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Wentao Dong

Publications and source records attributed to Wentao Dong.

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RoboStriker: Latent-Space Strategic Games for Autonomous Humanoid Boxing

Achieving human-level competitive intelligence and physical agility in humanoid robots remains a profound challenge, particularly in contact-rich and highly dynamic tasks such as boxing. While Multi-Agent Reinforcement Learning offers a principled framework for strategic interaction, its direct application to unstructured raw motor spaces inevitably leads to joint-level physical collapse, preventing the emergence of any viable combat tactics. To resolve this fundamental conflict between strategic exploration and physical feasibility, we formulate the humanoid combat task as a novel two-player latent-space zero-sum Markov game. Under standard regularity and approximate best-response assumptions, we show that the latent formulation induces an equivalent game over the decoder-reachable action manifold, providing an approximate-Nash interpretation of the resulting self-play dynamics. To instantiate this theoretical formulation, we propose RoboStriker, a hierarchical framework that decouples high-level reasoning from low-level execution. It first distills the tracking expertise of predefined boxing motions into a topologically bounded latent manifold. This structured latent foundation subsequently drives multi-agent co-evolution via Latent-Space Neural Fictitious Self-Play. Extensive experimental results demonstrate that gaming within this structured latent space substantially outperforms direct exploration. By constraining strategic exploration through a pretrained motion decoder, RoboStriker substantially reduces the catastrophic balance failures observed in raw action-space methods and achieves superior tactical performance in both competitive win rates and striking efficiency. Finally, we successfully deploy and validate our learned combat policies on real-world humanoid robots. Our code and video and supplementary materials are available at RoboStriker.

cs.RO

Scalable and General Whole-Body Control for Cross-Humanoid Locomotion

Learning-based whole-body controllers have become a key driver for humanoid robots, yet most existing approaches require robot-specific training. In this paper, we study the problem of cross-embodiment humanoid control and show that a single policy can robustly generalize across a wide range of humanoid robot designs with one-time training. We introduce XHugWBC, a novel cross-embodiment training framework that enables generalist humanoid control through: (1) physics-consistent morphological randomization, (2) semantically aligned observation and action spaces across diverse humanoid robots, and (3) effective policy architectures modeling morphological and dynamical properties. XHugWBC is not tied to any specific robot. Instead, it internalizes a broad distribution of morphological and dynamical characteristics during training. By learning motion priors from diverse randomized embodiments, the policy acquires a strong structural bias that supports zero-shot transfer to previously unseen robots. Experiments on twelve simulated humanoids and seven real-world robots demonstrate the strong generalization and robustness of the resulting universal controller.

cs.RO

TeeDAO: A Decentralized Autonomous Organization for Heterogeneous TEEs

Trusted Execution Environments (TEEs) have emerged as a critical technology for safeguarding sensitive data and ensuring code integrity in modern computing systems. However, relying on a single TEE implementation makes systems vulnerable to a central point of attack. Building distributed-trust systems leveraging heterogeneous TEEs helps disperse trust but still faces threats from centralized management and adaptive mobile adversaries. To address these challenges, this paper introduces TeeDAO, a novel three-layer framework that automatically organizes multiple heterogeneous TEE instances and provides unified interfaces to support diverse applications, while ensuring long-term guarantees of availability, integrity, and confidentiality. TeeDAO couples BFT-ordered governance with heterogeneity-aware Distributed Proactive Secret Sharing (DPSS) and Secure Multi-Party Computation (MPC) so that attestation-driven committee changes are consistently reflected in secret recovery, resharing, and computation across a dynamic committee of heterogeneous TEEs. We implement a prototype of TeeDAO, integrating COBRA's DPSS scheme with the HotStuff BFT consensus protocol, and adapt it for Intel SGX, TDX, and Hygon CSV. Evaluations demonstrate that TeeDAO achieves up to 1.8x higher key-value store throughput in a large cluster with 61 nodes compared to state-of-the-art systems, efficient autonomous management, and minimal computation overhead (<18%) for multi-party computation tasks.

cs.CR

RoboStriker: Hierarchical Decision-Making for Autonomous Humanoid Boxing

Achieving human-level competitive intelligence and physical agility in humanoid robots remains a major challenge, particularly in contact-rich and highly dynamic tasks such as boxing. While Multi-Agent Reinforcement Learning (MARL) offers a principled framework for strategic interaction, its direct application to humanoid control is hindered by high-dimensional contact dynamics and the absence of strong physical motion priors. We propose RoboStriker, a hierarchical three-stage framework that enables fully autonomous humanoid boxing by decoupling high-level strategic reasoning from low-level physical execution. The framework first learns a comprehensive repertoire of boxing skills by training a single-agent motion tracker on human motion capture data. These skills are subsequently distilled into a structured latent manifold, regularized by projecting the Gaussian-parameterized distribution onto a unit hypersphere. This topological constraint effectively confines exploration to the subspace of physically plausible motions. In the final stage, we introduce Latent-Space Neural Fictitious Self-Play (LS-NFSP), where competing agents learn competitive tactics by interacting within the latent action space rather than the raw motor space, significantly stabilizing multi-agent training. Experimental results demonstrate that RoboStriker achieves superior competitive performance in simulation and exhibits sim-to-real transfer. Our website is available at RoboStriker.

cs.RO

Amulet: Fast TEE-Shielded Inference for On-Device Model Protection

On-device machine learning (ML) introduces new security concerns about model privacy. Storing valuable trained ML models on user devices exposes them to potential extraction by adversaries. The current mainstream solution for on-device model protection is storing the weights and conducting inference within Trusted Execution Environments (TEEs). However, due to limited trusted memory that cannot accommodate the whole model, most existing approaches employ a partitioning strategy, dividing a model into multiple slices that are loaded into the TEE sequentially. This frequent interaction between untrusted and trusted worlds dramatically increases inference latency, sometimes by orders of magnitude. In this paper, we propose Amulet, a fast TEE-shielded on-device inference framework for ML model protection. Amulet incorporates a suite of obfuscation methods specifically designed for common neural network architectures. After obfuscation by the TEE, the entire transformed model can be securely stored in untrusted memory, allowing the inference process to execute directly in untrusted memory with GPU acceleration. For each inference request, only two rounds of minimal-overhead interaction between untrusted and trusted memory are required to process input samples and output results. We also provide theoretical proof from an information-theoretic perspective that the obfuscated model does not leak information about the original weights. We comprehensively evaluated Amulet using diverse model architectures ranging from ResNet-18 to GPT-2. Our approach incurs inference latency only 2.8-4.8x that of unprotected models with negligible accuracy loss, achieving an 8-9x speedup over baseline methods that execute inference entirely within TEEs, and performing approximately 2.2x faster than the state-of-the-art obfuscation-based method.

cs.CR

H$_2$O$_2$RAM: A High-Performance Hierarchical Doubly Oblivious RAM

The combination of Oblivious RAM (ORAM) with Trusted Execution Environments (TEE) has found numerous real-world applications due to their complementary nature. TEEs alleviate the performance bottlenecks of ORAM, such as network bandwidth and roundtrip latency, and ORAM provides general-purpose protection for TEE applications against attacks exploiting memory access patterns. The defining property of this combination, which sets it apart from traditional ORAM designs, is its ability to ensure that memory accesses, both inside and outside of TEEs, are made oblivious, thus termed doubly oblivious RAM (O$_2$RAM). Efforts to develop O$_2$RAM with enhanced performance are ongoing. In this work, we propose H$_2$O$_2$RAM, a high-performance doubly oblivious RAM construction. The distinguishing feature of our approach, compared to the existing tree-based doubly oblivious designs, is its first adoption of the hierarchical framework that enjoys inherently better data locality and parallelization. While the latest hierarchical solution, FutORAMa, achieves concrete efficiency in the classic client-server model by leveraging a relaxed assumption of sublinear-sized client-side private memory, adapting it to our scenario poses challenges due to the conflict between this relaxed assumption and our doubly oblivious requirement. To this end, we introduce several new efficient oblivious components to build a high-performance hierarchical O$_2$RAM (H$_2$O$_2$RAM). We implement our design and evaluate it on various scenarios. The results indicate that H$_2$O$_2$RAM reduces execution time by up to $\sim 10^3$ times and saves memory usage by $5\sim44$ times compared to state-of-the-art solutions.

cs.CR

Metadata-private Messaging without Coordination

For those seeking end-to-end private communication free from pervasive metadata tracking and censorship, the Tor network has been the de-facto choice in practice, despite its susceptibility to traffic analysis attacks. Recently, numerous metadata-private messaging proposals have emerged with the aim to surpass Tor in the messaging context by obscuring the relationships between any two messaging buddies, even against global and active attackers. However, most of these systems face an undesirable usability constraint: they require a metadata-private "dialing" phase to establish mutual agreement and timing or round coordination before initiating any regular chats among users. This phase is not only resource-intensive but also inflexible, limiting users' ability to manage multiple concurrent conversations seamlessly. For stringent privacy requirement, the often-enforced traffic uniformity further exacerbated the limitations of this roadblock. In this paper, we introduce PingPong, a new end-to-end system for metadata-private messaging designed to overcome these limitations. Under the same traffic uniformity requirement, PingPong replaces the rigid "dial-before-converse" paradigm with a more flexible "notify-before-retrieval" workflow. This workflow incorporates a metadata-private notification subsystem, Ping, and a metadata-private message store, Pong. Both Ping and Pong leverage hardware-assisted secure enclaves for performance and operates through a series of customized oblivious algorithms, while meeting the uniformity requirements for metadata protection. By allowing users to switch between conversations on demand, PingPong achieves a level of usability akin to modern instant messaging systems, while also offering improved performance and bandwidth utilization for goodput. We have built a prototype of PingPong with 32 8-core servers equipped with enclaves to validate our claims.

cs.CR

A Unified and General Humanoid Whole-Body Controller for Versatile Locomotion

Locomotion is a fundamental skill for humanoid robots. However, most existing works make locomotion a single, tedious, unextendable, and unconstrained movement. This limits the kinematic capabilities of humanoid robots. In contrast, humans possess versatile athletic abilities-running, jumping, hopping, and finely adjusting gait parameters such as frequency and foot height. In this paper, we investigate solutions to bring such versatility into humanoid locomotion and thereby propose HugWBC: a unified and general humanoid whole-body controller for versatile locomotion. By designing a general command space in the aspect of tasks and behaviors, along with advanced techniques like symmetrical loss and intervention training for learning a whole-body humanoid controlling policy in simulation, HugWBC enables real-world humanoid robots to produce various natural gaits, including walking, jumping, standing, and hopping, with customizable parameters such as frequency, foot swing height, further combined with different body height, waist rotation, and body pitch. Beyond locomotion, HugWBC also supports real-time interventions from external upper-body controllers like teleoperation, enabling loco-manipulation with precision under any locomotive behavior. Extensive experiments validate the high tracking accuracy and robustness of HugWBC with/without upper-body intervention for all commands, and we further provide an in-depth analysis of how the various commands affect humanoid movement and offer insights into the relationships between these commands. To our knowledge, HugWBC is the first humanoid whole-body controller that supports such versatile locomotion behaviors with high robustness and flexibility.

cs.RO

RHINO: Learning Real-Time Humanoid-Human-Object Interaction from Human Demonstrations

Humanoid robots have shown success in locomotion and manipulation. Despite these basic abilities, humanoids are still required to quickly understand human instructions and react based on human interaction signals to become valuable assistants in human daily life. Unfortunately, most existing works only focus on multi-stage interactions, treating each task separately, and neglecting real-time feedback. In this work, we aim to empower humanoid robots with real-time reaction abilities to achieve various tasks, allowing human to interrupt robots at any time, and making robots respond to humans immediately. To support such abilities, we propose a general humanoid-human-object interaction framework, named RHINO, i.e., Real-time Humanoid-human Interaction and Object manipulation. RHINO provides a unified view of reactive motion, instruction-based manipulation, and safety concerns, over multiple human signal modalities, such as languages, images, and motions. RHINO is a hierarchical learning framework, enabling humanoids to learn reaction skills from human-human-object demonstrations and teleoperation data. In particular, it decouples the interaction process into two levels: 1) a high-level planner inferring human intentions from real-time human behaviors; and 2) a low-level controller achieving reactive motion behaviors and object manipulation skills based on the predicted intentions. We evaluate the proposed framework on a real humanoid robot and demonstrate its effectiveness, flexibility, and safety in various scenarios.

cs.RO

A Two-Stage Trip Inference Model of Purposes and Socio-Economic Attributes of Regular Public Transit Users

Data-driven research is becoming a new paradigm in transportation, but the natural lack of individual socio-economic attributes in transportation data makes research such as activity purpose inference and mobility pattern identification lack convincingness and verifiability. In this paper, a two-stage trip purpose and socio-economic attributes inference model is proposed based on travel resident survey and smart card data. In the first stage, the trip purpose of each trip is inferred by a combination of rule-based and XGBoost models. In the second stage, based on the trip purpose, a machine-learning model is built to inference the socio-economic attributes of individuals. A teacher-student model based on self-training is then applied on the models above to transfer them to smart card data. The impact of independent variables of socio-economic attributes inference model is also investigated. The results show that models for inferring trip purposes and socio-economic attributes have overall accuracies of 92.7% and 76.3%, respectively. Travel time, arrival time, departure time and purpose of the first two trips are most important factors on age and job status, while the land price of jobs-housing are significant to the inference of individual incomes.

stat.AP

ZSC-Eval: An Evaluation Toolkit and Benchmark for Multi-agent Zero-shot Coordination

Zero-shot coordination (ZSC) is a new cooperative multi-agent reinforcement learning (MARL) challenge that aims to train an ego agent to work with diverse, unseen partners during deployment. The significant difference between the deployment-time partners' distribution and the training partners' distribution determined by the training algorithm makes ZSC a unique out-of-distribution (OOD) generalization challenge. The potential distribution gap between evaluation and deployment-time partners leads to inadequate evaluation, which is exacerbated by the lack of appropriate evaluation metrics. In this paper, we present ZSC-Eval, the first evaluation toolkit and benchmark for ZSC algorithms. ZSC-Eval consists of: 1) Generation of evaluation partner candidates through behavior-preferring rewards to approximate deployment-time partners' distribution; 2) Selection of evaluation partners by Best-Response Diversity (BR-Div); 3) Measurement of generalization performance with various evaluation partners via the Best-Response Proximity (BR-Prox) metric. We use ZSC-Eval to benchmark ZSC algorithms in Overcooked and Google Research Football environments and get novel empirical findings. We also conduct a human experiment of current ZSC algorithms to verify the ZSC-Eval's consistency with human evaluation. ZSC-Eval is now available at https://github.com/sjtu-marl/ZSC-Eval.

cs.AI

Adaptive Control Strategy for Quadruped Robots in Actuator Degradation Scenarios

Quadruped robots have strong adaptability to extreme environments but may also experience faults. Once these faults occur, robots must be repaired before returning to the task, reducing their practical feasibility. One prevalent concern among these faults is actuator degradation, stemming from factors like device aging or unexpected operational events. Traditionally, addressing this problem has relied heavily on intricate fault-tolerant design, which demands deep domain expertise from developers and lacks generalizability. Learning-based approaches offer effective ways to mitigate these limitations, but a research gap exists in effectively deploying such methods on real-world quadruped robots. This paper introduces a pioneering teacher-student framework rooted in reinforcement learning, named Actuator Degradation Adaptation Transformer (ADAPT), aimed at addressing this research gap. This framework produces a unified control strategy, enabling the robot to sustain its locomotion and perform tasks despite sudden joint actuator faults, relying exclusively on its internal sensors. Empirical evaluations on the Unitree A1 platform validate the deployability and effectiveness of Adapt on real-world quadruped robots, and affirm the robustness and practicality of our approach.

cs.RO

Facke: a Survey on Generative Models for Face Swapping

In this work, we investigate into the performance of mainstream neural generative models on the very task of swapping faces. We have experimented on CVAE, CGAN, CVAE-GAN, and conditioned diffusion models. Existing finely trained models have already managed to produce fake faces (Facke) indistinguishable to the naked eye as well as achieve high objective metrics. We perform a comparison among them and analyze their pros and cons. Furthermore, we proposed some promising tricks though they do not apply to this task.

cs.CV