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Ruihan Yang

Publications and source records attributed to Ruihan Yang.

At least 37 records · Page 2Linked to original sources

Learning Generalizable Feature Fields for Mobile Manipulation

An open problem in mobile manipulation is how to represent objects and scenes in a unified manner so that robots can use both for navigation and manipulation. The latter requires capturing intricate geometry while understanding fine-grained semantics, whereas the former involves capturing the complexity inherent at an expansive physical scale. In this work, we present GeFF (Generalizable Feature Fields), a scene-level generalizable neural feature field that acts as a unified representation for both navigation and manipulation that performs in real-time. To do so, we treat generative novel view synthesis as a pre-training task, and then align the resulting rich scene priors with natural language via CLIP feature distillation. We demonstrate the effectiveness of this approach by deploying GeFF on a quadrupedal robot equipped with a manipulator. We quantitatively evaluate GeFF's ability for open-vocabulary object-/part-level manipulation and show that GeFF outperforms point-based baselines in runtime and storage-accuracy trade-offs, with qualitative examples of semantics-aware navigation and articulated object manipulation.

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Visual Whole-Body Control for Legged Loco-Manipulation

We study the problem of mobile manipulation using legged robots equipped with an arm, namely legged loco-manipulation. The robot legs, while usually utilized for mobility, offer an opportunity to amplify the manipulation capabilities by conducting whole-body control. That is, the robot can control the legs and the arm at the same time to extend its workspace. We propose a framework that can conduct the whole-body control autonomously with visual observations. Our approach, namely Visual Whole-Body Control(VBC), is composed of a low-level policy using all degrees of freedom to track the body velocities along with the end-effector position, and a high-level policy proposing the velocities and end-effector position based on visual inputs. We train both levels of policies in simulation and perform Sim2Real transfer for real robot deployment. We perform extensive experiments and show significant improvements over baselines in picking up diverse objects in different configurations (heights, locations, orientations) and environments.

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Fast Samplers for Inverse Problems in Iterative Refinement Models

Constructing fast samplers for unconditional diffusion and flow-matching models has received much attention recently; however, existing methods for solving inverse problems, such as super-resolution, inpainting, or deblurring, still require hundreds to thousands of iterative steps to obtain high-quality results. We propose a plug-and-play framework for constructing efficient samplers for inverse problems, requiring only pre-trained diffusion or flow-matching models. We present Conditional Conjugate Integrators, which leverage the specific form of the inverse problem to project the respective conditional diffusion/flow dynamics into a more amenable space for sampling. Our method complements popular posterior approximation methods for solving inverse problems using diffusion/flow models. We evaluate the proposed method's performance on various linear image restoration tasks across multiple datasets, employing diffusion and flow-matching models. Notably, on challenging inverse problems like 4x super-resolution on the ImageNet dataset, our method can generate high-quality samples in as few as 5 conditional sampling steps and outperforms competing baselines requiring 20-1000 steps. Our code will be publicly available at https://github.com/mandt-lab/c-pigdm

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Visual Manipulation with Legs

Animals use limbs for both locomotion and manipulation. We aim to equip quadruped robots with similar versatility. This work introduces a system that enables quadruped robots to interact with objects using their legs, inspired by non-prehensile manipulation. The system has two main components: a visual manipulation policy module and a loco-manipulator module. The visual manipulation policy, trained with reinforcement learning (RL) using point cloud observations and object-centric actions, decides how the leg should interact with the object. The loco-manipulator controller manages leg movements and body pose adjustments, based on impedance control and Model Predictive Control (MPC). Besides manipulating objects with a single leg, the system can select from the left or right leg based on critic maps and move objects to distant goals through base adjustment. Experiments evaluate the system on object pose alignment tasks in both simulation and the real world, demonstrating more versatile object manipulation skills with legs than previous work. Videos can be found at https://legged-manipulation.github.io/

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SpatialRGPT: Grounded Spatial Reasoning in Vision Language Models

Vision Language Models (VLMs) have demonstrated remarkable performance in 2D vision and language tasks. However, their ability to reason about spatial arrangements remains limited. In this work, we introduce Spatial Region GPT (SpatialRGPT) to enhance VLMs' spatial perception and reasoning capabilities. SpatialRGPT advances VLMs' spatial understanding through two key innovations: (1) a data curation pipeline that enables effective learning of regional representation from 3D scene graphs, and (2) a flexible plugin module for integrating depth information into the visual encoder of existing VLMs. During inference, when provided with user-specified region proposals, SpatialRGPT can accurately perceive their relative directions and distances. Additionally, we propose SpatialRGBT-Bench, a benchmark with ground-truth 3D annotations encompassing indoor, outdoor, and simulated environments, for evaluating 3D spatial cognition in VLMs. Our results demonstrate that SpatialRGPT significantly enhances performance in spatial reasoning tasks, both with and without local region prompts. The model also exhibits strong generalization capabilities, effectively reasoning about complex spatial relations and functioning as a region-aware dense reward annotator for robotic tasks. Code, dataset, and benchmark are released at https://www.anjiecheng.me/SpatialRGPT

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CMMD: Contrastive Multi-Modal Diffusion for Video-Audio Conditional Modeling

We introduce a multi-modal diffusion model tailored for the bi-directional conditional generation of video and audio. We propose a joint contrastive training loss to improve the synchronization between visual and auditory occurrences. We present experiments on two datasets to evaluate the efficacy of our proposed model. The assessment of generation quality and alignment performance is carried out from various angles, encompassing both objective and subjective metrics. Our findings demonstrate that the proposed model outperforms the baseline in terms of quality and generation speed through introduction of our novel cross-modal easy fusion architectural block. Furthermore, the incorporation of the contrastive loss results in improvements in audio-visual alignment, particularly in the high-correlation video-to-audio generation task.

cs.LG↗

From Persona to Personalization: A Survey on Role-Playing Language Agents

Recent advancements in large language models (LLMs) have significantly boosted the rise of Role-Playing Language Agents (RPLAs), i.e., specialized AI systems designed to simulate assigned personas. By harnessing multiple advanced abilities of LLMs, including in-context learning, instruction following, and social intelligence, RPLAs achieve a remarkable sense of human likeness and vivid role-playing performance. RPLAs can mimic a wide range of personas, ranging from historical figures and fictional characters to real-life individuals. Consequently, they have catalyzed numerous AI applications, such as emotional companions, interactive video games, personalized assistants and copilots, and digital clones. In this paper, we conduct a comprehensive survey of this field, illustrating the evolution and recent progress in RPLAs integrating with cutting-edge LLM technologies. We categorize personas into three types: 1) Demographic Persona, which leverages statistical stereotypes; 2) Character Persona, focused on well-established figures; and 3) Individualized Persona, customized through ongoing user interactions for personalized services. We begin by presenting a comprehensive overview of current methodologies for RPLAs, followed by the details for each persona type, covering corresponding data sourcing, agent construction, and evaluation. Afterward, we discuss the fundamental risks, existing limitations, and future prospects of RPLAs. Additionally, we provide a brief review of RPLAs in AI applications, which reflects practical user demands that shape and drive RPLA research. Through this work, we aim to establish a clear taxonomy of RPLA research and applications, and facilitate future research in this critical and ever-evolving field, and pave the way for a future where humans and RPLAs coexist in harmony.

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ACE: A Cross-Platform Visual-Exoskeletons System for Low-Cost Dexterous Teleoperation

Learning from demonstrations has shown to be an effective approach to robotic manipulation, especially with the recently collected large-scale robot data with teleoperation systems. Building an efficient teleoperation system across diverse robot platforms has become more crucial than ever. However, there is a notable lack of cost-effective and user-friendly teleoperation systems for different end-effectors, e.g., anthropomorphic robot hands and grippers, that can operate across multiple platforms. To address this issue, we develop ACE, a cross-platform visual-exoskeleton system for low-cost dexterous teleoperation. Our system utilizes a hand-facing camera to capture 3D hand poses and an exoskeleton mounted on a portable base, enabling accurate real-time capture of both finger and wrist poses. Compared to previous systems, which often require hardware customization according to different robots, our single system can generalize to humanoid hands, arm-hands, arm-gripper, and quadruped-gripper systems with high-precision teleoperation. This enables imitation learning for complex manipulation tasks on diverse platforms.

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Bunny-VisionPro: Real-Time Bimanual Dexterous Teleoperation for Imitation Learning

Teleoperation is a crucial tool for collecting human demonstrations, but controlling robots with bimanual dexterous hands remains a challenge. Existing teleoperation systems struggle to handle the complexity of coordinating two hands for intricate manipulations. We introduce Bunny-VisionPro, a real-time bimanual dexterous teleoperation system that leverages a VR headset. Unlike previous vision-based teleoperation systems, we design novel low-cost devices to provide haptic feedback to the operator, enhancing immersion. Our system prioritizes safety by incorporating collision and singularity avoidance while maintaining real-time performance through innovative designs. Bunny-VisionPro outperforms prior systems on a standard task suite, achieving higher success rates and reduced task completion times. Moreover, the high-quality teleoperation demonstrations improve downstream imitation learning performance, leading to better generalizability. Notably, Bunny-VisionPro enables imitation learning with challenging multi-stage, long-horizon dexterous manipulation tasks, which have rarely been addressed in previous work. Our system's ability to handle bimanual manipulations while prioritizing safety and real-time performance makes it a powerful tool for advancing dexterous manipulation and imitation learning.

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Precipitation Downscaling with Spatiotemporal Video Diffusion

In climate science and meteorology, high-resolution local precipitation (rain and snowfall) predictions are limited by the computational costs of simulation-based methods. Statistical downscaling, or super-resolution, is a common workaround where a low-resolution prediction is improved using statistical approaches. Unlike traditional computer vision tasks, weather and climate applications require capturing the accurate conditional distribution of high-resolution given low-resolution patterns to assure reliable ensemble averages and unbiased estimates of extreme events, such as heavy rain. This work extends recent video diffusion models to precipitation super-resolution, employing a deterministic downscaler followed by a temporally-conditioned diffusion model to capture noise characteristics and high-frequency patterns. We test our approach on FV3GFS output, an established large-scale global atmosphere model, and compare it against six state-of-the-art baselines. Our analysis, capturing CRPS, MSE, precipitation distributions, and qualitative aspects using California and the Himalayas as examples, establishes our method as a new standard for data-driven precipitation downscaling.

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SelfGoal: Your Language Agents Already Know How to Achieve High-level Goals

Language agents powered by large language models (LLMs) are increasingly valuable as decision-making tools in domains such as gaming and programming. However, these agents often face challenges in achieving high-level goals without detailed instructions and in adapting to environments where feedback is delayed. In this paper, we present SelfGoal, a novel automatic approach designed to enhance agents' capabilities to achieve high-level goals with limited human prior and environmental feedback. The core concept of SelfGoal involves adaptively breaking down a high-level goal into a tree structure of more practical subgoals during the interaction with environments while identifying the most useful subgoals and progressively updating this structure. Experimental results demonstrate that SelfGoal significantly enhances the performance of language agents across various tasks, including competitive, cooperative, and deferred feedback environments. Project page: https://selfgoal-agent.github.io.

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GumbelSoft: Diversified Language Model Watermarking via the GumbelMax-trick

Large language models (LLMs) excellently generate human-like text, but also raise concerns about misuse in fake news and academic dishonesty. Decoding-based watermark, particularly the GumbelMax-trick-based watermark(GM watermark), is a standout solution for safeguarding machine-generated texts due to its notable detectability. However, GM watermark encounters a major challenge with generation diversity, always yielding identical outputs for the same prompt, negatively impacting generation diversity and user experience. To overcome this limitation, we propose a new type of GM watermark, the Logits-Addition watermark, and its three variants, specifically designed to enhance diversity. Among these, the GumbelSoft watermark (a softmax variant of the Logits-Addition watermark) demonstrates superior performance in high diversity settings, with its AUROC score outperforming those of the two alternative variants by 0.1 to 0.3 and surpassing other decoding-based watermarking methods by a minimum of 0.1.

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Expressive Whole-Body Control for Humanoid Robots

Can we enable humanoid robots to generate rich, diverse, and expressive motions in the real world? We propose to learn a whole-body control policy on a human-sized robot to mimic human motions as realistic as possible. To train such a policy, we leverage the large-scale human motion capture data from the graphics community in a Reinforcement Learning framework. However, directly performing imitation learning with the motion capture dataset would not work on the real humanoid robot, given the large gap in degrees of freedom and physical capabilities. Our method Expressive Whole-Body Control (Exbody) tackles this problem by encouraging the upper humanoid body to imitate a reference motion, while relaxing the imitation constraint on its two legs and only requiring them to follow a given velocity robustly. With training in simulation and Sim2Real transfer, our policy can control a humanoid robot to walk in different styles, shake hands with humans, and even dance with a human in the real world. We conduct extensive studies and comparisons on diverse motions in both simulation and the real world to show the effectiveness of our approach.

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Lossy Image Compression with Conditional Diffusion Models

This paper outlines an end-to-end optimized lossy image compression framework using diffusion generative models. The approach relies on the transform coding paradigm, where an image is mapped into a latent space for entropy coding and, from there, mapped back to the data space for reconstruction. In contrast to VAE-based neural compression, where the (mean) decoder is a deterministic neural network, our decoder is a conditional diffusion model. Our approach thus introduces an additional ``content'' latent variable on which the reverse diffusion process is conditioned and uses this variable to store information about the image. The remaining ``texture'' variables characterizing the diffusion process are synthesized at decoding time. We show that the model's performance can be tuned toward perceptual metrics of interest. Our extensive experiments involving multiple datasets and image quality assessment metrics show that our approach yields stronger reported FID scores than the GAN-based model, while also yielding competitive performance with VAE-based models in several distortion metrics. Furthermore, training the diffusion with $\mathcal{X}$-parameterization enables high-quality reconstructions in only a handful of decoding steps, greatly affecting the model's practicality. Our code is available at: \url{https://github.com/buggyyang/CDC_compression}

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Hierarchical Autoregressive Modeling for Neural Video Compression

Recent work by Marino et al. (2020) showed improved performance in sequential density estimation by combining masked autoregressive flows with hierarchical latent variable models. We draw a connection between such autoregressive generative models and the task of lossy video compression. Specifically, we view recent neural video compression methods (Lu et al., 2019; Yang et al., 2020b; Agustssonet al., 2020) as instances of a generalized stochastic temporal autoregressive transform, and propose avenues for enhancement based on this insight. Comprehensive evaluations on large-scale video data show improved rate-distortion performance over both state-of-the-art neural and conventional video compression methods.

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Insights from Generative Modeling for Neural Video Compression

While recent machine learning research has revealed connections between deep generative models such as VAEs and rate-distortion losses used in learned compression, most of this work has focused on images. In a similar spirit, we view recently proposed neural video coding algorithms through the lens of deep autoregressive and latent variable modeling. We present these codecs as instances of a generalized stochastic temporal autoregressive transform, and propose new avenues for further improvements inspired by normalizing flows and structured priors. We propose several architectures that yield state-of-the-art video compression performance on high-resolution video and discuss their tradeoffs and ablations. In particular, we propose (i) improved temporal autoregressive transforms, (ii) improved entropy models with structured and temporal dependencies, and (iii) variable bitrate versions of our algorithms. Since our improvements are compatible with a large class of existing models, we provide further evidence that the generative modeling viewpoint can advance the neural video coding field.

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SC2 Benchmark: Supervised Compression for Split Computing

With the increasing demand for deep learning models on mobile devices, splitting neural network computation between the device and a more powerful edge server has become an attractive solution. However, existing split computing approaches often underperform compared to a naive baseline of remote computation on compressed data. Recent studies propose learning compressed representations that contain more relevant information for supervised downstream tasks, showing improved tradeoffs between compressed data size and supervised performance. However, existing evaluation metrics only provide an incomplete picture of split computing. This study introduces supervised compression for split computing (SC2) and proposes new evaluation criteria: minimizing computation on the mobile device, minimizing transmitted data size, and maximizing model accuracy. We conduct a comprehensive benchmark study using 10 baseline methods, three computer vision tasks, and over 180 trained models, and discuss various aspects of SC2. We also release sc2bench, a Python package for future research on SC2. Our proposed metrics and package will help researchers better understand the tradeoffs of supervised compression in split computing.

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Neural Volumetric Memory for Visual Locomotion Control

Legged robots have the potential to expand the reach of autonomy beyond paved roads. In this work, we consider the difficult problem of locomotion on challenging terrains using a single forward-facing depth camera. Due to the partial observability of the problem, the robot has to rely on past observations to infer the terrain currently beneath it. To solve this problem, we follow the paradigm in computer vision that explicitly models the 3D geometry of the scene and propose Neural Volumetric Memory (NVM), a geometric memory architecture that explicitly accounts for the SE(3) equivariance of the 3D world. NVM aggregates feature volumes from multiple camera views by first bringing them back to the ego-centric frame of the robot. We test the learned visual-locomotion policy on a physical robot and show that our approach, which explicitly introduces geometric priors during training, offers superior performance than more naïve methods. We also include ablation studies and show that the representations stored in the neural volumetric memory capture sufficient geometric information to reconstruct the scene. Our project page with videos is https://rchalyang.github.io/NVM .

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