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Wei-Shi Zheng

Publications and source records attributed to Wei-Shi Zheng.

At least 37 records · Page 2Linked to original sources

Bridging Domain Expertise and Generalization for Performance Estimation

Performance estimation under distribution shift aims to predict how a model behaves on an unlabeled test set whose distribution differs from the training data, a scenario that requires reliable indicators that can faithfully reflect model behavior without ground-truth labels. Existing approaches rely solely on the outputs of the given model whose biases are amplified once the distribution shifts, weakening the correlation with the true performance. Motivated by this limitation, we propose Fused Reference Alignment Prediction (FRAP), which leverages the complementary strengths of an external foundation model and the base model to construct a more reliable surrogate of the ground-truth labels. FRAP aligns the prediction distribution of the foundation model with that of the base model by applying temperature-scaled calibration that minimizes their divergence. The aligned predictions are fused through confidence-based weighting into a refined reference distribution that integrates robustness from the foundation model and domain-specific expertise from the base model, and performance estimation is obtained by measuring how closely the base model predictions agree with this reference. Extensive experiments across diverse datasets and architectures show that FRAP provides consistent and substantial improvements over representative performance-estimation methods under distribution shift.

cs.LG↗

ObjEmbed: Towards Universal Multimodal Object Embeddings

Aligning objects with corresponding textual descriptions is a fundamental challenge and a realistic requirement in vision-language understanding. While recent multimodal embedding models excel at global image-text alignment, they often struggle with fine-grained alignment between image regions and specific phrases. In this work, we present ObjEmbed, a novel MLLM embedding model that decomposes the input image into multiple regional embeddings, each corresponding to an individual object, along with global embeddings. It supports a wide range of visual understanding tasks like visual grounding, local image retrieval, and global image retrieval. ObjEmbed enjoys three key properties: (1) Object-Oriented Representation: It captures both semantic and spatial aspects of objects by generating two complementary embeddings for each region: an object embedding for semantic matching and an IoU embedding that predicts localization quality. The final object matching score combines semantic similarity with the predicted IoU, enabling more accurate retrieval. (2) Versatility: It seamlessly handles both region-level and image-level tasks. (3) Efficient Encoding: All objects in an image, along with the full image, are encoded in a single forward pass for high efficiency. Superior performance on 18 diverse benchmarks demonstrates its strong semantic discrimination.

cs.CV↗

From Abstraction to Instantiation: Learning Behavioral Representation for Vision-Language-Action Model

Vision-Language-Action (VLA) models often suffer from performance degradation under distribution shifts, as they struggle to learn generalized behavior representations across varying environments. While existing approaches attempt to construct behavior representations through action-centric latent variables, they are often limited by short-horizon temporal fragmentation and static execution-alignment, leading to inconsistent behaviors in complex scenarios. To address these limitations, we propose \textbf{BehaviorVLA}, a framework that facilitates robust manipulation through the learning of a temporally coherent behavioral representations. Our approach features two symmetric components: (1) the \textbf{Visuomotor Behavior Encoder (VBE)}, which utilizes a causal Mamba-based architecture to aggregate long-horizon trajectory information into a unified behavior representation; and (2) the \textbf{Phase-conditioned Behavior Decoder (PBD)}, which decodes this representation into precise actions by dynamically aligning task-level priors with real-time execution progress. Experiments on RoboTwin 2.0, LIBERO, and CALVIN demonstrate state-of-the-art success rates of 58\%, 98\%, and 4.36 (Avg.Len), respectively. Notably, in real-world sim-to-real transfer, BehaviorVLA matches the performance of OpenVLA-OFT using only 50\% of the demonstration data, showcasing its superior data efficiency and generalization.

cs.CV↗

DataClawBench: An Agent Benchmark for Exploratory Real-World Financial Data Analysis

Autonomous data analysis agents are increasingly expected to conduct exploratory analysis with limited human guidance about data. However, existing benchmarks typically evaluate such agents in prior-guided settings, providing selected data sources, explicit data schemas, or cleaned data, thereby understating the exploratory burden. To evaluate this realistic exploratory data analysis task, we introduce DataClawBench, a benchmark built from financial think-tank consulting scenarios where agents must independently explore unfamiliar, noisy, cross-domain data and produce verifiable conclusions. DataClawBench provides a unified real-world data environment with approximately 2.06 million records across enterprise, industry, and policy domains, with native data noise preserved. On top of this data environment, it defines 492 multi-step cross-domain tasks, each annotated with intermediate milestones that diagnose exploration and reasoning failures beyond outcome accuracy. A systematic evaluation of eight advanced LLMs under the OpenClaw agent reveals that exploratory data analysis breaks agent reliability: more exploration does not reliably translate into task-relevant progress or correct final answers.

cs.AI↗

Breaking $\textit{Winner-Takes-All}$: Cooperative Policy Optimization Improves Diverse LLM Reasoning

Reinforcement learning with verifiers (RLVR) has become a central paradigm for improving LLM reasoning, yet popular group-based optimization algorithms like GRPO often suffer from exploration collapse, where the models prematurely converge on a narrow set of high-scoring patterns, lacking the ability to explore new solutions. Recent efforts attempt to alleviate this by adding entropy regularization or diversity bonus. However, these approaches do not change the \textit{winner-takes-all} nature, where rollouts still compete for individual advantage rather than cooperating for maximizing global diversity. In this work, we propose Group Cooperative Policy Optimization (GCPO), which shifts the training paradigm from rollout competition to team cooperation. Specifically, GCPO replaces independent rollout scoring with team-level credit assignment: a rollout is rewarded by how much it contributes to the team's valid solution coverage, rather than its individual accuracy. This coverage is described as a determinant volume over reward-weighted semantic embeddings, where only correct and non-redundant rollouts contribute to this volume. During advantage estimation, GCPO redistributes the collective team reward to each single rollout according to its average marginal contribution to the team. This cooperative training paradigm routes optimization toward non-redundant correct reasoning paths. Experiments across multiple reasoning benchmarks demonstrate that GCPO significantly improves both reasoning accuracy and solution diversity over existing approaches. Code will be released at https://github.com/bradybuddiemarch/gcpo.

cs.AI↗

HarmoGS: Robust 3D Gaussian Splatting in the Wild via Conflict-Aware Gradient Harmonization

In-the-wild 3D Gaussian Splatting remains challenging due to transient distractors and illumination-induced cross-view appearance inconsistencies. Existing methods mainly rely on image-level masking to suppress unreliable supervision, but masking alone cannot fully eliminate residual occlusions or resolve illumination-induced inconsistencies, both of which can introduce conflicting cross-view gradients. These unresolved conflicts may destabilize Gaussian optimization and lead to visible reconstruction artifacts. We propose a conflict-aware 3DGS framework that addresses this problem from both image-space supervision and gradient-level optimization. Semantic Consistency-Guided Masking learns pixel-wise consistency scores to adaptively refine prior masks and suppress unreliable supervision before gradient formation. A dual-view Conflict-Aware Gradient Harmonization strategy further reconciles view-specific gradients by mutually rotating them into an orthogonal configuration, reducing negative directional interference across views. We also introduce conflict-aware densification and pruning to stabilize Gaussian growth and remove persistently conflicting primitives. Extensive experiments on standard in-the-wild benchmarks demonstrate that our method achieves state-of-the-art rendering quality under complex transient distractors and cross-view inconsistencies.

cs.CV↗

Learning Action Manifold with Multi-view Latent Priors for Robotic Manipulation

This paper tackles spatial perception and manipulation challenges in Vision-Language-Action (VLA) models. To address depth ambiguity from monocular input, we leverage a pre-trained multi-view diffusion model to synthesize latent novel views and propose a Geometry-Guided Gated Transformer (G3T) that aligns multi-view features under 3D geometric guidance while adaptively filtering occlusion noise. To improve action learning efficiency, we introduce Action Manifold Learning (AML), which directly predicts actions on the valid action manifold, bypassing inefficient regression of unstructured targets like noise or velocity. Experiments on LIBERO, RoboTwin 2.0, and real-robot tasks show our method achieves superior success rate and robustness over SOTA baselines. Project page: https://junjxiao.github.io/Multi-view-VLA.github.io/.

cs.RO↗

PhysiGen: Integrating Collision-Aware Physical Constraints for High-Fidelity Human-Human Interaction Generation

Despite substantial progress in text-driven 3D human motion synthesis, generating realistic multi-person interaction sequences remains challenging. Notably, body inter-penetration is a pervasive issue from both data acquisition to the generated results, which significantly undermines the realism and usability. Previous generative models either ignored this issue or introduced computationally expensive mesh-level loss functions to alleviate inter-body collisions. In this paper, we propose a general-purpose and computationally efficient optimization strategy named PhysiGen to explicitly integrate collision-aware physical constraints for human-human interaction generation. Specifically, we simplify the high-resolution human body mesh into geometric primitives to greatly reduce the cost of inter-person collision detection. Moreover, we identify the collision regions as the guidance of the optimization directions. PhysiGen is plug-and-play and can be readily integrated into existing human interaction generation models. Extensive cross-dataset and cross-model experiments show that our method can effectively reduce interpenetration and significantly improve visual coherence and physical plausibility compared to the state-of-the-art methods.

cs.CV↗

World-Env: Leveraging World Model as a Virtual Environment for VLA Post-Training

Vision-Language-Action (VLA) models trained via imitation learning suffer from significant performance degradation in data-scarce scenarios due to their reliance on large-scale demonstration datasets. Although reinforcement learning (RL)-based post-training has proven effective in addressing data scarcity, its application to VLA models is hindered by the non-resettable nature of real-world environments. This limitation is particularly critical in high-risk domains such as industrial automation, where interactions often induce state changes that are costly or infeasible to revert. Furthermore, existing VLA approaches lack a reliable mechanism for detecting task completion, leading to redundant actions that reduce overall task success rates. To address these challenges, we propose World-Env, an RL-based post-training framework that replaces physical interaction with a low-cost world model-based virtual simulator. World-Env consists of two key components: (1) a physically-consistent world simulator that generates temporally consistent future visual observations, and (2) a vision-language model (VLM)-guided instant reflector that provides continuous reward signals and predicts action termination. This simulated environment enables VLA models to safely explore and generalize beyond their initial imitation learning distribution. Our method achieves notable performance gains with as few as five expert demonstrations per task. Experiments on complex robotic manipulation tasks demonstrate that World-Env effectively overcomes the data inefficiency, safety constraints, and inefficient execution of conventional VLA models that rely on real-world interaction, offering a practical and scalable solution for post-training in resource-constrained settings. Our code is available at https://github.com/amap-cvlab/world-env.

cs.RO↗

Generative Texture Filtering

We present a generative method for texture filtering, which exhibits surprisingly good performance and generalizability. Our core idea is to empower texture filtering by taking full advantage of the strong learned image prior of pre-trained generative models. To this end, we propose to fine-tune a pre-trained generative model via a two-stage strategy. Specifically, we first conduct supervised fine-tuning on a very small set of paired images, and then perform reinforcement fine-tuning on a large-scale unlabeled dataset under the guidance of a reward function that quantifies the quality of texture removal and structure preservation. Extensive experiments show that our method clearly outperforms previous methods, and is effective to deal with previously challenging cases. Our code is available at https://github.com/OnlyZZZZ/Generative_Texture_Filtering.

cs.CV↗

RAFT-MSF++: Temporal Geometry-Motion Feature Fusion for Self-Supervised Monocular Scene Flow

Monocular scene flow estimation aims to recover dense 3D motion from image sequences, yet most existing methods are limited to two-frame inputs, restricting temporal modeling and robustness to occlusions. We propose RAFT-MSF++, a self-supervised multi-frame framework that recurrently fuses temporal features to jointly estimate depth and scene flow. Central to our approach is the Geometry-Motion Feature (GMF), which compactly encodes coupled motion and geometry cues and is iteratively updated for effective temporal reasoning. To ensure the robustness of this temporal fusion against occlusions, we incorporate relative positional attention to inject spatial priors and an occlusion regularization module to propagate reliable motion from visible regions. These components enable the GMF to effectively propagate information even in ambiguous areas. Extensive experiments show that RAFT-MSF++ achieves 24.14% SF-all on the KITTI Scene Flow benchmark, with a 30.99% improvement over the baseline and better robustness in occluded regions. The code is available at https://github.com/sunzunyi/RAFT-MSF-PlusPlus.

cs.CV↗

TacticGen: Grounding Adaptable and Scalable Generation of Football Tactics

Success in association football relies on both individual skill and coordinated tactics. While recent advancements in spatio-temporal data and deep learning have enabled predictive analyses like trajectory forecasting, the development of tactical design remains limited. Bridging this gap is essential, as prediction reveals what is likely to occur, whereas tactic generation determines what should occur to achieve strategic objectives. In this work, we present TacticGen, a generative model for adaptable and scalable tactic generation. TacticGen formulates tactics as sequences of multi-agent movements and interactions conditioned on the game context. It employs a multi-agent diffusion transformer with agent-wise self-attention and context-aware cross-attention to capture cooperative and competitive dynamics among players and the ball. Trained with over 3.3 million events and 100 million tracking frames from top-tier leagues, TacticGen achieves state-of-the-art precision in predicting player trajectories. Building on it, TacticGen enables adaptable tactic generation tailored to diverse inference-time objectives through classifier guidance mechanism, specified via rules, natural language, or neural models. Its modeling performance is also inherently scalable. A case study with football experts confirms that TacticGen generates realistic, strategically valuable tactics, demonstrating its practical utility for tactical planning in professional football. The project page is available at: https://shengxu.net/TacticGen/.

cs.AI↗

InTraGen: Trajectory-controlled Video Generation for Object Interactions

Advances in video generation have significantly improved the realism and quality of created scenes. This has fueled interest in developing intuitive tools that let users leverage video generation as world simulators. Text-to-video (T2V) generation is one such approach, enabling video creation from text descriptions only. Yet, due to the inherent ambiguity in texts and the limited temporal information offered by text prompts, researchers have explored additional control signals like trajectory-guided systems, for more accurate T2V generation. Nonetheless, methods to evaluate whether T2V models can generate realistic interactions between multiple objects are lacking. We introduce InTraGen, a pipeline for improved trajectory-based generation of object interaction scenarios. We propose 4 new datasets and a novel trajectory quality metric to evaluate the performance of the proposed InTraGen. To achieve object interaction, we introduce a multi-modal interaction encoding pipeline with an object ID injection mechanism that enriches object-environment interactions. Our results demonstrate improvements in both visual fidelity and quantitative performance. Code and datasets are available at https://github.com/insait-institute/InTraGen

cs.CV↗

SGS-Intrinsic: Semantic-Invariant Gaussian Splatting for Sparse-View Indoor Inverse Rendering

We present SGS-Intrinsic, an indoor inverse rendering framework that works well for sparse-view images. Unlike existing 3D Gaussian Splatting (3DGS) based methods that focus on object-centric reconstruction and fail to work under sparse view settings, our method allows to achieve high-quality geometry reconstruction and accurate disentanglement of material and illumination. The core idea is to construct a dense and geometry-consistent Gaussian semantic field guided by semantic and geometric priors, providing a reliable foundation for subsequent inverse rendering. Building upon this, we perform material-illumination disentanglement by combining a hybrid illumination model and material prior to effectively capture illumination-material interactions. To mitigate the impact of cast shadows and enhance the robustness of material recovery, we introduce illumination-invariant material constraint together with a deshadowing model. Extensive experiments on benchmark datasets show that our method consistently improves both reconstruction fidelity and inverse rendering quality over existing 3DGS-based inverse rendering approaches. Our code is available at https://github.com/GrumpySloths/SGS_Intrinsic.github.io.

cs.CV↗

You Only Erase Once: Erasing Anything without Bringing Unexpected Content

We present YOEO, an approach for object erasure. Unlike recent diffusion-based methods which struggle to erase target objects without generating unexpected content within the masked regions due to lack of sufficient paired training data and explicit constraint on content generation, our method allows to produce high-quality object erasure results free of unwanted objects or artifacts while faithfully preserving the overall context coherence to the surrounding content. We achieve this goal by training an object erasure diffusion model on unpaired data containing only large-scale real-world images, under the supervision of a sundries detector and a context coherence loss that are built upon an entity segmentation model. To enable more efficient training and inference, a diffusion distillation strategy is employed to train for a few-step erasure diffusion model. Extensive experiments show that our method outperforms the state-of-the-art object erasure methods. Code will be available at https://zyxunh.github.io/YOEO-ProjectPage/.

cs.CV↗

CycleManip: Enabling Cyclic Task Manipulation via Effective Historical Perception and Understanding

In this paper, we explore an important yet underexplored task in robot manipulation: cycle-based manipulation, where robots need to perform cyclic or repetitive actions with an expected terminal time. These tasks are crucial in daily life, such as shaking a bottle or knocking a nail. However, few prior works have explored this task, leading to two main challenges: 1) the imitation methods often fail to complete these tasks within the expected terminal time due to the ineffective utilization of history; 2) the absence of a benchmark with sufficient data and automatic evaluation tools hinders development of effective solutions in this area. To address these challenges, we first propose the CycleManip framework to achieve cycle-based task manipulation in an end-to-end imitation manner without requiring any extra models, hierarchical structure or significant computational overhead. The core insight is to enhance effective history perception by a cost-aware sampling strategy and to improve historical understanding by multi-task learning. Second, we introduce a cycle-based task manipulation benchmark, which provides diverse cycle-based tasks, and an automatic evaluation method. Extensive experiments conducted in both simulation and real-world settings demonstrate that our method achieves high success rates in cycle-based task manipulation. The results further show strong adaptability performance in general manipulation, and the plug-and-play ability on imitation policies such as Vision-Language-Action (VLA) models. Moreover, the results show that our approach can be applied across diverse robotic platforms, including bi-arm grippers, dexterous hands, and humanoid robots.

cs.RO↗

DexGrasp-Zero: A Morphology-Aligned Policy for Zero-Shot Cross-Embodiment Dexterous Grasping

To meet the demands of increasingly diverse dexterous hand hardware, it is crucial to develop a policy that enables zero-shot cross-embodiment grasping without redundant re-learning. Cross-embodiment alignment is challenging due to heterogeneous hand kinematics and physical constraints. Existing approaches typically predict intermediate motion targets and retarget them to each embodiment, which may introduce errors and violate embodiment-specific limits, hindering transfer across diverse hands. To overcome these limitations, we propose DexGrasp-Zero, a policy that learns universal grasping skills from diverse embodiments, enabling zero-shot transfer to unseen hands. We first introduce a morphology-aligned graph representation that maps each hand's kinematic keypoints to anatomically grounded nodes and equips each node with tri-axial orthogonal motion primitives, enabling structural and semantic alignment across different morphologies. Relying on this graph-based representation, we design a Morphology-Aligned Graph Convolutional Network (MAGCN) to encode the graph for policy learning. MAGCN incorporates a Physical Property Injection mechanism that fuses hand-specific physical constraints into the graph features, enabling adaptive compensation for varying link lengths and actuation limits for precise and stable grasping. Our extensive simulation evaluations on the YCB dataset demonstrate that our policy, jointly trained on four heterogeneous hands (Allegro, Shadow, Schunk, Ability), achieves an 85% zero-shot success rate on unseen hardware (LEAP, Inspire), outperforming the state-of-the-art method by 59.5%. Real-world experiments further evaluate our policy on three robot platforms (LEAP, Inspire, Revo2), achieving an 82% average success rate on unseen objects.

cs.RO↗

ReViP: Mitigating False Completion in Vision-Language-Action Models with Vision-Proprioception Rebalance

Vision-Language-Action (VLA) models have advanced robotic manipulation by combining vision, language, and proprioception to predict actions. However, previous methods fuse proprioceptive signals directly with vision-language features, resulting in state-dominant bias and \textbf{false completions} despite visible execution failures. We systematically analyze this failure mode, attributing it to modality imbalance, where policies overly rely on internal state progression and underuse visual evidence. To address this, we introduce the first \textbf{False-Completion Benchmark Suite}, featuring eight tasks with three controlled perturbations (\emph{Object Drop}, \emph{Distractor Swap}, \emph{Relayout}) to comprehensively evaluate false completion. Moreover, we propose \textbf{ReViP}, a novel VLA framework with \textbf{Vi}sion-\textbf{P}roprioception \textbf{Re}balance to enhance visual grounding and robustness under perturbations. The key insight is to introduce auxiliary \emph{progress-aware visual cues} to adaptively modulate the coupling between semantic perception and proprioceptive dynamics. Specifically, progress-aware visual cues are extracted by an external Task-Stage Observer, which performs task-relevant reasoning on real-time observations to drive task-stage feature-wise linear modulation, enhancing environmental awareness and mitigating state-driven errors. Extensive experiments show that ReViP effectively mitigates false completion and improves success rates over strong VLA baselines, achieving a \textbf{26\%} gain over $π_0$ model on our suite, with gains extending to LIBERO, RoboTwin 2.0, and real-world evaluations.

cs.RO↗