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Ruobing Han

Publications and source records attributed to Ruobing Han.

10 recordsLinked to original sources

RobotAgentBench: Towards Open-world Robot Autonomy

Recent advances in vision-language-action (VLA) and world-action models (WAMs) have significantly improved robotic manipulation, yet deploying robots in the open world demands a higher level of autonomy beyond executing predefined tasks. Robot agents offer a promising paradigm for this transition, integrating task discovery, contextual reasoning, physical execution, and adaptive recovery into a closed interaction loop. However, existing benchmarks largely evaluate isolated capabilities, failing to capture the complexity of open-world robot autonomy. We introduce RobotAgentBench (RAB), a comprehensive benchmark for evaluating robot agents in realistic, open-world household environments. Through an agent-assisted, human-in-the-loop real-to-sim pipeline, RAB constructs 50 diverse household layouts with interactive objects and physically grounded tasks, encompassing 90 atomic tasks, 18 short-horizon tasks, 8 long-horizon tasks, and 4 open-ended scenarios. RAB provides a multi-level evaluation of robot agent capabilities: (1) task-level assessments systematically examine five complementary dimensions: task discovery, context reasoning, manipulation, failure recovery, and robustness; (2) scenario-level evaluation assesses how agents integrate these capabilities to autonomously fulfill high-level user needs. Furthermore, RAB enables systematic comparisons of standalone VLA/WAM models and diverse robot agent architectures under a unified planning-execution-verification framework. Extensive experiments reveal substantial gaps between manipulation and autonomy, demonstrate the advantages of agentic architectures and recursive self-improvement, and highlight the remaining challenges toward open-world robot autonomy.

cs.RO↗

Video2World: Benchmarking Coding Agents for Interactive World Modeling from Embodied Videos

Building interactive simulators from real-world observations is a promising way to scale embodied data, but current pipelines still rely heavily on manual environment construction and calibration. We study whether frontier foundation models and coding agents can automate this process end to end. We formulate \emph{autonomous video-to-simulation} as a software engineering task in which an agent observes an embodied video, constructs the corresponding simulated environment and robot behavior, and iteratively refines the result through execution feedback. To evaluate this capability, we introduce \textbf{Video2World}, a benchmark comprising 222 reconstruction instances derived from 189 robot and human demonstration videos. Video2World measures reconstructed worlds along geometric fidelity, dynamic fidelity, and functional correctness, capturing spatial perception, physical reasoning, and executable interaction. Evaluating 9 frontier coding-agent systems reveals a sharp improvement in Task success beginning with Claude Opus 5, rising from below 5\% to over 15\%, while substantial gaps to human-assisted reconstruction remain. We further find that worlds that look better could work worse: better visual fidelity does not always lead to higher task success. This echoes the broader gap between perceptual realism and factual correctness observed in generative models.

cs.CV↗

Causally Debiased Latent Action Model for Embodied Action-Conditioned World Models

Action-conditioned world models (ACWMs) aim to simulate future observations conditioned on embodied actions. However, learning controllable ACWMs requires large-scale action-labeled data, which remains costly to collect. Latent action models (LAMs) mitigate this bottleneck by inferring latent actions from videos without executable action labels, but existing LAMs are typically trained with reconstruction-only objectives and therefore entangle action-relevant dynamics with action-irrelevant visual confounders. With such objectives, LAM favors visual context over action dynamics, therefore downstream ACWMs exhibit residual motion under zero actions and fail to reproduce supplied dynamics. We propose CD-LAM, a causally debiased framework for LAM-based ACWMs. CD-LAM introduces three debiasing objectives: embodiment-centric reconstruction, action-centric contrastive learning, and latent space calibration, which together encourage embodiment-focused, action-aware, and well-calibrated representations. CD-LAM reduces action-following error by up to 42% and 35% when conditioned on latent and robot actions, while improving fidelity, and matching DreamDojo reference with over 12$\times$ fewer adaptation updates. CD-LAM also adapts LTX-2.3-22B into an ACWM with competitive quality using only 3.2% of DreamDojo-14B's sample exposures. On X-VLA, pretraining with CD-LAM instead of baseline LAM consistently improves success rates by up to 5 percent point across LIBERO, LIBERO-Plus, and RoboTwin C2R.

cs.CV↗

CausalWM: Causal Chain-of-Thought Reasoning for Embodied World Model

Embodied world models learn to predict future physical dynamics from visual observations and control signals, where physical knowledge is implicitly entangled within latent representations. We introduce CausalWM, a 16B embodied world model that performs explicit causal chain-of-thought reasoning before future video prediction. CausalWM organizes useful variables into a reasoning trajectory, allowing the model to progressively capture causal dependencies underlying physical evolution. To train CausalWM, we collect 31K hours embodied data and develop a three-stage paradigm consisting of large-scale video pre-training, causal CoT mid-training, and multi-objective RL post-training. Despite using only a limited set of supervised CoT variables, CausalWM exhibits emergent in-context learning capabilities, enabling contextual visual feature guidance and efficient few-step generation. CausalWM achieves state-of-the-art performance across language-conditioned, action-conditioned, single-view and multi-view benchmarks, including Top-1 performance on TriWorldBench leaderboard.

cs.CV↗

CuFuzz: Hardening CUDA Programs through Transformation and Fuzzing

GPUs have gained significant popularity over the past decade, extending beyond their original role in graphics rendering. This evolution has brought GPU security and reliability to the forefront of concerns. Prior research has shown that CUDA's lack of memory safety can lead to serious vulnerabilities. While fuzzing is effective for finding such bugs on CPUs, equivalent tools for GPUs are lacking due to architectural differences and lack of built-in error detection. In this paper, we propose CuFuzz, a novel compiler-runtime co-design solution to extend state-of-the-art CPU fuzzing tools to GPU programs. CuFuzz transforms GPU programs into CPU programs using compiler IR-level transformations to enable effective fuzz testing. To the best of our knowledge, CuFuzz is the first mechanism to bring fuzzing support to CUDA, addressing a critical gap in GPU security research. By leveraging CPU memory error detectors such as Address Sanitizer, CuFuzz aims to uncover memory safety bugs and related correctness vulnerabilities in CUDA code, enhancing the security and reliability of GPU-accelerated applications. To ensure high fuzzing throughput, we introduce two compiler-runtime co-optimizations tailored for GPU code: Partial Representative Execution (PREX) and Access-Index Preserving Pruning (AXIPrune), achieving average throughput improvements of 32x with PREX and an additional 33% gain with AXIPrune on top of PREX-optimized code. Together, these optimizations can yield up to a 224.31x speedup. In our fuzzing campaigns, CuFuzz uncovered 122 security vulnerabilities in widely used benchmarks.

cs.CR↗

CuPBoP: CUDA for Parallelized and Broad-range Processors

CUDA is one of the most popular choices for GPU programming, but it can only be executed on NVIDIA GPUs. Executing CUDA on non-NVIDIA devices not only benefits the hardware community, but also allows data-parallel computation in heterogeneous systems. To make CUDA programs portable, some researchers have proposed using source-to-source translators to translate CUDA to portable programming languages that can be executed on non-NVIDIA devices. However, most CUDA translators require additional manual modifications on the translated code, which imposes a heavy workload on developers. In this paper, CuPBoP is proposed to execute CUDA on non-NVIDIA devices without relying on any portable programming languages. Compared with existing work that executes CUDA on non-NVIDIA devices, CuPBoP does not require manual modification of the CUDA source code, but it still achieves the highest coverage (69.6%), much higher than existing frameworks (56.6%) on the Rodinia benchmark. In particular, for CPU backends, CuPBoP supports several ISAs (e.g., X86, RISC-V, AArch64) and has close or even higher performance compared with other projects. We also compare and analyze the performance among CuPBoP, manually optimized OpenMP/MPI programs, and CUDA programs on the latest Ampere architecture GPU, and show future directions for supporting CUDA programs on non-NVIDIA devices with high performance

cs.DC↗

COX: CUDA on X86 by Exposing Warp-Level Functions to CPUs

As CUDA programs become the de facto program among data parallel applications such as high-performance computing or machine learning applications, running CUDA on other platforms has been a compelling option. Although several efforts have attempted to support CUDA on other than NVIDIA GPU devices, due to extra steps in the translation, the support is always behind a few years from supporting CUDA's latest features. The examples are DPC, Hipfy, where CUDA source code have to be translated to their native supporting language and then they are supported. In particular, the new CUDA programming model exposes the warp concept in the programming language, which greatly changes the way the CUDA code should be mapped to CPU programs. In this paper, hierarchical collapsing that \emph{correctly} supports CUDA warp-level functions on CPUs is proposed. Based on hierarchical collapsing, a framework, COX, is developed that allows CUDA programs with the latest features to be executed efficiently on CPU platforms. COX consists of a compiler IR transformation (new LLVM pass) and a runtime system to execute the transformed programs on CPU devices. COX can support the most recent CUDA features, and the application coverage is much higher (90%) than for previous frameworks (68%) with comparable performance. We also show that the warp-level functions in CUDA can be efficiently executed by utilizing CPU SIMD (AVX) instructions.

cs.DC↗

Supporting CUDA for an extended RISC-V GPU architecture

With the rapid development of scientific computation, more and more researchers and developers are committed to implementing various workloads/operations on different devices. Among all these devices, NVIDIA GPU is the most popular choice due to its comprehensive documentation and excellent development tools. As a result, there are abundant resources for hand-writing high-performance CUDA codes. However, CUDA is mainly supported by only commercial products and there has been no support for open-source H/W platforms. RISC-V is the most popular choice for hardware ISA, thanks to its elegant design and open-source license. In this project, we aim to utilize these existing CUDA codes with RISC-V devices. More specifically, we design and implement a pipeline that can execute CUDA source code on an RISC-V GPU architecture. We have succeeded in executing CUDA kernels with several important features, like multi-thread and atomic instructions, on an RISC-V GPU architecture.

cs.PL↗

Auto-Precision Scaling for Distributed Deep Learning

It has been reported that the communication cost for synchronizing gradients can be a bottleneck, which limits the scalability of distributed deep learning. Using low-precision gradients is a promising technique for reducing the bandwidth requirement. In this work, we propose Auto Precision Scaling (APS), an algorithm that can improve the accuracy when we communicate gradients by low-precision floating-point values. APS can improve the accuracy for all precisions with a trivial communication cost. Our experimental results show that for many applications, APS can train state-of-the-art models by 8-bit gradients with no or only a tiny accuracy loss (<0.05%). Furthermore, we can avoid any accuracy loss by designing a hybrid-precision technique. Finally, we propose a performance model to evaluate the proposed method. Our experimental results show that APS can get a significant speedup over state-of-the-art methods. To make it available to researchers and developers, we design and implement CPD (Customized-Precision Deep Learning) system, which can simulate the training process using an arbitrary low-precision customized floating-point format. We integrate CPD into PyTorch and make it open-source.

cs.DC↗

Optimizing Network Performance for Distributed DNN Training on GPU Clusters: ImageNet/AlexNet Training in 1.5 Minutes

It is important to scale out deep neural network (DNN) training for reducing model training time. The high communication overhead is one of the major performance bottlenecks for distributed DNN training across multiple GPUs. Our investigations have shown that popular open-source DNN systems could only achieve 2.5 speedup ratio on 64 GPUs connected by 56 Gbps network. To address this problem, we propose a communication backend named GradientFlow for distributed DNN training, and employ a set of network optimization techniques. First, we integrate ring-based allreduce, mixed-precision training, and computation/communication overlap into GradientFlow. Second, we propose lazy allreduce to improve network throughput by fusing multiple communication operations into a single one, and design coarse-grained sparse communication to reduce network traffic by only transmitting important gradient chunks. When training ImageNet/AlexNet on 512 GPUs, our approach achieves 410.2 speedup ratio and completes 95-epoch training in 1.5 minutes, which outperforms existing approaches.

cs.DC↗