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Song-Chun Zhu

Publications and source records attributed to Song-Chun Zhu.

At least 55 records · Page 3Linked to original sources

MetaScenes: Towards Automated Replica Creation for Real-world 3D Scans

Embodied AI (EAI) research requires high-quality, diverse 3D scenes to effectively support skill acquisition, sim-to-real transfer, and generalization. Achieving these quality standards, however, necessitates the precise replication of real-world object diversity. Existing datasets demonstrate that this process heavily relies on artist-driven designs, which demand substantial human effort and present significant scalability challenges. To scalably produce realistic and interactive 3D scenes, we first present MetaScenes, a large-scale, simulatable 3D scene dataset constructed from real-world scans, which includes 15366 objects spanning 831 fine-grained categories. Then, we introduce Scan2Sim, a robust multi-modal alignment model, which enables the automated, high-quality replacement of assets, thereby eliminating the reliance on artist-driven designs for scaling 3D scenes. We further propose two benchmarks to evaluate MetaScenes: a detailed scene synthesis task focused on small item layouts for robotic manipulation and a domain transfer task in vision-and-language navigation (VLN) to validate cross-domain transfer. Results confirm MetaScene's potential to enhance EAI by supporting more generalizable agent learning and sim-to-real applications, introducing new possibilities for EAI research. Project website: https://meta-scenes.github.io/.

cs.CV↗

AI Alignment: A Comprehensive Survey

AI alignment aims to make AI systems behave in line with human intentions and values. As AI systems grow more capable, so do risks from misalignment. To provide a comprehensive and up-to-date overview of the alignment field, in this survey, we delve into the core concepts, methodology, and practice of alignment. First, we identify four principles as the key objectives of AI alignment: Robustness, Interpretability, Controllability, and Ethicality (RICE). Guided by these four principles, we outline the landscape of current alignment research and decompose them into two key components: forward alignment and backward alignment. The former aims to make AI systems aligned via alignment training, while the latter aims to gain evidence about the systems' alignment and govern them appropriately to avoid exacerbating misalignment risks. On forward alignment, we discuss techniques for learning from feedback and learning under distribution shift. On backward alignment, we discuss assurance techniques and governance practices. We also release and continually update the website (www.alignmentsurvey.com) which features tutorials, collections of papers, blog posts, and other resources.

cs.AI↗

Unveiling the Mist over 3D Vision-Language Understanding: Object-centric Evaluation with Chain-of-Analysis

Existing 3D vision-language (3D-VL) benchmarks fall short in evaluating 3D-VL models, creating a "mist" that obscures rigorous insights into model capabilities and 3D-VL tasks. This mist persists due to three key limitations. First, flawed test data, like ambiguous referential text in the grounding task, can yield incorrect and unreliable test results. Second, oversimplified metrics such as simply averaging accuracy per question answering (QA) pair, cannot reveal true model capability due to their vulnerability to language variations. Third, existing benchmarks isolate the grounding and QA tasks, disregarding the underlying coherence that QA should be based on solid grounding capabilities. To unveil the "mist", we propose Beacon3D, a benchmark for 3D-VL grounding and QA tasks, delivering a perspective shift in the evaluation of 3D-VL understanding. Beacon3D features (i) high-quality test data with precise and natural language, (ii) object-centric evaluation with multiple tests per object to ensure robustness, and (iii) a novel chain-of-analysis paradigm to address language robustness and model performance coherence across grounding and QA. Our evaluation of state-of-the-art 3D-VL models on Beacon3D reveals that (i) object-centric evaluation elicits true model performance and particularly weak generalization in QA; (ii) grounding-QA coherence remains fragile in current 3D-VL models, and (iii) incorporating large language models (LLMs) to 3D-VL models, though as a prevalent practice, hinders grounding capabilities and has yet to elevate QA capabilities. We hope Beacon3D and our comprehensive analysis could benefit the 3D-VL community towards faithful developments.

cs.CV↗

ArtGS: Building Interactable Replicas of Complex Articulated Objects via Gaussian Splatting

Building articulated objects is a key challenge in computer vision. Existing methods often fail to effectively integrate information across different object states, limiting the accuracy of part-mesh reconstruction and part dynamics modeling, particularly for complex multi-part articulated objects. We introduce ArtGS, a novel approach that leverages 3D Gaussians as a flexible and efficient representation to address these issues. Our method incorporates canonical Gaussians with coarse-to-fine initialization and updates for aligning articulated part information across different object states, and employs a skinning-inspired part dynamics modeling module to improve both part-mesh reconstruction and articulation learning. Extensive experiments on both synthetic and real-world datasets, including a new benchmark for complex multi-part objects, demonstrate that ArtGS achieves state-of-the-art performance in joint parameter estimation and part mesh reconstruction. Our approach significantly improves reconstruction quality and efficiency, especially for multi-part articulated objects. Additionally, we provide comprehensive analyses of our design choices, validating the effectiveness of each component to highlight potential areas for future improvement. Our work is made publicly available at: https://articulate-gs.github.io.

cs.CV↗

Decompositional Neural Scene Reconstruction with Generative Diffusion Prior

Decompositional reconstruction of 3D scenes, with complete shapes and detailed texture of all objects within, is intriguing for downstream applications but remains challenging, particularly with sparse views as input. Recent approaches incorporate semantic or geometric regularization to address this issue, but they suffer significant degradation in underconstrained areas and fail to recover occluded regions. We argue that the key to solving this problem lies in supplementing missing information for these areas. To this end, we propose DP-Recon, which employs diffusion priors in the form of Score Distillation Sampling (SDS) to optimize the neural representation of each individual object under novel views. This provides additional information for the underconstrained areas, but directly incorporating diffusion prior raises potential conflicts between the reconstruction and generative guidance. Therefore, we further introduce a visibility-guided approach to dynamically adjust the per-pixel SDS loss weights. Together these components enhance both geometry and appearance recovery while remaining faithful to input images. Extensive experiments across Replica and ScanNet++ demonstrate that our method significantly outperforms SOTA methods. Notably, it achieves better object reconstruction under 10 views than the baselines under 100 views. Our method enables seamless text-based editing for geometry and appearance through SDS optimization and produces decomposed object meshes with detailed UV maps that support photorealistic Visual effects (VFX) editing. The project page is available at https://dp-recon.github.io/.

cs.CV↗

Differentiable Information Enhanced Model-Based Reinforcement Learning

Differentiable environments have heralded new possibilities for learning control policies by offering rich differentiable information that facilitates gradient-based methods. In comparison to prevailing model-free reinforcement learning approaches, model-based reinforcement learning (MBRL) methods exhibit the potential to effectively harness the power of differentiable information for recovering the underlying physical dynamics. However, this presents two primary challenges: effectively utilizing differentiable information to 1) construct models with more accurate dynamic prediction and 2) enhance the stability of policy training. In this paper, we propose a Differentiable Information Enhanced MBRL method, MB-MIX, to address both challenges. Firstly, we adopt a Sobolev model training approach that penalizes incorrect model gradient outputs, enhancing prediction accuracy and yielding more precise models that faithfully capture system dynamics. Secondly, we introduce mixing lengths of truncated learning windows to reduce the variance in policy gradient estimation, resulting in improved stability during policy learning. To validate the effectiveness of our approach in differentiable environments, we provide theoretical analysis and empirical results. Notably, our approach outperforms previous model-based and model-free methods, in multiple challenging tasks involving controllable rigid robots such as humanoid robots' motion control and deformable object manipulation.

cs.LG↗

Multi-modal Agent Tuning: Building a VLM-Driven Agent for Efficient Tool Usage

The advancement of large language models (LLMs) prompts the development of multi-modal agents, which are used as a controller to call external tools, providing a feasible way to solve practical tasks. In this paper, we propose a multi-modal agent tuning method that automatically generates multi-modal tool-usage data and tunes a vision-language model (VLM) as the controller for powerful tool-usage reasoning. To preserve the data quality, we prompt the GPT-4o mini model to generate queries, files, and trajectories, followed by query-file and trajectory verifiers. Based on the data synthesis pipeline, we collect the MM-Traj dataset that contains 20K tasks with trajectories of tool usage. Then, we develop the T3-Agent via \underline{T}rajectory \underline{T}uning on VLMs for \underline{T}ool usage using MM-Traj. Evaluations on the GTA and GAIA benchmarks show that the T3-Agent consistently achieves improvements on two popular VLMs: MiniCPM-V-8.5B and {Qwen2-VL-7B}, which outperforms untrained VLMs by $20\%$, showing the effectiveness of the proposed data synthesis pipeline, leading to high-quality data for tool-usage capabilities.

cs.AI↗

AdaSociety: An Adaptive Environment with Social Structures for Multi-Agent Decision-Making

Traditional interactive environments limit agents' intelligence growth with fixed tasks. Recently, single-agent environments address this by generating new tasks based on agent actions, enhancing task diversity. We consider the decision-making problem in multi-agent settings, where tasks are further influenced by social connections, affecting rewards and information access. However, existing multi-agent environments lack a combination of adaptive physical surroundings and social connections, hindering the learning of intelligent behaviors. To address this, we introduce AdaSociety, a customizable multi-agent environment featuring expanding state and action spaces, alongside explicit and alterable social structures. As agents progress, the environment adaptively generates new tasks with social structures for agents to undertake. In AdaSociety, we develop three mini-games showcasing distinct social structures and tasks. Initial results demonstrate that specific social structures can promote both individual and collective benefits, though current reinforcement learning and LLM-based algorithms show limited effectiveness in leveraging social structures to enhance performance. Overall, AdaSociety serves as a valuable research platform for exploring intelligence in diverse physical and social settings. The code is available at https://github.com/bigai-ai/AdaSociety.

cs.MA↗

Learning to Balance Altruism and Self-interest Based on Empathy in Mixed-Motive Games

Real-world multi-agent scenarios often involve mixed motives, demanding altruistic agents capable of self-protection against potential exploitation. However, existing approaches often struggle to achieve both objectives. In this paper, based on that empathic responses are modulated by inferred social relationships between agents, we propose LASE Learning to balance Altruism and Self-interest based on Empathy), a distributed multi-agent reinforcement learning algorithm that fosters altruistic cooperation through gifting while avoiding exploitation by other agents in mixed-motive games. LASE allocates a portion of its rewards to co-players as gifts, with this allocation adapting dynamically based on the social relationship -- a metric evaluating the friendliness of co-players estimated by counterfactual reasoning. In particular, social relationship measures each co-player by comparing the estimated $Q$-function of current joint action to a counterfactual baseline which marginalizes the co-player's action, with its action distribution inferred by a perspective-taking module. Comprehensive experiments are performed in spatially and temporally extended mixed-motive games, demonstrating LASE's ability to promote group collaboration without compromising fairness and its capacity to adapt policies to various types of interactive co-players.

cs.AI↗

Bongard-OpenWorld: Few-Shot Reasoning for Free-form Visual Concepts in the Real World

We introduce Bongard-OpenWorld, a new benchmark for evaluating real-world few-shot reasoning for machine vision. It originates from the classical Bongard Problems (BPs): Given two sets of images (positive and negative), the model needs to identify the set that query images belong to by inducing the visual concepts, which is exclusively depicted by images from the positive set. Our benchmark inherits the few-shot concept induction of the original BPs while adding the two novel layers of challenge: 1) open-world free-form concepts, as the visual concepts in Bongard-OpenWorld are unique compositions of terms from an open vocabulary, ranging from object categories to abstract visual attributes and commonsense factual knowledge; 2) real-world images, as opposed to the synthetic diagrams used by many counterparts. In our exploration, Bongard-OpenWorld already imposes a significant challenge to current few-shot reasoning algorithms. We further investigate to which extent the recently introduced Large Language Models (LLMs) and Vision-Language Models (VLMs) can solve our task, by directly probing VLMs, and combining VLMs and LLMs in an interactive reasoning scheme. We even conceived a neuro-symbolic reasoning approach that reconciles LLMs & VLMs with logical reasoning to emulate the human problem-solving process for Bongard Problems. However, none of these approaches manage to close the human-machine gap, as the best learner achieves 64% accuracy while human participants easily reach 91%. We hope Bongard-OpenWorld can help us better understand the limitations of current visual intelligence and facilitate future research on visual agents with stronger few-shot visual reasoning capabilities.

cs.LG↗

Proposing and solving olympiad geometry with guided tree search

Mathematics olympiads are prestigious competitions, with problem proposing and solving highly honored. Building artificial intelligence that proposes and solves olympiads presents an unresolved challenge in automated theorem discovery and proving, especially in geometry for its combination of numerical and spatial elements. We introduce TongGeometry, a Euclidean geometry system supporting tree-search-based guided problem proposing and solving. The efficient geometry system establishes the most extensive repository of geometry theorems to date: within the same computational budget as the existing state-of-the-art, TongGeometry discovers 6.7 billion geometry theorems requiring auxiliary constructions, including 4.1 billion exhibiting geometric symmetry. Among them, 10 theorems were proposed to regional mathematical olympiads with 3 of TongGeometry's proposals selected in real competitions, earning spots in a national team qualifying exam or a top civil olympiad in China and the US. Guided by fine-tuned large language models, TongGeometry solved all International Mathematical Olympiad geometry in IMO-AG-30, outperforming gold medalists for the first time. It also surpasses the existing state-of-the-art across a broader spectrum of olympiad-level problems. The full capabilities of the system can be utilized on a consumer-grade machine, making the model more accessible and fostering widespread democratization of its use. By analogy, unlike existing systems that merely solve problems like students, TongGeometry acts like a geometry coach, discovering, presenting, and proving theorems.

cs.AI↗

FIRE: A Dataset for Feedback Integration and Refinement Evaluation of Multimodal Models

Vision language models (VLMs) have achieved impressive progress in diverse applications, becoming a prevalent research direction. In this paper, we build FIRE, a feedback-refinement dataset, consisting of 1.1M multi-turn conversations that are derived from 27 source datasets, empowering VLMs to spontaneously refine their responses based on user feedback across diverse tasks. To scale up the data collection, FIRE is collected in two components: FIRE-100K and FIRE-1M, where FIRE-100K is generated by GPT-4V, and FIRE-1M is freely generated via models trained on FIRE-100K. Then, we build FIRE-Bench, a benchmark to comprehensively evaluate the feedback-refining capability of VLMs, which contains 11K feedback-refinement conversations as the test data, two evaluation settings, and a model to provide feedback for VLMs. We develop the FIRE-LLaVA model by fine-tuning LLaVA on FIRE-100K and FIRE-1M, which shows remarkable feedback-refining capability on FIRE-Bench and outperforms untrained VLMs by 50%, making more efficient user-agent interactions and underscoring the significance of the FIRE dataset.

cs.CV↗

PhyRecon: Physically Plausible Neural Scene Reconstruction

We address the issue of physical implausibility in multi-view neural reconstruction. While implicit representations have gained popularity in multi-view 3D reconstruction, previous work struggles to yield physically plausible results, limiting their utility in domains requiring rigorous physical accuracy. This lack of plausibility stems from the absence of physics modeling in existing methods and their inability to recover intricate geometrical structures. In this paper, we introduce PHYRECON, the first approach to leverage both differentiable rendering and differentiable physics simulation to learn implicit surface representations. PHYRECON features a novel differentiable particle-based physical simulator built on neural implicit representations. Central to this design is an efficient transformation between SDF-based implicit representations and explicit surface points via our proposed Surface Points Marching Cubes (SP-MC), enabling differentiable learning with both rendering and physical losses. Additionally, PHYRECON models both rendering and physical uncertainty to identify and compensate for inconsistent and inaccurate monocular geometric priors. The physical uncertainty further facilitates physics-guided pixel sampling to enhance the learning of slender structures. By integrating these techniques, our model supports differentiable joint modeling of appearance, geometry, and physics. Extensive experiments demonstrate that PHYRECON significantly improves the reconstruction quality. Our results also exhibit superior physical stability in physical simulators, with at least a 40% improvement across all datasets, paving the way for future physics-based applications.

cs.CV↗

M2Diffuser: Diffusion-based Trajectory Optimization for Mobile Manipulation in 3D Scenes

Recent advances in diffusion models have opened new avenues for research into embodied AI agents and robotics. Despite significant achievements in complex robotic locomotion and skills, mobile manipulation-a capability that requires the coordination of navigation and manipulation-remains a challenge for generative AI techniques. This is primarily due to the high-dimensional action space, extended motion trajectories, and interactions with the surrounding environment. In this paper, we introduce M2Diffuser, a diffusion-based, scene-conditioned generative model that directly generates coordinated and efficient whole-body motion trajectories for mobile manipulation based on robot-centric 3D scans. M2Diffuser first learns trajectory-level distributions from mobile manipulation trajectories provided by an expert planner. Crucially, it incorporates an optimization module that can flexibly accommodate physical constraints and task objectives, modeled as cost and energy functions, during the inference process. This enables the reduction of physical violations and execution errors at each denoising step in a fully differentiable manner. Through benchmarking on three types of mobile manipulation tasks across over 20 scenes, we demonstrate that M2Diffuser outperforms state-of-the-art neural planners and successfully transfers the generated trajectories to a real-world robot. Our evaluations underscore the potential of generative AI to enhance the generalization of traditional planning and learning-based robotic methods, while also highlighting the critical role of enforcing physical constraints for safe and robust execution.

cs.RO↗

LLM3:Large Language Model-based Task and Motion Planning with Motion Failure Reasoning

Conventional Task and Motion Planning (TAMP) approaches rely on manually crafted interfaces connecting symbolic task planning with continuous motion generation. These domain-specific and labor-intensive modules are limited in addressing emerging tasks in real-world settings. Here, we present LLM^3, a novel Large Language Model (LLM)-based TAMP framework featuring a domain-independent interface. Specifically, we leverage the powerful reasoning and planning capabilities of pre-trained LLMs to propose symbolic action sequences and select continuous action parameters for motion planning. Crucially, LLM^3 incorporates motion planning feedback through prompting, allowing the LLM to iteratively refine its proposals by reasoning about motion failure. Consequently, LLM^3 interfaces between task planning and motion planning, alleviating the intricate design process of handling domain-specific messages between them. Through a series of simulations in a box-packing domain, we quantitatively demonstrate the effectiveness of LLM^3 in solving TAMP problems and the efficiency in selecting action parameters. Ablation studies underscore the significant contribution of motion failure reasoning to the success of LLM^3. Furthermore, we conduct qualitative experiments on a physical manipulator, demonstrating the practical applicability of our approach in real-world settings.

cs.RO↗

Fast Peer Adaptation with Context-aware Exploration

Fast adapting to unknown peers (partners or opponents) with different strategies is a key challenge in multi-agent games. To do so, it is crucial for the agent to probe and identify the peer's strategy efficiently, as this is the prerequisite for carrying out the best response in adaptation. However, exploring the strategies of unknown peers is difficult, especially when the games are partially observable and have a long horizon. In this paper, we propose a peer identification reward, which rewards the learning agent based on how well it can identify the behavior pattern of the peer over the historical context, such as the observation over multiple episodes. This reward motivates the agent to learn a context-aware policy for effective exploration and fast adaptation, i.e., to actively seek and collect informative feedback from peers when uncertain about their policies and to exploit the context to perform the best response when confident. We evaluate our method on diverse testbeds that involve competitive (Kuhn Poker), cooperative (PO-Overcooked), or mixed (Predator-Prey-W) games with peer agents. We demonstrate that our method induces more active exploration behavior, achieving faster adaptation and better outcomes than existing methods.

cs.AI↗

Efficient Adaptation in Mixed-Motive Environments via Hierarchical Opponent Modeling and Planning

Despite the recent successes of multi-agent reinforcement learning (MARL) algorithms, efficiently adapting to co-players in mixed-motive environments remains a significant challenge. One feasible approach is to hierarchically model co-players' behavior based on inferring their characteristics. However, these methods often encounter difficulties in efficient reasoning and utilization of inferred information. To address these issues, we propose Hierarchical Opponent modeling and Planning (HOP), a novel multi-agent decision-making algorithm that enables few-shot adaptation to unseen policies in mixed-motive environments. HOP is hierarchically composed of two modules: an opponent modeling module that infers others' goals and learns corresponding goal-conditioned policies, and a planning module that employs Monte Carlo Tree Search (MCTS) to identify the best response. Our approach improves efficiency by updating beliefs about others' goals both across and within episodes and by using information from the opponent modeling module to guide planning. Experimental results demonstrate that in mixed-motive environments, HOP exhibits superior few-shot adaptation capabilities when interacting with various unseen agents, and excels in self-play scenarios. Furthermore, the emergence of social intelligence during our experiments underscores the potential of our approach in complex multi-agent environments.

cs.AI↗

LangSuitE: Planning, Controlling and Interacting with Large Language Models in Embodied Text Environments

Recent advances in Large Language Models (LLMs) have shown inspiring achievements in constructing autonomous agents that rely on language descriptions as inputs. However, it remains unclear how well LLMs can function as few-shot or zero-shot embodied agents in dynamic interactive environments. To address this gap, we introduce LangSuitE, a versatile and simulation-free testbed featuring 6 representative embodied tasks in textual embodied worlds. Compared with previous LLM-based testbeds, LangSuitE (i) offers adaptability to diverse environments without multiple simulation engines, (ii) evaluates agents' capacity to develop ``internalized world knowledge'' with embodied observations, and (iii) allows easy customization of communication and action strategies. To address the embodiment challenge, we devise a novel chain-of-thought (CoT) schema, EmMem, which summarizes embodied states w.r.t. history information. Comprehensive benchmark results illustrate challenges and insights of embodied planning. LangSuitE represents a significant step toward building embodied generalists in the context of language models.

cs.CL↗