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Qizhi Chen

Publications and source records attributed to Qizhi Chen.

29 records · Page 2Linked to original sources

GraphCogent: Mitigating LLMs' Working Memory Constraints via Multi-Agent Collaboration in Complex Graph Understanding

Large language models (LLMs) show promising performance on small-scale graph reasoning tasks but fail when handling real-world graphs with complex queries. This phenomenon arises from LLMs' working memory constraints, which result in their inability to retain long-range graph topology over extended contexts while sustaining coherent multi-step reasoning. However, real-world graphs are often structurally complex, such as Web, Transportation, Social, and Citation networks. To address these limitations, we propose GraphCogent, a collaborative agent framework inspired by human Working Memory Model that decomposes graph reasoning into specialized cognitive processes: sense, buffer, and execute. The framework consists of three modules: Sensory Module standardizes diverse graph text representations via subgraph sampling, Buffer Module integrates and indexes graph data across multiple formats, and Execution Module combines tool calling and tool creation for efficient reasoning. We also introduce Graph4real, a comprehensive benchmark that contains four domains of real-world graphs (Web, Transportation, Social, and Citation) to evaluate LLMs' graph reasoning capabilities. Our Graph4real covers 21 different graph reasoning tasks, categorized into three types (Structural Querying, Algorithmic Reasoning, and Predictive Modeling tasks), with graph scales up to 10 times larger than existing benchmarks. Experiments show that Llama3.1-8B based GraphCogent achieves a 50% improvement over massive-scale LLMs like DeepSeek-R1 (671B). Compared to state-of-the-art agent-based baseline, our framework outperforms by 20% in accuracy while reducing token usage by 80% for in-toolset tasks and 30% for out-toolset tasks. Code will be available after review.

cs.AI↗

F1: A Vision-Language-Action Model Bridging Understanding and Generation to Actions

Executing language-conditioned tasks in dynamic visual environments remains a central challenge in embodied AI. Existing Vision-Language-Action (VLA) models predominantly adopt reactive state-to-action mappings, often leading to short-sighted behaviors and poor robustness in dynamic scenes. In this paper, we introduce F1, a pretrained VLA framework which integrates the visual foresight generation into decision-making pipeline. F1 adopts a Mixture-of-Transformer architecture with dedicated modules for perception, foresight generation, and control, thereby bridging understanding, generation, and actions. At its core, F1 employs a next-scale prediction mechanism to synthesize goal-conditioned visual foresight as explicit planning targets. By forecasting plausible future visual states, F1 reformulates action generation as a foresight-guided inverse dynamics problem, enabling actions that implicitly achieve visual goals. To endow F1 with robust and generalizable capabilities, we propose a three-stage training recipe on an extensive dataset comprising over 330k trajectories across 136 diverse tasks. This training scheme enhances modular reasoning and equips the model with transferable visual foresight, which is critical for complex and dynamic environments. Extensive evaluations on real-world tasks and simulation benchmarks demonstrate F1 consistently outperforms existing approaches, achieving substantial gains in both task success rate and generalization ability.

cs.RO↗

Hume: Introducing System-2 Thinking in Visual-Language-Action Model

Humans practice slow thinking before performing actual actions when handling complex tasks in the physical world. This thinking paradigm, recently, has achieved remarkable advancement in boosting Large Language Models (LLMs) to solve complex tasks in digital domains. However, the potential of slow thinking remains largely unexplored for robotic foundation models interacting with the physical world. In this work, we propose Hume: a dual-system Vision-Language-Action (VLA) model with value-guided System-2 thinking and cascaded action denoising, exploring human-like thinking capabilities of Vision-Language-Action models for dexterous robot control. System 2 of Hume implements value-Guided thinking by extending a Vision-Language-Action Model backbone with a novel value-query head to estimate the state-action value of predicted actions. The value-guided thinking is conducted by repeat sampling multiple action candidates and selecting one according to state-action value. System 1 of Hume is a lightweight reactive visuomotor policy that takes System 2 selected action and performs cascaded action denoising for dexterous robot control. At deployment time, System 2 performs value-guided thinking at a low frequency while System 1 asynchronously receives the System 2 selected action candidate and predicts fluid actions in real time. We show that Hume outperforms the existing state-of-the-art Vision-Language-Action models across multiple simulation benchmark and real-robot deployments.

cs.RO↗

Amulet: ReAlignment During Test Time for Personalized Preference Adaptation of LLMs

How to align large language models (LLMs) with user preferences from a static general dataset has been frequently studied. However, user preferences are usually personalized, changing, and diverse regarding culture, values, or time. This leads to the problem that the actual user preferences often do not coincide with those trained by the model developers in the practical use of LLMs. Since we cannot collect enough data and retrain for every demand, researching efficient real-time preference adaptation methods based on the backbone LLMs during test time is important. To this end, we introduce Amulet, a novel, training-free framework that formulates the decoding process of every token as a separate online learning problem with the guidance of simple user-provided prompts, thus enabling real-time optimization to satisfy users' personalized preferences. To reduce the computational cost brought by this optimization process for each token, we additionally provide a closed-form solution for each iteration step of the optimization process, thereby reducing the computational time cost to a negligible level. The detailed experimental results demonstrate that Amulet can achieve significant performance improvements in rich settings with combinations of different LLMs, datasets, and user preferences, while maintaining acceptable computational efficiency.

cs.CL↗

Think Small, Act Big: Primitive Prompt Learning for Lifelong Robot Manipulation

Building a lifelong robot that can effectively leverage prior knowledge for continuous skill acquisition remains significantly challenging. Despite the success of experience replay and parameter-efficient methods in alleviating catastrophic forgetting problem, naively applying these methods causes a failure to leverage the shared primitives between skills. To tackle these issues, we propose Primitive Prompt Learning (PPL), to achieve lifelong robot manipulation via reusable and extensible primitives. Within our two stage learning scheme, we first learn a set of primitive prompts to represent shared primitives through multi-skills pre-training stage, where motion-aware prompts are learned to capture semantic and motion shared primitives across different skills. Secondly, when acquiring new skills in lifelong span, new prompts are appended and optimized with frozen pretrained prompts, boosting the learning via knowledge transfer from old skills to new ones. For evaluation, we construct a large-scale skill dataset and conduct extensive experiments in both simulation and real-world tasks, demonstrating PPL's superior performance over state-of-the-art methods.

cs.RO↗

SpatialVLA: Exploring Spatial Representations for Visual-Language-Action Model

In this paper, we claim that spatial understanding is the keypoint in robot manipulation, and propose SpatialVLA to explore effective spatial representations for the robot foundation model. Specifically, we introduce Ego3D Position Encoding to inject 3D information into the input observations of the visual-language-action model, and propose Adaptive Action Grids to represent spatial robot movement actions with adaptive discretized action grids, facilitating learning generalizable and transferrable spatial action knowledge for cross-robot control. SpatialVLA is first pre-trained on top of a vision-language model with 1.1 Million real-world robot episodes, to learn a generalist manipulation policy across multiple robot environments and tasks. After pre-training, SpatialVLA is directly applied to perform numerous tasks in a zero-shot manner. The superior results in both simulation and real-world robots demonstrate its advantage of inferring complex robot motion trajectories and its strong in-domain multi-task generalization ability. We further show the proposed Adaptive Action Grids offer a new and effective way to fine-tune the pre-trained SpatialVLA model for new simulation and real-world setups, where the pre-learned action grids are re-discretized to capture robot-specific spatial action movements of new setups. The superior results from extensive evaluations demonstrate the exceptional in-distribution generalization and out-of-distribution adaptation capability, highlighting the crucial benefit of the proposed spatial-aware representations for generalist robot policy learning. All the details and codes will be open-sourced.

cs.RO↗

Magnetic Preference Optimization: Achieving Last-iterate Convergence for Language Model Alignment

Self-play methods have demonstrated remarkable success in enhancing model capabilities across various domains. In the context of Reinforcement Learning from Human Feedback (RLHF), self-play not only boosts Large Language Model (LLM) performance but also overcomes the limitations of traditional Bradley-Terry (BT) model assumptions by finding the Nash equilibrium (NE) of a preference-based, two-player constant-sum game. However, existing methods either guarantee only average-iterate convergence, incurring high storage and inference costs, or converge to the NE of a regularized game, failing to accurately reflect true human preferences. In this paper, we introduce Magnetic Preference Optimization (MPO), a novel approach capable of achieving last-iterate convergence to the NE of the original game, effectively overcoming the limitations of existing methods. Building upon Magnetic Mirror Descent (MMD), MPO attains a linear convergence rate, making it particularly suitable for fine-tuning LLMs. To ensure our algorithm is both theoretically sound and practically viable, we present a simple yet effective implementation that adapts the theoretical insights to the RLHF setting. Empirical results demonstrate that MPO can significantly enhance the performance of LLMs, highlighting the potential of self-play methods in alignment.

cs.CL↗

LiveScene: Language Embedding Interactive Radiance Fields for Physical Scene Rendering and Control

This paper scales object-level reconstruction to complex scenes, advancing interactive scene reconstruction. We introduce two datasets, OmniSim and InterReal, featuring 28 scenes with multiple interactive objects. To tackle the challenge of inaccurate interactive motion recovery in complex scenes, we propose LiveScene, a scene-level language-embedded interactive radiance field that efficiently reconstructs and controls multiple objects. By decomposing the interactive scene into local deformable fields, LiveScene enables separate reconstruction of individual object motions, reducing memory consumption. Additionally, our interaction-aware language embedding localizes individual interactive objects, allowing for arbitrary control using natural language. Our approach demonstrates significant superiority in novel view synthesis, interactive scene control, and language grounding performance through extensive experiments. Project page: https://livescenes.github.io.

cs.CV↗

GraphTool-Instruction: Revolutionizing Graph Reasoning in LLMs through Decomposed Subtask Instruction

Large language models (LLMs) have been demonstrated to possess the capabilities to understand fundamental graph properties and address various graph reasoning tasks. Existing methods fine-tune LLMs to understand and execute graph reasoning tasks by specially designed task instructions. However, these Text-Instruction methods generally exhibit poor performance. Inspired by tool learning, researchers propose Tool-Instruction methods to solve various graph problems by special tool calling (e.g., function, API and model), achieving significant improvements in graph reasoning tasks. Nevertheless, current Tool-Instruction approaches focus on the tool information and ignore the graph structure information, which leads to significantly inferior performance on small-scale LLMs (less than 13B). To tackle this issue, we propose GraphTool-Instruction, an innovative Instruction-tuning approach that decomposes the graph reasoning task into three distinct subtasks (i.e., graph extraction, tool name identification and tool parameter extraction), and design specialized instructions for each subtask. Our GraphTool-Instruction can be used as a plug-and-play prompt for different LLMs without fine-tuning. Moreover, building on GraphTool-Instruction, we develop GTools, a dataset that includes twenty graph reasoning tasks, and create a graph reasoning LLM called GraphForge based on Llama3-8B. We conduct extensive experiments on twenty graph reasoning tasks with different graph types (e.g., graph size or graph direction), and we find that GraphTool-Instruction achieves SOTA compared to Text-Instruction and Tool-Instruction methods. Fine-tuned on GTools, GraphForge gets further improvement of over 30% compared to the Tool-Instruction enhanced GPT-3.5-turbo, and it performs comparably to the high-cost GPT-4o. Our codes and data are available at https://anonymous.4open.science/r/GraphTool-Instruction.

cs.LG↗

BATON: Enhancing Batch-wise Inference Efficiency for Large Language Models via Dynamic Re-batching

The advanced capabilities of Large Language Models (LLMs) have inspired the development of various interactive web services or applications, such as ChatGPT, which offer query inference services for users. Unlike traditional DNN model, the inference of LLM entails different iterations of forward computation for different queries, which result in efficiency challenges for existing run-to-completion batch-wise inference. Hence, some methods refine batch-wise inference to iteration-level by duplicating all nonlinear layers of LLM. However, this approach not only increases resource usage but also introduces idle computations to the batch due to the prefilling of newly added queries. Therefore, we propose BATON, an efficient batch-wise LLM inference scheme by dynamically adjusting processing batch, which can achieve near-zero idle computations without incurring additional resource consumption. To do so, BATON 1) shapes the vectors involved in the inference of the newly inserted query and processing batch to align dimensions and generates a new attention mask based on vector shaping to ensure inference correctness, which enables query inserting without consuming additional resource; 2) embeds prefilled Keys and Values of the new query into the KV_Cache of the processing batch by leveraging the prefilling and decoding separation mechanism, eliminating idle computations to the batch introduced by the prefilling process of the new query. Experimental results show that compared to the state-of-the-art solution Orca, BATON improves query processing by up to 1.75 times.

cs.LG↗

ChainedFilter: Combining Membership Filters by Chain Rule

Membership (membership query / membership testing) is a fundamental problem across databases, networks and security. However, previous research has primarily focused on either approximate solutions, such as Bloom Filters, or exact methods, like perfect hashing and dictionaries, without attempting to develop a an integral theory. In this paper, we propose a unified and complete theory, namely chain rule, for general membership problems, which encompasses both approximate and exact membership as extreme cases. Building upon the chain rule, we introduce a straightforward yet versatile algorithm framework, namely ChainedFilter, to combine different elementary filters without losing information. Our evaluation results demonstrate that ChainedFilter performs well in many applications: (1) it requires only 26% additional space over the theoretical lower bound for implicit static dictionary, (2) it requires only 0.22 additional bit per item over the theoretical lower bound for lossless data compression, (3) it reduces up to 31% external memory access than raw Cuckoo Hashing, (4) it reduces up to 36% P99 tail point query latency than Bloom Filter under the same space cost in RocksDB database, and (5) it reduces up to 99.1% filter space than original Learned Bloom Filter.

cs.DB↗