D convolution with a kernel size of 1, which convolves along the dimension of homogeneous-semantic elements across different state vectors to encode independent semantic information. Then it employs a fully-connected layer and a nonlinear activation layer to encode nonlinear and cross-dependency information between heterogeneous-semantic elements. To independently evaluate the performance of the motion estimation module in MOT, we constructed a large-scale semi-simulated dataset from several open-source MOT datasets. Experimental results demonstrate that the proposed SIKNet outperforms the traditional KF and achieves superior robustness and accuracy than existing learning-aided filters. The code is available at (https://github.com/SongJgit/filternet and https://github.com/SongJgit/TBDTracker).

cs.CV↗

Yan: Foundational Interactive Video Generation

We present Yan, a foundational framework for interactive video generation, covering the entire pipeline from simulation and generation to editing. Specifically, Yan comprises three core modules. AAA-level Simulation: We design a highly-compressed, low-latency 3D-VAE coupled with a KV-cache-based shift-window denoising inference process, achieving real-time 1080P/60FPS interactive simulation. Multi-Modal Generation: We introduce a hierarchical autoregressive caption method that injects game-specific knowledge into open-domain multi-modal video diffusion models (VDMs), then transforming the VDM into a frame-wise, action-controllable, real-time infinite interactive video generator. Notably, when the textual and visual prompts are sourced from different domains, the model demonstrates strong generalization, allowing it to blend and compose the style and mechanics across domains flexibly according to user prompts. Multi-Granularity Editing: We propose a hybrid model that explicitly disentangles interactive mechanics simulation from visual rendering, enabling multi-granularity video content editing during interaction through text. Collectively, Yan offers an integration of these modules, pushing interactive video generation beyond isolated capabilities toward a comprehensive AI-driven interactive creation paradigm, paving the way for the next generation of creative tools, media, and entertainment. The project page is: https://greatx3.github.io/Yan/.

cs.CV↗

Learned Off-aperture Encoding for Wide Field-of-view RGBD Imaging

End-to-end (E2E) designed imaging systems integrate coded optical designs with decoding algorithms to enhance imaging fidelity for diverse visual tasks. However, existing E2E designs encounter significant challenges in maintaining high image fidelity at wide fields of view, due to high computational complexity, as well as difficulties in modeling off-axis wave propagation while accounting for off-axis aberrations. In particular, the common approach of placing the encoding element into the aperture or pupil plane results in only a global control of the wavefront. To overcome these limitations, this work explores an additional design choice by positioning a DOE off-aperture, enabling a spatial unmixing of the degrees of freedom and providing local control over the wavefront over the image plane. Our approach further leverages hybrid refractive-diffractive optical systems by linking differentiable ray and wave optics modeling, thereby optimizing depth imaging quality and demonstrating system versatility. Experimental results reveal that the off-aperture DOE enhances the imaging quality by over 5 dB in PSNR at a FoV of approximately $45^\circ$ when paired with a simple thin lens, outperforming traditional on-aperture systems. Furthermore, we successfully recover color and depth information at nearly $28^\circ$ FoV using off-aperture DOE configurations with compound optics. Physical prototypes for both applications validate the effectiveness and versatility of the proposed method.

eess.IV↗

Efficient Multi-Task Reinforcement Learning with Cross-Task Policy Guidance

Multi-task reinforcement learning endeavors to efficiently leverage shared information across various tasks, facilitating the simultaneous learning of multiple tasks. Existing approaches primarily focus on parameter sharing with carefully designed network structures or tailored optimization procedures. However, they overlook a direct and complementary way to exploit cross-task similarities: the control policies of tasks already proficient in some skills can provide explicit guidance for unmastered tasks to accelerate skills acquisition. To this end, we present a novel framework called Cross-Task Policy Guidance (CTPG), which trains a guide policy for each task to select the behavior policy interacting with the environment from all tasks' control policies, generating better training trajectories. In addition, we propose two gating mechanisms to improve the learning efficiency of CTPG: one gate filters out control policies that are not beneficial for guidance, while the other gate blocks tasks that do not necessitate guidance. CTPG is a general framework adaptable to existing parameter sharing approaches. Empirical evaluations demonstrate that incorporating CTPG with these approaches significantly enhances performance in manipulation and locomotion benchmarks.

cs.LG↗

Goal-Oriented Skill Abstraction for Offline Multi-Task Reinforcement Learning

Offline multi-task reinforcement learning aims to learn a unified policy capable of solving multiple tasks using only pre-collected task-mixed datasets, without requiring any online interaction with the environment. However, it faces significant challenges in effectively sharing knowledge across tasks. Inspired by the efficient knowledge abstraction observed in human learning, we propose Goal-Oriented Skill Abstraction (GO-Skill), a novel approach designed to extract and utilize reusable skills to enhance knowledge transfer and task performance. Our approach uncovers reusable skills through a goal-oriented skill extraction process and leverages vector quantization to construct a discrete skill library. To mitigate class imbalances between broadly applicable and task-specific skills, we introduce a skill enhancement phase to refine the extracted skills. Furthermore, we integrate these skills using hierarchical policy learning, enabling the construction of a high-level policy that dynamically orchestrates discrete skills to accomplish specific tasks. Extensive experiments on diverse robotic manipulation tasks within the MetaWorld benchmark demonstrate the effectiveness and versatility of GO-Skill.

cs.LG↗

Diversity from Human Feedback

Diversity plays a significant role in many problems, such as ensemble learning, reinforcement learning, and combinatorial optimization. How to define the diversity measure is a longstanding problem. Many methods rely on expert experience to define a proper behavior space and then obtain the diversity measure, which is, however, challenging in many scenarios. In this paper, we propose the problem of learning a behavior space from human feedback and present a general method called Diversity from Human Feedback (DivHF) to solve it. DivHF learns a behavior descriptor consistent with human preference by querying human feedback. The learned behavior descriptor can be combined with any distance measure to define a diversity measure. We demonstrate the effectiveness of DivHF by integrating it with the Quality-Diversity optimization algorithm MAP-Elites and conducting experiments on the QDax suite. The results show that the behavior learned by DivHF is much more consistent with human requirements than the one learned by direct data-driven approaches without human feedback, and makes the final solutions more diverse under human preference. Our contributions include formulating the problem, proposing the DivHF method, and demonstrating its effectiveness through experiments.

cs.LG↗

PRJ: Perception-Retrieval-Judgement for Generated Images

The rapid progress of generative AI has enabled remarkable creative capabilities, yet it also raises urgent concerns regarding the safety of AI-generated visual content in real-world applications such as content moderation, platform governance, and digital media regulation. This includes unsafe material such as sexually explicit images, violent scenes, hate symbols, propaganda, and unauthorized imitations of copyrighted artworks. Existing image safety systems often rely on rigid category filters and produce binary outputs, lacking the capacity to interpret context or reason about nuanced, adversarially induced forms of harm. In addition, standard evaluation metrics (e.g., attack success rate) fail to capture the semantic severity and dynamic progression of toxicity. To address these limitations, we propose Perception-Retrieval-Judgement (PRJ), a cognitively inspired framework that models toxicity detection as a structured reasoning process. PRJ follows a three-stage design: it first transforms an image into descriptive language (perception), then retrieves external knowledge related to harm categories and traits (retrieval), and finally evaluates toxicity based on legal or normative rules (judgement). This language-centric structure enables the system to detect both explicit and implicit harms with improved interpretability and categorical granularity. In addition, we introduce a dynamic scoring mechanism based on a contextual toxicity risk matrix to quantify harmfulness across different semantic dimensions. Experiments show that PRJ surpasses existing safety checkers in detection accuracy and robustness while uniquely supporting structured category-level toxicity interpretation.

cs.CV↗

HazyDet: Open-Source Benchmark for Drone-View Object Detection with Depth-Cues in Hazy Scenes

Object detection from aerial platforms under adverse atmospheric conditions, particularly haze, is paramount for robust drone autonomy. Yet, this domain remains largely underexplored, primarily hindered by the absence of specialized benchmarks. To bridge this gap, we present \textit{HazyDet}, the first, large-scale benchmark specifically designed for drone-view object detection in hazy conditions. Comprising 383,000 real-world instances derived from both naturally hazy captures and synthetically hazed scenes augmented from clear images, HazyDet provides a challenging and realistic testbed for advancing detection algorithms. To address the severe visual degradation induced by haze, we propose the Depth-Conditioned Detector (DeCoDet), a novel architecture that integrates a Depth-Conditioned Kernel to dynamically modulate feature representations based on depth cues. The practical efficacy and robustness of DeCoDet are further enhanced by its training with a Progressive Domain Fine-Tuning (PDFT) strategy to navigate synthetic-to-real domain shifts, and a Scale-Invariant Refurbishment Loss (SIRLoss) to ensure resilient learning from potentially noisy depth annotations. Comprehensive empirical validation on HazyDet substantiates the superiority of our unified DeCoDet framework, which achieves state-of-the-art performance, surpassing the closest competitor by a notable +1.5\% mAP on challenging real-world hazy test scenarios. Our dataset and toolkit are available at https://github.com/GrokCV/HazyDet.

cs.CV↗

Latent Space Imaging

Digital imaging systems have traditionally relied on brute-force measurement and processing of pixels arranged on regular grids. In contrast, the human visual system performs significant data reduction from the large number of photoreceptors to the optic nerve, effectively encoding visual information into a low-bandwidth latent space representation optimized for brain processing. Inspired by this, we propose a similar approach to advance artificial vision systems. Latent Space Imaging introduces a new paradigm that combines optics and software to encode image information directly into the semantically rich latent space of a generative model. This approach substantially reduces bandwidth and memory demands during image capture and enables a range of downstream tasks focused on the latent space. We validate this principle through an initial hardware prototype based on a single-pixel camera. By implementing an amplitude modulation scheme that encodes into the generative model's latent space, we achieve compression ratios ranging from 1:100 to 1:1000 during imaging, and up to 1:16384 for downstream applications. This approach leverages the model's intrinsic linear boundaries, demonstrating the potential of latent space imaging for highly efficient imaging hardware, adaptable future applications in high-speed imaging, and task-specific cameras with significantly reduced hardware complexity.

eess.IV↗

Agents Play Thousands of 3D Video Games

We present PORTAL, a novel framework for developing artificial intelligence agents capable of playing thousands of 3D video games through language-guided policy generation. By transforming decision-making problems into language modeling tasks, our approach leverages large language models (LLMs) to generate behavior trees represented in domain-specific language (DSL). This method eliminates the computational burden associated with traditional reinforcement learning approaches while preserving strategic depth and rapid adaptability. Our framework introduces a hybrid policy structure that combines rule-based nodes with neural network components, enabling both high-level strategic reasoning and precise low-level control. A dual-feedback mechanism incorporating quantitative game metrics and vision-language model analysis facilitates iterative policy improvement at both tactical and strategic levels. The resulting policies are instantaneously deployable, human-interpretable, and capable of generalizing across diverse gaming environments. Experimental results demonstrate PORTAL's effectiveness across thousands of first-person shooter (FPS) games, showcasing significant improvements in development efficiency, policy generalization, and behavior diversity compared to traditional approaches. PORTAL represents a significant advancement in game AI development, offering a practical solution for creating sophisticated agents that can operate across thousands of commercial video games with minimal development overhead. Experiment results on the 3D video games are best viewed on https://zhongwen.one/projects/portal .

cs.LG↗

Maximum Entropy Heterogeneous-Agent Reinforcement Learning

Multi-agent reinforcement learning (MARL) has been shown effective for cooperative games in recent years. However, existing state-of-the-art methods face challenges related to sample complexity, training instability, and the risk of converging to a suboptimal Nash Equilibrium. In this paper, we propose a unified framework for learning stochastic policies to resolve these issues. We embed cooperative MARL problems into probabilistic graphical models, from which we derive the maximum entropy (MaxEnt) objective for MARL. Based on the MaxEnt framework, we propose Heterogeneous-Agent Soft Actor-Critic (HASAC) algorithm. Theoretically, we prove the monotonic improvement and convergence to quantal response equilibrium (QRE) properties of HASAC. Furthermore, we generalize a unified template for MaxEnt algorithmic design named Maximum Entropy Heterogeneous-Agent Mirror Learning (MEHAML), which provides any induced method with the same guarantees as HASAC. We evaluate HASAC on six benchmarks: Bi-DexHands, Multi-Agent MuJoCo, StarCraft Multi-Agent Challenge, Google Research Football, Multi-Agent Particle Environment, and Light Aircraft Game. Results show that HASAC consistently outperforms strong baselines, exhibiting better sample efficiency, robustness, and sufficient exploration. See our page at https://sites.google.com/view/meharl.

cs.MA↗

Learning Identifiable Structures Helps Avoid Bias in DNN-based Supervised Causal Learning

Causal discovery is a structured prediction task that aims to predict causal relations among variables based on their data samples. Supervised Causal Learning (SCL) is an emerging paradigm in this field. Existing Deep Neural Network (DNN)-based methods commonly adopt the "Node-Edge approach", in which the model first computes an embedding vector for each variable-node, then uses these variable-wise representations to concurrently and independently predict for each directed causal-edge. In this paper, we first show that this architecture has some systematic bias that cannot be mitigated regardless of model size and data size. We then propose SiCL, a DNN-based SCL method that predicts a skeleton matrix together with a v-tensor (a third-order tensor representing the v-structures). According to the Markov Equivalence Class (MEC) theory, both the skeleton and the v-structures are identifiable causal structures under the canonical MEC setting, so predictions about skeleton and v-structures do not suffer from the identifiability limit in causal discovery, thus SiCL can avoid the systematic bias in Node-Edge architecture, and enable consistent estimators for causal discovery. Moreover, SiCL is also equipped with a specially designed pairwise encoder module with a unidirectional attention layer to model both internal and external relationships of pairs of nodes. Experimental results on both synthetic and real-world benchmarks show that SiCL significantly outperforms other DNN-based SCL approaches.

cs.LG↗

Heterogeneous Multi-agent Zero-Shot Coordination by Coevolution

Generating agents that can achieve zero-shot coordination (ZSC) with unseen partners is a new challenge in cooperative multi-agent reinforcement learning (MARL). Recently, some studies have made progress in ZSC by exposing the agents to diverse partners during the training process. They usually involve self-play when training the partners, implicitly assuming that the tasks are homogeneous. However, many real-world tasks are heterogeneous, and hence previous methods may be inefficient. In this paper, we study the heterogeneous ZSC problem for the first time and propose a general method based on coevolution, which coevolves two populations of agents and partners through three sub-processes: pairing, updating and selection. Experimental results on various heterogeneous tasks highlight the necessity of considering the heterogeneous setting and demonstrate that our proposed method is a promising solution for heterogeneous ZSC tasks.

cs.NE↗

Playable Game Generation

In recent years, Artificial Intelligence Generated Content (AIGC) has advanced from text-to-image generation to text-to-video and multimodal video synthesis. However, generating playable games presents significant challenges due to the stringent requirements for real-time interaction, high visual quality, and accurate simulation of game mechanics. Existing approaches often fall short, either lacking real-time capabilities or failing to accurately simulate interactive mechanics. To tackle the playability issue, we propose a novel method called \emph{PlayGen}, which encompasses game data generation, an autoregressive DiT-based diffusion model, and a comprehensive playability-based evaluation framework. Validated on well-known 2D and 3D games, PlayGen achieves real-time interaction, ensures sufficient visual quality, and provides accurate interactive mechanics simulation. Notably, these results are sustained even after over 1000 frames of gameplay on an NVIDIA RTX 2060 GPU. Our code is publicly available: https://github.com/GreatX3/Playable-Game-Generation. Our playable demo generated by AI is: http://124.156.151.207.

cs.AI↗

Hokoff: Real Game Dataset from Honor of Kings and its Offline Reinforcement Learning Benchmarks

The advancement of Offline Reinforcement Learning (RL) and Offline Multi-Agent Reinforcement Learning (MARL) critically depends on the availability of high-quality, pre-collected offline datasets that represent real-world complexities and practical applications. However, existing datasets often fall short in their simplicity and lack of realism. To address this gap, we propose Hokoff, a comprehensive set of pre-collected datasets that covers both offline RL and offline MARL, accompanied by a robust framework, to facilitate further research. This data is derived from Honor of Kings, a recognized Multiplayer Online Battle Arena (MOBA) game known for its intricate nature, closely resembling real-life situations. Utilizing this framework, we benchmark a variety of offline RL and offline MARL algorithms. We also introduce a novel baseline algorithm tailored for the inherent hierarchical action space of the game. We reveal the incompetency of current offline RL approaches in handling task complexity, generalization and multi-task learning.

cs.AI↗

Orchestrating Organizational Politics: Baron and Ferejohn Meet Tullock

This paper examines the optimal organizational rules that govern the process of dividing a fixed surplus. The process is modeled as a sequential multilateral bargaining game with costly recognition. The designer sets the voting rule -- i.e., the minimum number of votes required to approve a proposal -- and the mechanism for proposer recognition, which is modeled as a biased generalized lottery contest. We show that for diverse design objectives, the optimum can be achieved by a dictatorial voting rule, which simplifies the game into a standard biased contest model.

econ.TH↗

Diverse Policies Recovering via Pointwise Mutual Information Weighted Imitation Learning

Recovering a spectrum of diverse policies from a set of expert trajectories is an important research topic in imitation learning. After determining a latent style for a trajectory, previous diverse policies recovering methods usually employ a vanilla behavioral cloning learning objective conditioned on the latent style, treating each state-action pair in the trajectory with equal importance. Based on an observation that in many scenarios, behavioral styles are often highly relevant with only a subset of state-action pairs, this paper presents a new principled method in diverse polices recovery. In particular, after inferring or assigning a latent style for a trajectory, we enhance the vanilla behavioral cloning by incorporating a weighting mechanism based on pointwise mutual information. This additional weighting reflects the significance of each state-action pair's contribution to learning the style, thus allowing our method to focus on state-action pairs most representative of that style. We provide theoretical justifications for our new objective, and extensive empirical evaluations confirm the effectiveness of our method in recovering diverse policies from expert data.

cs.LG↗

More Agents Is All You Need

We find that, simply via a sampling-and-voting method, the performance of large language models (LLMs) scales with the number of agents instantiated. Also, this method, termed as Agent Forest, is orthogonal to existing complicated methods to further enhance LLMs, while the degree of enhancement is correlated to the task difficulty. We conduct comprehensive experiments on a wide range of LLM benchmarks to verify the presence of our finding, and to study the properties that can facilitate its occurrence. Our code is publicly available at: https://github.com/MoreAgentsIsAllYouNeed/AgentForest

cs.CL↗