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Suhwan Choi

Publications and source records attributed to Suhwan Choi.

12 recordsLinked to original sources

PonderPounce: A Pretrained MLLM as an Episode Context Engine for Robot Control

Multimodal large language models (MLLMs) can integrate long visual histories, reason under partial observability, and infer behavior from a few examples. Yet vision-language-action (VLA) models generally inherit pretrained representations without using this contextual capacity as episode memory. Memory-dependent policies address this gap through purpose-built history mechanisms. PonderPounce instead reuses an MLLM's native causal context as robot memory. Ponder, a System2 MLLM, accumulates episode observations, demonstrations, and prior cognition in its native causal context and can generate subgoal text and demonstration reasoning for internal use. Pounce, a System1 VLA, receives the current observation, instruction, and proprioception directly; through the Ponder--Pounce interface, it asynchronously receives only the newest continuous cognition token and its age. Both are jointly trained end to end without a purpose-built memory module or separate bridge pretraining. Optimized serving achieves p50 latencies of 78ms for cognition refresh and 25ms for action-model invocation, supporting 20Hz action playback. On RoboMME with base-scale training data, PonderPounce reaches 60.83% with 9B and 50.04% with 0.8B under the same Pounce architecture and interface, versus 44.51% for FrameSamp+Modul and 17.93% for the current-observation \pi_{0.5}. With 9x data, it reaches 75.54% versus 57.88% for FrameSamp+Modul. On RoboCasa-DC, the same interface learns from action supervision alone and reaches 12.5% versus 11.6% for the strongest published demonstration-conditioned baseline, falling to 8.6% when cognition is replaced by a learned null state.

cs.RO

WorldCam: Interactive Autoregressive 3D Gaming Worlds with Camera Pose as a Unifying Geometric Representation

Recent advances in video diffusion transformers have enabled interactive gaming world models that allow users to explore generated environments over extended horizons. However, existing approaches struggle with precise action control and long-horizon 3D consistency. Most prior works treat user actions as abstract conditioning signals, overlooking the fundamental geometric coupling between actions and the 3D world, whereby actions induce relative camera motions that accumulate into a global camera pose within a 3D world. In this paper, we establish camera pose as a unifying geometric representation to jointly ground immediate action control and long-term 3D consistency. First, we define a physics-based continuous action space and represent user inputs in the Lie algebra to derive precise 6-DoF camera poses, which are injected into the generative model via a camera embedder to ensure accurate action alignment. Second, we use global camera poses as spatial indices to retrieve relevant past observations, enabling geometrically consistent revisiting of locations during long-horizon navigation. To support this research, we introduce a large-scale dataset comprising 3,000 minutes of authentic human gameplay annotated with camera trajectories and textual descriptions. Extensive experiments show that our approach substantially outperforms state-of-the-art interactive gaming world models in action controllability, long-horizon visual quality, and 3D spatial consistency.

cs.CV

vla-eval: A Unified Evaluation Harness for Vision-Language-Action Models

Vision-Language-Action (VLA) models are increasingly evaluated across multiple simulation benchmarks, yet adding each benchmark to an evaluation pipeline requires resolving incompatible dependencies, matching underspecified evaluation protocols, and reverse-engineering undocumented preprocessing. This burden scales with the number of models and benchmarks, making comprehensive evaluation impractical for most teams. We present vla-eval, an open-source evaluation harness that eliminates this per-benchmark cost by decoupling model inference from benchmark execution through a WebSocket+msgpack protocol with Docker-based environment isolation. Models integrate once by implementing a single predict() method; benchmarks integrate once via a four-method interface; the full cross-evaluation matrix works automatically. The framework supports 14 simulation benchmarks and six model servers. Parallel evaluation via episode sharding and batch inference achieves up to 47x wall-clock speedup, completing 2,000 LIBERO episodes in ~18 minutes. To validate the framework, we reproduce published scores across six VLA codebases and three benchmarks, documenting previously undocumented pitfalls. We additionally release a VLA leaderboard aggregating 657 published results across 17 benchmarks. Framework, evaluation configs, and all reproduction results are publicly available at https://github.com/allenai/vla-evaluation-harness and https://allenai.github.io/vla-evaluation-harness/leaderboard.

cs.AI

CostNav: A Navigation Benchmark for Real-World Economic-Cost Evaluation of Physical AI Agents

Current navigation benchmarks focus on task success but do not capture the economic constraints essential for commercializing autonomous delivery systems. We introduce CostNav, an Economic Navigation Benchmark that evaluates physical AI agents on a cost-revenue and break-even analysis, pairing Isaac Sim's collision and cargo dynamics with industry-standard data such as Securities and Exchange Commission (SEC) filings and Abbreviated Injury Scale (AIS) injury reports. To our knowledge, CostNav is the first physics-grounded economic benchmark to use regulatory and financial data to quantify the gap between navigation metrics and commercial deployment, revealing that high task-success rates alone do not ensure economic viability. Evaluating seven baselines (two rule-based and five imitation-learning methods), we find no method economically viable: all yield negative contribution margins. CANVAS, using only an RGB camera and GPS, attains the highest task success and the least-negative margin among methods with non-zero Service-Level Agreement (SLA) compliance (-\$28.40/run), outperforming LiDAR-equipped Nav2 w/ GPS (-\$37.34/run). A sim-trained policy evaluated on a real delivery robot yields SLA compliance close to its simulation result, indicating that policy performance in CostNav's simulation transfers to real-world deployment. We challenge the community to achieve economic viability on CostNav, which scores methods by cost-revenue outcomes. All resources are available at https://github.com/worv-ai/CostNav.

cs.AI

Weak-to-Strong Generalization under Distribution Shifts

As future superhuman models become increasingly complex, accurately supervising their behavior may exceed human capabilities. Recent works have demonstrated that in such scenarios, weak models can effectively supervise strong models, a phenomenon known as weak-to-strong generalization. However, we find that naive weak-to-strong generalization fails under distribution shifts, often leading to worse performance of the strong model than its weak supervisors. To address this, we propose RAVEN, a robust weak-to-strong generalization framework that dynamically learns the optimal combinations of weak models in addition to parameters of the strong model. We demonstrate the effectiveness of RAVEN on image classification, text classification, and preference alignment tasks. RAVEN outperforms alternative baselines by over 30% on out-of-distribution tasks while matching or surpassing existing methods on in-distribution tasks. Moreover, our results show that RAVEN assigns higher weights to more accurate weak models, demonstrating its ability to automatically identify trustworthy supervision.

cs.LG

D2E: Scaling Vision-Action Pretraining on Desktop Data for Transfer to Embodied AI

Large language models leverage internet-scale text data, yet embodied AI remains constrained by the prohibitive costs of physical trajectory collection. Desktop environments -- particularly gaming -- offer a compelling alternative: they provide rich sensorimotor interactions at scale while maintaining the structured observation-action coupling essential for embodied learning. We present D2E (Desktop to Embodied AI), a framework that demonstrates desktop interactions can serve as an effective pretraining substrate for robotics embodied AI tasks. Unlike prior work that remained domain-specific (e.g., VPT for Minecraft) or kept data proprietary (e.g., SIMA), D2E establishes a complete pipeline from scalable desktop data collection to verified transfer in embodied domains. Our framework comprises three components: (1) the OWA Toolkit that unifies diverse desktop interactions into a standardized format with 152x compression, (2) the Generalist-IDM that achieves strong zero-shot generalization across unseen games through timestamp-based event prediction, enabling internet-scale pseudo-labeling, and (3) VAPT that transfers desktop-pretrained representations to physical manipulation and navigation. Using 1.3K+ hours of data (259 hours of human demonstrations and 1K+ hours of pseudo-labeled gameplay), our 1B-parameter model achieves 96.6% success on LIBERO manipulation and 83.3% on CANVAS navigation, matching or surpassing models up to 7x larger, such as \pi_{0} (3.3B) and OpenVLA (7B). These results demonstrate that sensorimotor primitives learned from digital interactions transfer effectively to real-world physical tasks, establishing desktop pretraining as a practical paradigm for embodied AI. All resources are publicly available at https://worv-ai.github.io/d2e.

cs.AI

Revisiting Residual Connections: Orthogonal Updates for Stable and Efficient Deep Networks

Residual connections are pivotal for deep neural networks, enabling greater depth by mitigating vanishing gradients. However, in standard residual updates, the module's output is directly added to the input stream. This can lead to updates that predominantly reinforce or modulate the existing stream direction, potentially underutilizing the module's capacity for learning entirely novel features. In this work, we introduce Orthogonal Residual Update: we decompose the module's output relative to the input stream and add only the component orthogonal to this stream. This design aims to guide modules to contribute primarily new representational directions, fostering richer feature learning while promoting more efficient training. We demonstrate that our orthogonal update strategy improves generalization accuracy and training stability across diverse architectures (ResNetV2, Vision Transformers) and datasets (CIFARs, TinyImageNet, ImageNet-1k), achieving, for instance, a +3.78 pp top-1 accuracy gain for ViT-B on ImageNet-1k.

cs.CV

An Analysis of Model Robustness across Concurrent Distribution Shifts

Machine learning models, meticulously optimized for source data, often fail to predict target data when faced with distribution shifts (DSs). Previous benchmarking studies, though extensive, have mainly focused on simple DSs. Recognizing that DSs often occur in more complex forms in real-world scenarios, we broadened our study to include multiple concurrent shifts, such as unseen domain shifts combined with spurious correlations. We evaluated 26 algorithms that range from simple heuristic augmentations to zero-shot inference using foundation models, across 168 source-target pairs from eight datasets. Our analysis of over 100K models reveals that (i) concurrent DSs typically worsen performance compared to a single shift, with certain exceptions, (ii) if a model improves generalization for one distribution shift, it tends to be effective for others, and (iii) heuristic data augmentations achieve the best overall performance on both synthetic and real-world datasets.

cs.LG

MMVA: Multimodal Matching Based on Valence and Arousal across Images, Music, and Musical Captions

We introduce Multimodal Matching based on Valence and Arousal (MMVA), a tri-modal encoder framework designed to capture emotional content across images, music, and musical captions. To support this framework, we expand the Image-Music-Emotion-Matching-Net (IMEMNet) dataset, creating IMEMNet-C which includes 24,756 images and 25,944 music clips with corresponding musical captions. We employ multimodal matching scores based on the continuous valence (emotional positivity) and arousal (emotional intensity) values. This continuous matching score allows for random sampling of image-music pairs during training by computing similarity scores from the valence-arousal values across different modalities. Consequently, the proposed approach achieves state-of-the-art performance in valence-arousal prediction tasks. Furthermore, the framework demonstrates its efficacy in various zeroshot tasks, highlighting the potential of valence and arousal predictions in downstream applications.

cs.SD

ESREAL: Exploiting Semantic Reconstruction to Mitigate Hallucinations in Vision-Language Models

Hallucinations in vision-language models pose a significant challenge to their reliability, particularly in the generation of long captions. Current methods fall short of accurately identifying and mitigating these hallucinations. To address this issue, we introduce ESREAL, a novel unsupervised learning framework designed to suppress the generation of hallucinations through accurate localization and penalization of hallucinated tokens. Initially, ESREAL creates a reconstructed image based on the generated caption and aligns its corresponding regions with those of the original image. This semantic reconstruction aids in identifying both the presence and type of token-level hallucinations within the generated caption. Subsequently, ESREAL computes token-level hallucination scores by assessing the semantic similarity of aligned regions based on the type of hallucination. Finally, ESREAL employs a proximal policy optimization algorithm, where it selectively penalizes hallucinated tokens according to their token-level hallucination scores. Our framework notably reduces hallucinations in LLaVA, InstructBLIP, and mPLUG-Owl2 by 32.81%, 27.08%, and 7.46% on the CHAIR metric. This improvement is achieved solely through signals derived from the image itself, without the need for any image-text pairs.

cs.CV

CANVAS: Commonsense-Aware Navigation System for Intuitive Human-Robot Interaction

Real-life robot navigation involves more than just reaching a destination; it requires optimizing movements while addressing scenario-specific goals. An intuitive way for humans to express these goals is through abstract cues like verbal commands or rough sketches. Such human guidance may lack details or be noisy. Nonetheless, we expect robots to navigate as intended. For robots to interpret and execute these abstract instructions in line with human expectations, they must share a common understanding of basic navigation concepts with humans. To this end, we introduce CANVAS, a novel framework that combines visual and linguistic instructions for commonsense-aware navigation. Its success is driven by imitation learning, enabling the robot to learn from human navigation behavior. We present COMMAND, a comprehensive dataset with human-annotated navigation results, spanning over 48 hours and 219 km, designed to train commonsense-aware navigation systems in simulated environments. Our experiments show that CANVAS outperforms the strong rule-based system ROS NavStack across all environments, demonstrating superior performance with noisy instructions. Notably, in the orchard environment, where ROS NavStack records a 0% total success rate, CANVAS achieves a total success rate of 67%. CANVAS also closely aligns with human demonstrations and commonsense constraints, even in unseen environments. Furthermore, real-world deployment of CANVAS showcases impressive Sim2Real transfer with a total success rate of 69%, highlighting the potential of learning from human demonstrations in simulated environments for real-world applications.

cs.RO

Gate Error Analysis of Tunable Coupling Architecture in the Large-scale Superconducting Quantum System

In this paper, we examine various software and hardware strategies for implementing high-fidelity controlled-Z gate in the large-scale quantum system by solving the system's Hamiltonian with the Lindblad master equation. First, we show that the optimal single-parameter pulse achieved the gate error on the order of $10^{-4}$ for the 40 ns controlled-Z gate in the 4-qubit system. Second, we illustrate that the pulse optimized in the isolated 2-qubit system must be further optimized in the larger-scale system to achieve errors lower than the fault-tolerant threshold. Lastly, we explain that the hardware parameter regions with low gate fidelities are characterized by resonances in the large-scale quantum system. Our study provides software-oriented and hardware-level guidelines for building a large-scale fault-tolerant quantum system.

quant-ph