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Ran Gong

Publications and source records attributed to Ran Gong.

At least 19 recordsLinked to original sources

SUN: Persistent Programs For Language-Grounded Control-to-Learning-to-Real Policies

Bridging model-based control and learned policies in long-horizon manipulation has harbored a silent disagreement: control executes specified objectives, learning amortizes that behavior into a reactive policy, yet existing protocols discard task semantics, leaving rewards hand-crafted and behavior drifting from what control verified.We introduce Semantically UNified (SUN) Programs, typed executables where geometric and contact relations are defined once and compiled into aligned Model Predictive Control (MPC) costs, satisfaction predicates, RL rewards, transition guards, and diagnostics. Our system, Kuafu, driven by large vision language systems, automatically synthesizes SUN Programs from language and scene semantics, screens feasibility via MPC, and retains semantics while training stage-conditioned policies. Across nine tasks, Kuafu achieves 82.03% macro-success, outperforming sparse-reward (35.67%) and Stage-BC (24.75%) baselines. At 8192-way scale, it generates 10.57x the successful trajectory time per hour of human teleoperation. With 500 trajectories per task, Kuafu data trains DP3 policies to 46.0% simulation success (vs. 22.4% for alternatives) and 34.7% on physical Franka and Kinova robots. These results establish that simulation-screened task semantics can effectively amortize control into robust policies, without demonstrations or manual dense rewards, unifying symbolic planning and data-driven execution.

cs.RO

Efficient Sim-to-Real Transfer of World-Action Models from Synthetic Priors

Bridging the sim-to-real gap is a core challenge in deploying learned manipulation policies. Sim-to-real learning is attractive because it can replace expensive real robot demonstrations with scalable synthetic data, yet world-action models have not previously been shown to transfer from simulation to real robotic manipulation. We study whether a world-action model can be trained from synthetic priors and deployed zero-shot in the real world. To this end, we build upon Cosmos Policy, a video diffusion model adapted for visuomotor control. We construct simulation environments with extensive domain randomization and generate demonstrations using the AnyTask motion planning pipeline. We evaluate our approach across object lifting, drawer opening, and pick-and-place tasks using ${\sim}800$ synthetic demonstrations per task and no real demonstrations. When deployed zero-shot on a Franka Robot, our policy attains a 35\% average success rate. To our knowledge, this represents the first successful sim-to-real transfer of a world-action model for robotic manipulation.

cs.RO

Why Does Grounding Hurt Medical VQA? Benchmarking, Diagnosis, and Fine-Tuning of Vision-Language Models

Vision-language models (VLMs) are increasingly applied to medical visual question answering (Med-VQA), yet whether they can \emph{localize} the evidence behind their answers---a prerequisite for clinical auditability---is poorly characterized. We separately evaluate VQA reasoning and visual grounding for four recent frontier VLMs (GPT-5.1, GPT-5.5, Gemini-2.5-Pro, Gemini-3-Flash), two domain-specific medical VLMs (Lingshu, MedGemma), and a dedicated open-vocabulary detector (Grounding DINO) on VQA-RAD and SLAKE. Two findings challenge the intuition that ``add grounding to improve VQA.'' First, \textbf{no model localizes medical targets well}: every off-the-shelf system---frontier, medical-specialized, or dedicated detector---scores mean IoU 0.05--0.24 on our SLAKE grounding split, at or barely above a trivial center-box baseline (0.10), with Acc@0.5 below 20\%. Second, and counter to the common ``localize-then-answer'' paradigm, \textbf{cropping to a bounding box degrades VQA even when the box is a perfect oracle}: on the matched subset where oracle ground-truth boxes are applied, GT-grounding \emph{lowers} closed-ended accuracy for every model (by 0.9--18.0 points versus using the full image)---consistent with the crop discarding global context the model relies on. Because the oracle box removes localization error by construction, the problem is not that perception is a recoverable bottleneck, but that grounding-by-cropping is itself the wrong interface. Finally, we show constructively that the two channels need not conflict: supervised fine-tuning of Qwen-2.5-VL-7B on answers \emph{alone} silently destroys box-evidence emission (0/418 parseable boxes), whereas mixing in a small amount of grounding supervision restores localization to 0.36 IoU---above every zero-shot model---while preserving answer accuracy.

cs.AI

Iterative Multimodal Retrieval-Augmented Generation for Medical Question Answering

Medical retrieval-augmented generation (RAG) systems typically operate on text chunks extracted from biomedical literature, discarding the rich visual content (tables, figures, structured layouts) of original document pages. We propose MED-VRAG, an iterative multimodal RAG framework that retrieves and reasons over PMC document page images instead of OCR'd text. The system pairs ColQwen2.5 patch-level page embeddings with a sharded MapReduce LLM filter, scaling to ~350K pages while keeping Stage-1 retrieval under 30 ms via an offline coarse-to-fine index (C=8 centroids per page, ANN over centroids, exact two-way scoring on the top-R shortlist). A vision-language model (VLM) then iteratively refines its query and accumulates evidence in a memory bank across up to 3 reasoning rounds, with a single iteration costing ~15.9 s and the full three-round pipeline ~47.8 s on 4xA100. Across four medical QA benchmarks (MedQA, MedMCQA, PubMedQA, MMLU-Med), MEDVRAG reaches 78.6% average accuracy. Under controlled comparison with the same Qwen2.5-VL-32B backbone, retrieval contributes a +5.8 point gain over the no-retrieval baseline; we also note a +1.8 point edge over MedRAG + GPT-4 (76.8%), with the caveat that this is a cross-paper rather than head-to-head comparison. Ablations isolate +1.0 from page-image vs text-chunk retrieval, +1.5 from iteration, and +1.0 from the memory bank.

cs.AI

ExpertGen: Scalable Sim-to-Real Expert Policy Learning from Imperfect Behavior Priors

Learning generalizable and robust behavior cloning policies requires large volumes of high-quality robotics data. While human demonstrations (e.g., through teleoperation) serve as the standard source for expert behaviors, acquiring such data at scale in the real world is prohibitively expensive. This paper introduces ExpertGen, a framework that automates expert policy learning in simulation to enable scalable sim-to-real transfer. ExpertGen first initializes a behavior prior using a diffusion policy trained on imperfect demonstrations, which may be synthesized by large language models or provided by humans. Reinforcement learning is then used to steer this prior toward high task success by optimizing the diffusion model's initial noise while keep original policy frozen. By keeping the pretrained diffusion policy frozen, ExpertGen regularizes exploration to remain within safe, human-like behavior manifolds, while also enabling effective learning with only sparse rewards. Empirical evaluations on challenging manipulation benchmarks demonstrate that ExpertGen reliably produces high-quality expert policies with no reward engineering. On industrial assembly tasks, ExpertGen achieves a 90.5% overall success rate, while on long-horizon manipulation tasks it attains 85% overall success, outperforming all baseline methods. The resulting policies exhibit dexterous control and remain robust across diverse initial configurations and failure states. To validate sim-to-real transfer, the learned state-based expert policies are further distilled into visuomotor policies via DAgger and successfully deployed on real robotic hardware.

cs.RO

SurfelSoup: Learned Point Cloud Geometry Compression With a Probablistic SurfelTree Representation

This paper presents SurfelSoup, an end-to-end learned surface-based framework for point cloud geometry compression, with surface-structured primitives for representation. It proposes a probabilistic surface representation, pSurfel, which models local point occupancies using a bounded generalized Gaussian distribution. In addition, the pSurfels are organized into an octree-like hierarchy, pSurfelTree, with a Tree Decision module that adaptively terminates the tree subdivision for rate-distortion optimal Surfel granularity selection. This formulation avoids redundant point-wise compression in smooth regions and produces compact yet smooth surface reconstructions. Experimental results under the MPEG common test condition show consistent gain on geometry compression over voxel-based baselines and MPEG standard G-PCC-GesTM-TriSoup, while providing visually superior reconstructions with smooth and coherent surface structures.

eess.IV

AnyTask: an Automated Task and Data Generation Framework for Advancing Sim-to-Real Policy Learning

Generalist robot learning remains constrained by data: large-scale, diverse, and high-quality interaction data are expensive to collect in the real world. While simulation has become a promising way for scaling up data collection, the related tasks, including simulation task design, task-aware scene generation, expert demonstration synthesis, and sim-to-real transfer, still demand substantial human effort. We present AnyTask, an automated framework that pairs massively parallel GPU simulation with foundation models to design diverse manipulation tasks and synthesize robot data. We introduce three AnyTask agents for generating expert demonstrations aiming to solve as many tasks as possible: 1) ViPR, a novel task and motion planning agent with VLM-in-the-loop Parallel Refinement; 2) ViPR-Eureka, a reinforcement learning agent with generated dense rewards and LLM-guided contact sampling; 3) ViPR-RL, a hybrid planning and learning approach that jointly produces high-quality demonstrations with only sparse rewards. We train behavior cloning policies on generated data, validate them in simulation, and deploy them directly on real robot hardware. The policies generalize to novel object poses, achieving 44% average success across a suite of real-world pick-and-place, drawer opening, contact-rich pushing, and long-horizon manipulation tasks. Our project website is at https://anytask.rai-inst.com .

cs.RO

Sceniris: A Fast Procedural Scene Generation Framework

Synthetic 3D scenes are essential for developing Physical AI and generative models. Existing procedural generation methods often have low output throughput, creating a significant bottleneck in scaling up dataset creation. In this work, we introduce Sceniris, a highly efficient procedural scene generation framework for rapidly generating large-scale, collision-free scene variations. Sceniris also provides an optional robot reachability check, providing manipulation-feasible scenes for robot tasks. Sceniris is designed for maximum efficiency by addressing the primary performance limitations of the prior method, Scene Synthesizer. Leveraging batch sampling and faster collision checking in cuRobo, Sceniris achieves at least 234x speed-up over Scene Synthesizer. Sceniris also expands the object-wise spatial relationships available in prior work to support diverse scene requirements. Our code is available at https://github.com/rai-inst/sceniris

cs.RO

Data-Efficient Multitask DAgger

Generalist robot policies that can perform many tasks typically require extensive expert data or simulations for training. In this work, we propose a novel Data-Efficient multitask DAgger framework that distills a single multitask policy from multiple task-specific expert policies. Our approach significantly increases the overall task success rate by actively focusing on tasks where the multitask policy underperforms. The core of our method is a performance-aware scheduling strategy that tracks how much each task's learning process benefits from the amount of data, using a Kalman filter-based estimator to robustly decide how to allocate additional demonstrations across tasks. We validate our approach on MetaWorld, as well as a suite of diverse drawer-opening tasks in IsaacLab. The resulting policy attains high performance across all tasks while using substantially fewer expert demonstrations, and the visual policy learned with our method in simulation shows better performance than naive DAgger and Behavior Cloning when transferring zero-shot to a real robot without using real data.

cs.LG

TeSO: Representing and Compressing 3D Point Cloud Scenes with Textured Surfel Octree

3D visual content streaming is a key technology for emerging 3D telepresence and AR/VR applications. One fundamental element underlying the technology is a versatile 3D representation that is capable of producing high-quality renders and can be efficiently compressed at the same time. Existing 3D representations like point clouds, meshes and 3D Gaussians each have limitations in terms of rendering quality, surface definition, and compressibility. In this paper, we present the Textured Surfel Octree (TeSO), a novel 3D representation that is built from point clouds but addresses the aforementioned limitations. It represents a 3D scene as cube-bounded surfels organized on an octree, where each surfel is further associated with a texture patch. By approximating a smooth surface with a large surfel at a coarser level of the octree, it reduces the number of primitives required to represent the 3D scene, and yet retains the high-frequency texture details through the texture map attached to each surfel. We further propose a compression scheme to encode the geometry and texture efficiently, leveraging the octree structure. The proposed textured surfel octree combined with the compression scheme achieves higher rendering quality at lower bit-rates compared to multiple point cloud and 3D Gaussian-based baselines.

cs.CV

Towards Autonomous Micromobility through Scalable Urban Simulation

Micromobility, which utilizes lightweight mobile machines moving in urban public spaces, such as delivery robots and mobility scooters, emerges as a promising alternative to vehicular mobility. Current micromobility depends mostly on human manual operation (in-person or remote control), which raises safety and efficiency concerns when navigating busy urban environments full of unpredictable obstacles and pedestrians. Assisting humans with AI agents in maneuvering micromobility devices presents a viable solution for enhancing safety and efficiency. In this work, we present a scalable urban simulation solution to advance autonomous micromobility. First, we build URBAN-SIM - a high-performance robot learning platform for large-scale training of embodied agents in interactive urban scenes. URBAN-SIM contains three critical modules: Hierarchical Urban Generation pipeline, Interactive Dynamics Generation strategy, and Asynchronous Scene Sampling scheme, to improve the diversity, realism, and efficiency of robot learning in simulation. Then, we propose URBAN-BENCH - a suite of essential tasks and benchmarks to gauge various capabilities of the AI agents in achieving autonomous micromobility. URBAN-BENCH includes eight tasks based on three core skills of the agents: Urban Locomotion, Urban Navigation, and Urban Traverse. We evaluate four robots with heterogeneous embodiments, such as the wheeled and legged robots, across these tasks. Experiments on diverse terrains and urban structures reveal each robot's strengths and limitations.

cs.CV

RoboVerse: Towards a Unified Platform, Dataset and Benchmark for Scalable and Generalizable Robot Learning

Data scaling and standardized evaluation benchmarks have driven significant advances in natural language processing and computer vision. However, robotics faces unique challenges in scaling data and establishing evaluation protocols. Collecting real-world data is resource-intensive and inefficient, while benchmarking in real-world scenarios remains highly complex. Synthetic data and simulation offer promising alternatives, yet existing efforts often fall short in data quality, diversity, and benchmark standardization. To address these challenges, we introduce RoboVerse, a comprehensive framework comprising a simulation platform, a synthetic dataset, and unified benchmarks. Our simulation platform supports multiple simulators and robotic embodiments, enabling seamless transitions between different environments. The synthetic dataset, featuring high-fidelity physics and photorealistic rendering, is constructed through multiple approaches. Additionally, we propose unified benchmarks for imitation learning and reinforcement learning, enabling evaluation across different levels of generalization. At the core of the simulation platform is MetaSim, an infrastructure that abstracts diverse simulation environments into a universal interface. It restructures existing simulation environments into a simulator-agnostic configuration system, as well as an API aligning different simulator functionalities, such as launching simulation environments, loading assets with initial states, stepping the physics engine, etc. This abstraction ensures interoperability and extensibility. Comprehensive experiments demonstrate that RoboVerse enhances the performance of imitation learning, reinforcement learning, world model learning, and sim-to-real transfer. These results validate the reliability of our dataset and benchmarks, establishing RoboVerse as a robust solution for advancing robot learning.

cs.RO

TeamCraft: A Benchmark for Multi-Modal Multi-Agent Systems in Minecraft

Collaboration is a cornerstone of society. In the real world, human teammates make use of multi-sensory data to tackle challenging tasks in ever-changing environments. It is essential for embodied agents collaborating in visually-rich environments replete with dynamic interactions to understand multi-modal observations and task specifications. To evaluate the performance of generalizable multi-modal collaborative agents, we present TeamCraft, a multi-modal multi-agent benchmark built on top of the open-world video game Minecraft. The benchmark features 55,000 task variants specified by multi-modal prompts, procedurally-generated expert demonstrations for imitation learning, and carefully designed protocols to evaluate model generalization capabilities. We also perform extensive analyses to better understand the limitations and strengths of existing approaches. Our results indicate that existing models continue to face significant challenges in generalizing to novel goals, scenes, and unseen numbers of agents. These findings underscore the need for further research in this area. The TeamCraft platform and dataset are publicly available at https://github.com/teamcraft-bench/teamcraft.

cs.AI

U-Motion: Learned Point Cloud Video Compression with U-Structured Temporal Context Generation

Point cloud video (PCV) is a versatile 3D representation of dynamic scenes with emerging applications. This paper introduces U-Motion, a learning-based compression scheme for both PCV geometry and attributes. We propose a U-Structured inter-frame prediction framework, U-Inter, which performs explicit motion estimation and compensation (ME/MC) at different scales with varying levels of detail. It integrates Top-Down (Fine-to-Coarse) Motion Propagation, Bottom-Up Motion Predictive Coding and Multi-scale Group Motion Compensation to enable accurate motion estimation and efficient motion compression at each scale. In addition, we design a multi-scale spatial-temporal predictive coding module to capture the cross-scale spatial redundancy remaining after U-Inter prediction. We conduct experiments following the MPEG Common Test Condition for dense dynamic point clouds and demonstrate that U-Motion can achieve significant gains over MPEG G-PCC-GesTM v3.0 and recently published learning-based methods for both geometry and attribute compression.

cs.CV

Low Latency Point Cloud Rendering with Learned Splatting

Point cloud is a critical 3D representation with many emerging applications. Because of the point sparsity and irregularity, high-quality rendering of point clouds is challenging and often requires complex computations to recover the continuous surface representation. On the other hand, to avoid visual discomfort, the motion-to-photon latency has to be very short, under 10 ms. Existing rendering solutions lack in either quality or speed. To tackle these challenges, we present a framework that unlocks interactive, free-viewing and high-fidelity point cloud rendering. We train a generic neural network to estimate 3D elliptical Gaussians from arbitrary point clouds and use differentiable surface splatting to render smooth texture and surface normal for arbitrary views. Our approach does not require per-scene optimization, and enable real-time rendering of dynamic point cloud. Experimental results demonstrate the proposed solution enjoys superior visual quality and speed, as well as generalizability to different scene content and robustness to compression artifacts. The code is available at https://github.com/huzi96/gaussian-pcloud-render .

cs.CV

An Interactive Agent Foundation Model

The development of artificial intelligence systems is transitioning from creating static, task-specific models to dynamic, agent-based systems capable of performing well in a wide range of applications. We propose an Interactive Agent Foundation Model that uses a novel multi-task agent training paradigm for training AI agents across a wide range of domains, datasets, and tasks. Our training paradigm unifies diverse pre-training strategies, including visual masked auto-encoders, language modeling, and next-action prediction, enabling a versatile and adaptable AI framework. We demonstrate the performance of our framework across three separate domains -- Robotics, Gaming AI, and Healthcare. Our model demonstrates its ability to generate meaningful and contextually relevant outputs in each area. The strength of our approach lies in its generality, leveraging a variety of data sources such as robotics sequences, gameplay data, large-scale video datasets, and textual information for effective multimodal and multi-task learning. Our approach provides a promising avenue for developing generalist, action-taking, multimodal systems.

cs.AI

Bits-to-Photon: End-to-End Learned Scalable Point Cloud Compression for Direct Rendering

Point cloud is a promising 3D representation for volumetric streaming in emerging AR/VR applications. Despite recent advances in point cloud compression, decoding and rendering high-quality images from lossy compressed point clouds is still challenging in terms of quality and complexity, making it a major roadblock to achieve real-time 6-Degree-of-Freedom video streaming. In this paper, we address this problem by developing a point cloud compression scheme that generates a bit stream that can be directly decoded to renderable 3D Gaussians. The encoder and decoder are jointly optimized to consider both bit-rates and rendering quality. It significantly improves the rendering quality while substantially reducing decoding and rendering time, compared to existing point cloud compression methods. Furthermore, the proposed scheme generates a scalable bit stream, allowing multiple levels of details at different bit-rate ranges. Our method supports real-time color decoding and rendering of high quality point clouds, thus paving the way for interactive 3D streaming applications with free view points.

cs.CV

Position Paper: Agent AI Towards a Holistic Intelligence

Recent advancements in large foundation models have remarkably enhanced our understanding of sensory information in open-world environments. In leveraging the power of foundation models, it is crucial for AI research to pivot away from excessive reductionism and toward an emphasis on systems that function as cohesive wholes. Specifically, we emphasize developing Agent AI -- an embodied system that integrates large foundation models into agent actions. The emerging field of Agent AI spans a wide range of existing embodied and agent-based multimodal interactions, including robotics, gaming, and healthcare systems, etc. In this paper, we propose a novel large action model to achieve embodied intelligent behavior, the Agent Foundation Model. On top of this idea, we discuss how agent AI exhibits remarkable capabilities across a variety of domains and tasks, challenging our understanding of learning and cognition. Furthermore, we discuss the potential of Agent AI from an interdisciplinary perspective, underscoring AI cognition and consciousness within scientific discourse. We believe that those discussions serve as a basis for future research directions and encourage broader societal engagement.

cs.AI