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Ruizhi Chen

Publications and source records attributed to Ruizhi Chen.

At least 19 recordsLinked to original sources

RIDE: Relocalization-Informed Depth Estimation with 3D Gaussian Splatting

Render--match--PnP relocalization establishes correspondences between query image pixels and 3D map points for camera pose recovery, but their potential to support dense depth estimation is often overlooked. To exploit this geometric information, we present RIDE, which estimates dense metric depth from a robot's RGB stream. Given a metrically scaled 3D Gaussian Splatting (3DGS) model, RIDE combines sparse metric depth observations derived from PnP-RANSAC inlier correspondences with the geometric prior of a pretrained video-depth model. To handle uneven and intermittent observations, it integrates global and local depth correction with temporal memory, supporting depth estimation through short observation gaps after metric scale initialization. Trained on public RGB-D videos, RIDE is evaluated on robot sequences without fine tuning. Experiments show improved depth accuracy and temporal consistency over scale-only calibration, demonstrating how localization geometry can support both pose recovery and dense robot perception.

cs.RO

QiMeng-Kernel: Macro-Thinking Micro-Coding Paradigm for LLM-Based High-Performance GPU Kernel Generation

Developing high-performance GPU kernels is critical for AI and scientific computing, but remains challenging due to its reliance on expert crafting and poor portability. While LLMs offer promise for automation, both general-purpose and finetuned LLMs suffer from two fundamental and conflicting limitations: correctness and efficiency. The key reason is that existing LLM-based approaches directly generate the entire optimized low-level programs, requiring exploration of an extremely vast space encompassing both optimization policies and implementation codes. To address the challenge of exploring an intractable space, we propose Macro Thinking Micro Coding (MTMC), a hierarchical framework inspired by the staged optimization strategy of human experts. It decouples optimization strategy from implementation details, ensuring efficiency through high-level strategy and correctness through low-level implementation. Specifically, Macro Thinking employs reinforcement learning to guide lightweight LLMs in efficiently exploring and learning semantic optimization strategies that maximize hardware utilization. Micro Coding leverages general-purpose LLMs to incrementally implement the stepwise optimization proposals from Macro Thinking, avoiding full-kernel generation errors. Together, they effectively navigate the vast optimization space and intricate implementation details, enabling LLMs for high-performance GPU kernel generation. Comprehensive results on widely adopted benchmarks demonstrate the superior performance of MTMC on GPU kernel generation in both accuracy and running time. On KernelBench, MTMC achieves near 100% and 70% accuracy at Levels 1-2 and 3, over 50% than SOTA general-purpose and domain-finetuned LLMs, with up to 7.3x speedup over LLMs, and 2.2x over expert-optimized PyTorch Eager kernels. On the more challenging TritonBench, MTMC attains up to 59.64% accuracy and 34x speedup.

cs.DC

Code Driven Planning with Domain-Adaptive Critic

Large Language Models (LLMs) have been widely adopted as task planners for AI agents in sequential decision-making problems, leveraging their extensive world knowledge. However, the gap between their general knowledge and environment-specific requirements often leads to inaccurate plans. To address this, existing approaches rely on frequent LLM queries to iteratively refine plans based on immediate environmental feedback, which incurs substantial query costs. However, this refinement is typically guided by short-term environmental feedback, limiting LLMs from developing plans aligned with long-term rewards. We propose Code Driven Planning with Domain-Adaptive Critic (CoPiC). Instead of relying on frequent queries, CoPiC employs LLMs to generate a diverse set of high-level planning programs, which iteratively produce and refine candidate plans. A trained domain-adaptive critic then evaluates these candidates and selects the one most aligned with long-term rewards for execution. Using high-level planning programs as planner and domain-adaptive critic as estimator, CoPiC improves planning while significantly reducing query costs. Results in ALFWorld, NetHack, and StarCraft II Unit Building show that CoPiC outperforms advanced LLM-based baselines, AdaPlanner and Reflexion, achieving an average (1) 23.33% improvement in success rate and (2) 91.27% reduction in query costs.

cs.AI

QiMeng-Attention: SOTA Attention Operator is generated by SOTA Attention Algorithm

The attention operator remains a critical performance bottleneck in large language models (LLMs), particularly for long-context scenarios. While FlashAttention is the most widely used and effective GPU-aware acceleration algorithm, it must require time-consuming and hardware-specific manual implementation, limiting adaptability across GPU architectures. Existing LLMs have shown a lot of promise in code generation tasks, but struggle to generate high-performance attention code. The key challenge is it cannot comprehend the complex data flow and computation process of the attention operator and utilize low-level primitive to exploit GPU performance. To address the above challenge, we propose an LLM-friendly Thinking Language (LLM-TL) to help LLMs decouple the generation of high-level optimization logic and low-level implementation on GPU, and enhance LLMs' understanding of attention operator. Along with a 2-stage reasoning workflow, TL-Code generation and translation, the LLMs can automatically generate FlashAttention implementation on diverse GPUs, establishing a self-optimizing paradigm for generating high-performance attention operators in attention-centric algorithms. Verified on A100, RTX8000, and T4 GPUs, the performance of our methods significantly outshines that of vanilla LLMs, achieving a speed-up of up to 35.16x. Besides, our method not only surpasses human-optimized libraries (cuDNN and official library) in most scenarios but also extends support to unsupported hardware and data types, reducing development time from months to minutes compared with human experts.

cs.LG

QiMeng-TensorOp: Automatically Generating High-Performance Tensor Operators with Hardware Primitives

Computation-intensive tensor operators constitute over 90\% of the computations in Large Language Models (LLMs) and Deep Neural Networks.Automatically and efficiently generating high-performance tensor operators with hardware primitives is crucial for diverse and ever-evolving hardware architectures like RISC-V, ARM, and GPUs, as manually optimized implementation takes at least months and lacks portability.LLMs excel at generating high-level language codes, but they struggle to fully comprehend hardware characteristics and produce high-performance tensor operators. We introduce a tensor-operator auto-generation framework with a one-line user prompt (QiMeng-TensorOp), which enables LLMs to automatically exploit hardware characteristics to generate tensor operators with hardware primitives, and tune parameters for optimal performance across diverse hardware. Experimental results on various hardware platforms, SOTA LLMs, and typical tensor operators demonstrate that QiMeng-TensorOp effectively unleashes the computing capability of various hardware platforms, and automatically generates tensor operators of superior performance. Compared with vanilla LLMs, QiMeng-TensorOp achieves up to $1291 \times$ performance improvement. Even compared with human experts, QiMeng-TensorOp could reach $251 \%$ of OpenBLAS on RISC-V CPUs, and $124 \%$ of cuBLAS on NVIDIA GPUs. Additionally, QiMeng-TensorOp also significantly reduces development costs by $200 \times$ compared with human experts.

cs.LG

Attentional Graph Meta-Learning for Indoor Localization Using Extremely Sparse Fingerprints

Fingerprint-based indoor localization is often labor-intensive due to the need for dense grids and repeated measurements across time and space. Maintaining high localization accuracy with extremely sparse fingerprints remains a persistent challenge. Existing benchmark methods primarily rely on the measured fingerprints, while neglecting valuable spatial and environmental characteristics. In this paper, we propose a systematic integration of an Attentional Graph Neural Network (AGNN) model, capable of learning spatial adjacency relationships and aggregating information from neighboring fingerprints, and a meta-learning framework that utilizes datasets with similar environmental characteristics to enhance model training. To minimize the labor required for fingerprint collection, we introduce two novel data augmentation strategies: 1) unlabeled fingerprint augmentation using moving platforms, which enables the semi-supervised AGNN model to incorporate information from unlabeled fingerprints, and 2) synthetic labeled fingerprint augmentation through environmental digital twins, which enhances the meta-learning framework through a practical distribution alignment, which can minimize the feature discrepancy between synthetic and real-world fingerprints effectively. By integrating these novel modules, we propose the Attentional Graph Meta-Learning (AGML) model. This novel model combines the strengths of the AGNN model and the meta-learning framework to address the challenges posed by extremely sparse fingerprints. To validate our approach, we collected multiple datasets from both consumer-grade WiFi devices and professional equipment across diverse environments. Extensive experiments conducted on both synthetic and real-world datasets demonstrate that the AGML model-based localization method consistently outperforms all baseline methods using sparse fingerprints across all evaluated metrics.

cs.LG

NEURAL MARIONETTE: A Transformer-based Multi-action Human Motion Synthesis System

We present a neural network-based system for long-term, multi-action human motion synthesis. The system, dubbed as NEURAL MARIONETTE, can produce high-quality and meaningful motions with smooth transitions from simple user input, including a sequence of action tags with expected action duration, and optionally a hand-drawn moving trajectory if the user specifies. The core of our system is a novel Transformer-based motion generation model, namely MARIONET, which can generate diverse motions given action tags. Different from existing motion generation models, MARIONET utilizes contextual information from the past motion clip and future action tag, dedicated to generating actions that can smoothly blend historical and future actions. Specifically, MARIONET first encodes target action tag and contextual information into an action-level latent code. The code is unfolded into frame-level control signals via a time unrolling module, which could be then combined with other frame-level control signals like the target trajectory. Motion frames are then generated in an auto-regressive way. By sequentially applying MARIONET, the system NEURAL MARIONETTE can robustly generate long-term, multi-action motions with the help of two simple schemes, namely "Shadow Start" and "Action Revision". Along with the novel system, we also present a new dataset dedicated to the multi-action motion synthesis task, which contains both action tags and their contextual information. Extensive experiments are conducted to study the action accuracy, naturalism, and transition smoothness of the motions generated by our system.

cs.CV

Emergent Communication for Rules Reasoning

Research on emergent communication between deep-learning-based agents has received extensive attention due to its inspiration for linguistics and artificial intelligence. However, previous attempts have hovered around emerging communication under perception-oriented environmental settings, that forces agents to describe low-level perceptual features intra image or symbol contexts. In this work, inspired by the classic human reasoning test (namely Raven's Progressive Matrix), we propose the Reasoning Game, a cognition-oriented environment that encourages agents to reason and communicate high-level rules, rather than perceived low-level contexts. Moreover, we propose 1) an unbiased dataset (namely rule-RAVEN) as a benchmark to avoid overfitting, 2) and a two-stage curriculum agent training method as a baseline for more stable convergence in the Reasoning Game, where contexts and semantics are bilaterally drifting. Experimental results show that, in the Reasoning Game, a semantically stable and compositional language emerges to solve reasoning problems. The emerged language helps agents apply the extracted rules to the generalization of unseen context attributes, and to the transfer between different context attributes or even tasks.

cs.AI

Context Shift Reduction for Offline Meta-Reinforcement Learning

Offline meta-reinforcement learning (OMRL) utilizes pre-collected offline datasets to enhance the agent's generalization ability on unseen tasks. However, the context shift problem arises due to the distribution discrepancy between the contexts used for training (from the behavior policy) and testing (from the exploration policy). The context shift problem leads to incorrect task inference and further deteriorates the generalization ability of the meta-policy. Existing OMRL methods either overlook this problem or attempt to mitigate it with additional information. In this paper, we propose a novel approach called Context Shift Reduction for OMRL (CSRO) to address the context shift problem with only offline datasets. The key insight of CSRO is to minimize the influence of policy in context during both the meta-training and meta-test phases. During meta-training, we design a max-min mutual information representation learning mechanism to diminish the impact of the behavior policy on task representation. In the meta-test phase, we introduce the non-prior context collection strategy to reduce the effect of the exploration policy. Experimental results demonstrate that CSRO significantly reduces the context shift and improves the generalization ability, surpassing previous methods across various challenging domains.

cs.LG

Contrastive Modules with Temporal Attention for Multi-Task Reinforcement Learning

In the field of multi-task reinforcement learning, the modular principle, which involves specializing functionalities into different modules and combining them appropriately, has been widely adopted as a promising approach to prevent the negative transfer problem that performance degradation due to conflicts between tasks. However, most of the existing multi-task RL methods only combine shared modules at the task level, ignoring that there may be conflicts within the task. In addition, these methods do not take into account that without constraints, some modules may learn similar functions, resulting in restricting the model's expressiveness and generalization capability of modular methods. In this paper, we propose the Contrastive Modules with Temporal Attention(CMTA) method to address these limitations. CMTA constrains the modules to be different from each other by contrastive learning and combining shared modules at a finer granularity than the task level with temporal attention, alleviating the negative transfer within the task and improving the generalization ability and the performance for multi-task RL. We conducted the experiment on Meta-World, a multi-task RL benchmark containing various robotics manipulation tasks. Experimental results show that CMTA outperforms learning each task individually for the first time and achieves substantial performance improvements over the baselines.

cs.LG

Efficient Symbolic Policy Learning with Differentiable Symbolic Expression

Deep reinforcement learning (DRL) has led to a wide range of advances in sequential decision-making tasks. However, the complexity of neural network policies makes it difficult to understand and deploy with limited computational resources. Currently, employing compact symbolic expressions as symbolic policies is a promising strategy to obtain simple and interpretable policies. Previous symbolic policy methods usually involve complex training processes and pre-trained neural network policies, which are inefficient and limit the application of symbolic policies. In this paper, we propose an efficient gradient-based learning method named Efficient Symbolic Policy Learning (ESPL) that learns the symbolic policy from scratch in an end-to-end way. We introduce a symbolic network as the search space and employ a path selector to find the compact symbolic policy. By doing so we represent the policy with a differentiable symbolic expression and train it in an off-policy manner which further improves the efficiency. In addition, in contrast with previous symbolic policies which only work in single-task RL because of complexity, we expand ESPL on meta-RL to generate symbolic policies for unseen tasks. Experimentally, we show that our approach generates symbolic policies with higher performance and greatly improves data efficiency for single-task RL. In meta-RL, we demonstrate that compared with neural network policies the proposed symbolic policy achieves higher performance and efficiency and shows the potential to be interpretable.

cs.LG

Formation Wing-Beat Modulation (FWM): A Tool for Quantifying Bird Flocks Using Radar Micro-Doppler Signals

Radar echoes from bird flocks contain modulation signals, which we find are produced by the flapping gaits of birds in the flock, resulting in a group of spectral peaks with similar amplitudes spaced at a specific interval. We call this the formation wing-beat modulation (FWM) effect. FWM signals are micro-Doppler modulated by flapping wings and are related to the bird number, wing-beat frequency, and flight phasing strategy. Our X-band radar data show that FWM signals exist in radar signals of a seagull flock, providing tools for quantifying the bird number and estimating the mean wingbeat rate of birds. This new finding could aid in research on the quantification of bird migration numbers and estimation of bird flight behavior in radar ornithology and aero-ecology.

eess.SP

Self-driven Grounding: Large Language Model Agents with Automatical Language-aligned Skill Learning

Large language models (LLMs) show their powerful automatic reasoning and planning capability with a wealth of semantic knowledge about the human world. However, the grounding problem still hinders the applications of LLMs in the real-world environment. Existing studies try to fine-tune the LLM or utilize pre-defined behavior APIs to bridge the LLMs and the environment, which not only costs huge human efforts to customize for every single task but also weakens the generality strengths of LLMs. To autonomously ground the LLM onto the environment, we proposed the Self-Driven Grounding (SDG) framework to automatically and progressively ground the LLM with self-driven skill learning. SDG first employs the LLM to propose the hypothesis of sub-goals to achieve tasks and then verify the feasibility of the hypothesis via interacting with the underlying environment. Once verified, SDG can then learn generalized skills with the guidance of these successfully grounded subgoals. These skills can be further utilized to accomplish more complex tasks which fail to pass the verification phase. Verified in the famous instruction following task set-BabyAI, SDG achieves comparable performance in the most challenging tasks compared with imitation learning methods that cost millions of demonstrations, proving the effectiveness of learned skills and showing the feasibility and efficiency of our framework.

cs.CL

Online Prototype Alignment for Few-shot Policy Transfer

Domain adaptation in reinforcement learning (RL) mainly deals with the changes of observation when transferring the policy to a new environment. Many traditional approaches of domain adaptation in RL manage to learn a mapping function between the source and target domain in explicit or implicit ways. However, they typically require access to abundant data from the target domain. Besides, they often rely on visual clues to learn the mapping function and may fail when the source domain looks quite different from the target domain. To address these problems, we propose a novel framework Online Prototype Alignment (OPA) to learn the mapping function based on the functional similarity of elements and is able to achieve the few-shot policy transfer within only several episodes. The key insight of OPA is to introduce an exploration mechanism that can interact with the unseen elements of the target domain in an efficient and purposeful manner, and then connect them with the seen elements in the source domain according to their functionalities (instead of visual clues). Experimental results show that when the target domain looks visually different from the source domain, OPA can achieve better transfer performance even with much fewer samples from the target domain, outperforming prior methods.

cs.LG

Conceptual Reinforcement Learning for Language-Conditioned Tasks

Despite the broad application of deep reinforcement learning (RL), transferring and adapting the policy to unseen but similar environments is still a significant challenge. Recently, the language-conditioned policy is proposed to facilitate policy transfer through learning the joint representation of observation and text that catches the compact and invariant information across environments. Existing studies of language-conditioned RL methods often learn the joint representation as a simple latent layer for the given instances (episode-specific observation and text), which inevitably includes noisy or irrelevant information and cause spurious correlations that are dependent on instances, thus hurting generalization performance and training efficiency. To address this issue, we propose a conceptual reinforcement learning (CRL) framework to learn the concept-like joint representation for language-conditioned policy. The key insight is that concepts are compact and invariant representations in human cognition through extracting similarities from numerous instances in real-world. In CRL, we propose a multi-level attention encoder and two mutual information constraints for learning compact and invariant concepts. Verified in two challenging environments, RTFM and Messenger, CRL significantly improves the training efficiency (up to 70%) and generalization ability (up to 30%) to the new environment dynamics.

cs.LG

Causality-driven Hierarchical Structure Discovery for Reinforcement Learning

Hierarchical reinforcement learning (HRL) effectively improves agents' exploration efficiency on tasks with sparse reward, with the guide of high-quality hierarchical structures (e.g., subgoals or options). However, how to automatically discover high-quality hierarchical structures is still a great challenge. Previous HRL methods can hardly discover the hierarchical structures in complex environments due to the low exploration efficiency by exploiting the randomness-driven exploration paradigm. To address this issue, we propose CDHRL, a causality-driven hierarchical reinforcement learning framework, leveraging a causality-driven discovery instead of a randomness-driven exploration to effectively build high-quality hierarchical structures in complicated environments. The key insight is that the causalities among environment variables are naturally fit for modeling reachable subgoals and their dependencies and can perfectly guide to build high-quality hierarchical structures. The results in two complex environments, 2D-Minecraft and Eden, show that CDHRL significantly boosts exploration efficiency with the causality-driven paradigm.

cs.LG

Carrier Phase Ranging for Indoor Positioning with 5G NR Signals

Indoor positioning is one of the core technologies of Internet of Things (IoT) and artificial intelligence (AI), and is expected to play a significant role in the upcoming era of AI. However, affected by the complexity of indoor environments, it is still highly challenging to achieve continuous and reliable indoor positioning. Currently, 5G cellular networks are being deployed worldwide, the new technologies of which have brought the approaches for improving the performance of wireless indoor positioning. In this paper, we investigate the indoor positioning under the 5G new radio (NR), which has been standardized and being commercially operated in massive markets. Specifically, a solution is proposed and a software defined receiver (SDR) is developed for indoor positioning. With our SDR indoor positioning system, the 5G NR signals are firstly sampled by universal software radio peripheral (USRP), and then, coarse synchronization is achieved via detecting the start of the synchronization signal block (SSB). Then, with the assistance of the pilots transmitted on the physical broadcasting channel (PBCH), multipath acquisition and delay tracking are sequentially carried out to estimate the time of arrival (ToA) of received signals. Furthermore, to improve the ToA ranging accuracy, the carrier phase of the first arrived path is estimated. Finally, to quantify the accuracy of our ToA estimation method, indoor field tests are carried out in an office environment, where a 5G NR base station (known as gNB) is installed for commercial use. Our test results show that, in the static test scenarios, the ToA accuracy measured by the 1-σ error interval is about 0.5 m, while in the pedestrian mobile environment, the probability of range accuracy within 0.8 m is 95%.

eess.SP

Eden: A Unified Environment Framework for Booming Reinforcement Learning Algorithms

With AlphaGo defeats top human players, reinforcement learning(RL) algorithms have gradually become the code-base of building stronger artificial intelligence(AI). The RL algorithm design firstly needs to adapt to the specific environment, so the designed environment guides the rapid and profound development of RL algorithms. However, the existing environments, which can be divided into real world games and customized toy environments, have obvious shortcomings. For real world games, it is designed for human entertainment, and too much difficult for most of RL researchers. For customized toy environments, there is no widely accepted unified evaluation standard for all RL algorithms. Therefore, we introduce the first virtual user-friendly environment framework for RL. In this framework, the environment can be easily configured to realize all kinds of RL tasks in the mainstream research. Then all the mainstream state-of-the-art(SOTA) RL algorithms can be conveniently evaluated and compared. Therefore, our contributions mainly includes the following aspects: 1.single configured environment for all classification of SOTA RL algorithms; 2.combined environment of more than one classification RL algorithms; 3.the evaluation standard for all kinds of RL algorithms. With all these efforts, a possibility for breeding an AI with capability of general competency in a variety of tasks is provided, and maybe it will open up a new chapter for AI.

cs.LG