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Xiang Deng

Publications and source records attributed to Xiang Deng.

At least 37 records · Page 2Linked to original sources

Imitation Learning for Multi-turn LM Agents via On-policy Expert Corrections

A popular paradigm for training LM agents relies on imitation learning, fine-tuning on expert trajectories. However, we show that the off-policy nature of imitation learning for multi-turn LM agents suffers from the fundamental limitation known as covariate shift: as the student policy's behavior diverges from the expert's, it encounters states not present in the training data, reducing the effectiveness of fine-tuning. Taking inspiration from the classic DAgger algorithm, we propose a novel data generation methodology for addressing covariate shift for multi-turn LLM training. We introduce on-policy expert corrections (OECs), partially on-policy data generated by starting rollouts with a student model and then switching to an expert model part way through the trajectory. We explore the effectiveness of our data generation technique in the domain of software engineering (SWE) tasks, a multi-turn setting where LLM agents must interact with a development environment to fix software bugs. Our experiments compare OEC data against various other on-policy and imitation learning approaches on SWE agent problems and train models using a common rejection sampling (i.e., using environment reward) combined with supervised fine-tuning technique. Experiments find that OEC trajectories show a relative 14% and 13% improvement over traditional imitation learning in the 7b and 32b setting, respectively, on SWE-bench verified. Our results demonstrate the need for combining expert demonstrations with on-policy data for effective multi-turn LM agent training.

cs.LG↗

UniMo: Unifying 2D Video and 3D Human Motion with an Autoregressive Framework

We propose UniMo, an innovative autoregressive model for joint modeling of 2D human videos and 3D human motions within a unified framework, enabling simultaneous generation and understanding of these two modalities for the first time. Current methods predominantly focus on generating one modality given another as the condition or integrating either of them with other modalities such as text and audio. Unifying 2D videos and 3D motions for simultaneous optimization and generation remains largely unexplored, presenting significant challenges due to their substantial structural and distributional differences. Inspired by the LLM's ability to unify different modalities, our method models videos and 3D motions as a unified tokens sequence, utilizing separate embedding layers to mitigate distribution gaps. Additionally, we devise a sequence modeling strategy that integrates two distinct tasks within a single framework, proving the effectiveness of unified modeling. Moreover, to efficiently align with visual tokens and preserve 3D spatial information, we design a novel 3D motion tokenizer with a temporal expansion strategy, using a single VQ-VAE to produce quantized motion tokens. It features multiple expert decoders that handle body shapes, translation, global orientation, and body poses for reliable 3D motion reconstruction. Extensive experiments demonstrate that our method simultaneously generates corresponding videos and motions while performing accurate motion capture. This work taps into the capacity of LLMs to fuse diverse data types, paving the way for integrating human-centric information into existing models and potentially enabling multimodal, controllable joint modeling of humans, objects, and scenes.

cs.CV↗

Embodied Crowd Counting

Occlusion is one of the fundamental challenges in crowd counting. In the community, various data-driven approaches have been developed to address this issue, yet their effectiveness is limited. This is mainly because most existing crowd counting datasets on which the methods are trained are based on passive cameras, restricting their ability to fully sense the environment. Recently, embodied navigation methods have shown significant potential in precise object detection in interactive scenes. These methods incorporate active camera settings, holding promise in addressing the fundamental issues in crowd counting. However, most existing methods are designed for indoor navigation, showing unknown performance in analyzing complex object distribution in large scale scenes, such as crowds. Besides, most existing embodied navigation datasets are indoor scenes with limited scale and object quantity, preventing them from being introduced into dense crowd analysis. Based on this, a novel task, Embodied Crowd Counting (ECC), is proposed. We first build up an interactive simulator, Embodied Crowd Counting Dataset (ECCD), which enables large scale scenes and large object quantity. A prior probability distribution that approximates realistic crowd distribution is introduced to generate crowds. Then, a zero-shot navigation method (ZECC) is proposed. This method contains a MLLM driven coarse-to-fine navigation mechanism, enabling active Z-axis exploration, and a normal-line-based crowd distribution analysis method for fine counting. Experimental results against baselines show that the proposed method achieves the best trade-off between counting accuracy and navigation cost.

cs.CV↗

SWE-Bench Pro: Can AI Agents Solve Long-Horizon Software Engineering Tasks?

We introduce SWE-Bench Pro, a substantially more challenging benchmark that builds upon the best practices of SWE-BENCH [25], but is explicitly designed to capture realistic, complex, enterprise-level problems beyond the scope of SWE-BENCH. SWE-BENCH PRO contains 1,865 problems sourced from a diverse set of 41 actively maintained repositories spanning business applications, B2B services, and developer tools. The benchmark is partitioned into a public set with open access to problems sourced from 11 repositories, a held-out set of 12 repositories and a commercial set of 18 proprietary repositories where we have formal partnership agreements with early-stage startups. Problems in the held-out and the commercial set are not publicly accessible, but we release results on the commercial set. Our benchmark features long-horizon tasks that may require hours to days for a professional software engineer to complete, often involving patches across multiple files and substantial code modifications. All tasks are human-verified and augmented with sufficient context to ensure resolvability. To better understand these limitations, we cluster the failure modes observed in the collected agent trajectories for a clearer characterization of the error patterns exhibited by current models. Overall, SWE-BENCH PRO provides a contamination-resistant testbed that more faithfully captures the complexity and diversity of real-world software development, advancing the pursuit of truly autonomous software engineering agents at a professional level.

cs.SE↗

Tunable Hybrid-Mode Coupler Enabling Strong Interactions between Transmons at Centimeter-Scale Distance

The transmon, a fabrication-friendly superconducting qubit, remains a leading candidate for scalable quantum computing. Recent advances in tunable couplers have accelerated progress toward high-performance quantum processors. However, extending coherent interactions beyond millimeter scales to enhance quantum connectivity presents a critical challenge. Here, we introduce a hybrid-mode coupler exploiting resonator-transmon hybridization to simultaneously engineer the two lowest-frequency mode, enabling high-contrast coupling between centimeter-scale transmons. For a 1-cm coupler, our framework predicts flux-tunable $XX$ and $ZZ$ coupling strengths reaching 23 MHz and 100 MHz, with modulation contrasts exceeding $10^2$ and $10^4$, respectively, demonstrating quantitative agreement with an effective two-channel model. This work provides an efficient pathway to mitigate the inherent connectivity constraints imposed by short-range interactions, enabling transmon-based architectures compatible with hardware-efficient quantum tasks.

quant-ph↗

Task-Aware 3D Affordance Segmentation via 2D Guidance and Geometric Refinement

Understanding 3D scene-level affordances from natural language instructions is essential for enabling embodied agents to interact meaningfully in complex environments. However, this task remains challenging due to the need for semantic reasoning and spatial grounding. Existing methods mainly focus on object-level affordances or merely lift 2D predictions to 3D, neglecting rich geometric structure information in point clouds and incurring high computational costs. To address these limitations, we introduce Task-Aware 3D Scene-level Affordance segmentation (TASA), a novel geometry-optimized framework that jointly leverages 2D semantic cues and 3D geometric reasoning in a coarse-to-fine manner. To improve the affordance detection efficiency, TASA features a task-aware 2D affordance detection module to identify manipulable points from language and visual inputs, guiding the selection of task-relevant views. To fully exploit 3D geometric information, a 3D affordance refinement module is proposed to integrate 2D semantic priors with local 3D geometry, resulting in accurate and spatially coherent 3D affordance masks. Experiments on SceneFun3D demonstrate that TASA significantly outperforms the baselines in both accuracy and efficiency in scene-level affordance segmentation.

cs.CV↗

AgentBench: Evaluating LLMs as Agents

The potential of Large Language Model (LLM) as agents has been widely acknowledged recently. Thus, there is an urgent need to quantitatively \textit{evaluate LLMs as agents} on challenging tasks in interactive environments. We present AgentBench, a multi-dimensional benchmark that consists of 8 distinct environments to assess LLM-as-Agent's reasoning and decision-making abilities. Our extensive test over \num API-based and open-sourced (OSS) LLMs shows that, while top commercial LLMs present a strong ability of acting as agents in complex environments, there is a significant disparity in performance between them and many OSS competitors that are no larger than 70B. We identify the typical reasons of failures in environments and LLMs, showing that poor long-term reasoning, decision-making, and instruction following abilities are the main obstacles for developing usable LLM agents. Improving instruction following and training on high quality multi-round alignment data could improve agent performance. And different from existing assumptions, training on code present ambivalent impacts on different agent tasks. Datasets, environments, and an integrated evaluation package for AgentBench are released at https://github.com/THUDM/AgentBench.

cs.AI↗

F1: A Vision-Language-Action Model Bridging Understanding and Generation to Actions

Executing language-conditioned tasks in dynamic visual environments remains a central challenge in embodied AI. Existing Vision-Language-Action (VLA) models predominantly adopt reactive state-to-action mappings, often leading to short-sighted behaviors and poor robustness in dynamic scenes. In this paper, we introduce F1, a pretrained VLA framework which integrates the visual foresight generation into decision-making pipeline. F1 adopts a Mixture-of-Transformer architecture with dedicated modules for perception, foresight generation, and control, thereby bridging understanding, generation, and actions. At its core, F1 employs a next-scale prediction mechanism to synthesize goal-conditioned visual foresight as explicit planning targets. By forecasting plausible future visual states, F1 reformulates action generation as a foresight-guided inverse dynamics problem, enabling actions that implicitly achieve visual goals. To endow F1 with robust and generalizable capabilities, we propose a three-stage training recipe on an extensive dataset comprising over 330k trajectories across 136 diverse tasks. This training scheme enhances modular reasoning and equips the model with transferable visual foresight, which is critical for complex and dynamic environments. Extensive evaluations on real-world tasks and simulation benchmarks demonstrate F1 consistently outperforms existing approaches, achieving substantial gains in both task success rate and generalization ability.

cs.RO↗

DAgger Diffusion Navigation: DAgger Boosted Diffusion Policy for Vision-Language Navigation

Vision-Language Navigation in Continuous Environments (VLN-CE) requires agents to follow natural language instructions through free-form 3D spaces. Existing VLN-CE approaches typically use a two-stage waypoint planning framework, where a high-level waypoint predictor generates the navigable waypoints, and then a navigation planner suggests the intermediate goals in the high-level action space. However, this two-stage decomposition framework suffers from: (1) global sub-optimization due to the proxy objective in each stage, and (2) a performance bottleneck caused by the strong reliance on the quality of the first-stage predicted waypoints. To address these limitations, we propose DAgger Diffusion Navigation (DifNav), an end-to-end optimized VLN-CE policy that unifies the traditional two stages, i.e. waypoint generation and planning, into a single diffusion policy. Notably, DifNav employs a conditional diffusion policy to directly model multi-modal action distributions over future actions in continuous navigation space, eliminating the need for a waypoint predictor while enabling the agent to capture multiple possible instruction-following behaviors. To address the issues of compounding error in imitation learning and enhance spatial reasoning in long-horizon navigation tasks, we employ DAgger for online policy training and expert trajectory augmentation, and use the aggregated data to further fine-tune the policy. This approach significantly improves the policy's robustness and its ability to recover from error states. Extensive experiments on benchmark datasets demonstrate that, even without a waypoint predictor, the proposed method substantially outperforms previous state-of-the-art two-stage waypoint-based models in terms of navigation performance. Our code is available at: https://github.com/Tokishx/DifNav.

cs.RO↗

WebGuard: Building a Generalizable Guardrail for Web Agents

The rapid development of autonomous web agents powered by Large Language Models (LLMs), while greatly elevating efficiency, exposes the frontier risk of taking unintended or harmful actions. This situation underscores an urgent need for effective safety measures, akin to access controls for human users. To address this critical challenge, we introduce WebGuard, the first comprehensive dataset designed to support the assessment of web agent action risks and facilitate the development of guardrails for real-world online environments. In doing so, WebGuard specifically focuses on predicting the outcome of state-changing actions and contains 4,939 human-annotated actions from 193 websites across 22 diverse domains, including often-overlooked long-tail websites. These actions are categorized using a novel three-tier risk schema: SAFE, LOW, and HIGH. The dataset includes designated training and test splits to support evaluation under diverse generalization settings. Our initial evaluations reveal a concerning deficiency: even frontier LLMs achieve less than 60% accuracy in predicting action outcomes and less than 60% recall in lagging HIGH-risk actions, highlighting the risks of deploying current-generation agents without dedicated safeguards. We therefore investigate fine-tuning specialized guardrail models using WebGuard. We conduct comprehensive evaluations across multiple generalization settings and find that a fine-tuned Qwen2.5VL-7B model yields a substantial improvement in performance, boosting accuracy from 37% to 80% and HIGH-risk action recall from 20% to 76%. Despite these improvements, the performance still falls short of the reliability required for high-stakes deployment, where guardrails must approach near-perfect accuracy and recall.

cs.AI↗

SHADE-Arena: Evaluating Sabotage and Monitoring in LLM Agents

As Large Language Models (LLMs) are increasingly deployed as autonomous agents in complex and long horizon settings, it is critical to evaluate their ability to sabotage users by pursuing hidden objectives. We study the ability of frontier LLMs to evade monitoring and achieve harmful hidden goals while completing a wide array of realistic tasks. We evaluate a broad range of frontier LLMs using SHADE (Subtle Harmful Agent Detection & Evaluation)-Arena, the first highly diverse agent evaluation dataset for sabotage and monitoring capabilities of LLM agents. SHADE-Arena consists of complex pairs of benign main tasks and harmful side objectives in complicated environments. Agents are evaluated on their ability to complete the side task without appearing suspicious to an LLM monitor. When measuring agent ability to (a) complete the main task, (b) complete the side task, and (c) avoid detection, we find that the best performing frontier models score 27% (Claude 3.7 Sonnet) and 15% (Gemini 2.5 Pro) as sabotage agents when overseen by Claude 3.6 Sonnet. For current frontier models, success on the side task relies heavily on having access to a hidden scratchpad that is not visible to the monitor. We also use SHADE-Arena to measure models' monitoring abilities, with the top monitor (Gemini 2.5 Pro) achieving an AUC of 0.87 at distinguishing benign and malign transcripts. We find that for now, models still struggle at sabotage due to failures in long-context main task execution. However, our measurements already demonstrate the difficulty of monitoring for subtle sabotage attempts, which we expect to only increase in the face of more complex and longer-horizon tasks.

cs.AI↗

Agent-RLVR: Training Software Engineering Agents via Guidance and Environment Rewards

Reinforcement Learning from Verifiable Rewards (RLVR) has been widely adopted as the de facto method for enhancing the reasoning capabilities of large language models and has demonstrated notable success in verifiable domains like math and competitive programming tasks. However, the efficacy of RLVR diminishes significantly when applied to agentic environments. These settings, characterized by multi-step, complex problem solving, lead to high failure rates even for frontier LLMs, as the reward landscape is too sparse for effective model training via conventional RLVR. In this work, we introduce Agent-RLVR, a framework that makes RLVR effective in challenging agentic settings, with an initial focus on software engineering tasks. Inspired by human pedagogy, Agent-RLVR introduces agent guidance, a mechanism that actively steers the agent towards successful trajectories by leveraging diverse informational cues. These cues, ranging from high-level strategic plans to dynamic feedback on the agent's errors and environmental interactions, emulate a teacher's guidance, enabling the agent to navigate difficult solution spaces and promotes active self-improvement via additional environment exploration. In the Agent-RLVR training loop, agents first attempt to solve tasks to produce initial trajectories, which are then validated by unit tests and supplemented with agent guidance. Agents then reattempt with guidance, and the agent policy is updated with RLVR based on the rewards of these guided trajectories. Agent-RLVR elevates the pass@1 performance of Qwen-2.5-72B-Instruct from 9.4% to 22.4% on SWE-Bench Verified. We find that our guidance-augmented RLVR data is additionally useful for test-time reward model training, shown by further boosting pass@1 to 27.8%. Agent-RLVR lays the groundwork for training agents with RLVR in complex, real-world environments where conventional RL methods struggle.

cs.CL↗

Few-Shot Vision-Language Action-Incremental Policy Learning

Recently, Transformer-based robotic manipulation methods utilize multi-view spatial representations and language instructions to learn robot motion trajectories by leveraging numerous robot demonstrations. However, the collection of robot data is extremely challenging, and existing methods lack the capability for continuous learning on new tasks with only a few demonstrations. In this paper, we formulate these challenges as the Few-Shot Action-Incremental Learning (FSAIL) task, and accordingly design a Task-prOmpt graPh evolutIon poliCy (TOPIC) to address these issues. Specifically, to address the data scarcity issue in robotic imitation learning, TOPIC learns Task-Specific Prompts (TSP) through the deep interaction of multi-modal information within few-shot demonstrations, thereby effectively extracting the task-specific discriminative information. On the other hand, to enhance the capability for continual learning on new tasks and mitigate the issue of catastrophic forgetting, TOPIC adopts a Continuous Evolution Strategy (CES). CES leverages the intrinsic relationships between tasks to construct a task relation graph, which effectively facilitates the adaptation of new tasks by reusing skills learned from previous tasks. TOPIC pioneers few-shot continual learning in the robotic manipulation task, and extensive experimental results demonstrate that TOPIC outperforms state-of-the-art baselines by over 26$\%$ in success rate, significantly enhancing the continual learning capabilities of existing Transformer-based policies.

cs.RO↗

Graph-based Diffusion Model for Collaborative Filtering

Recently, diffusion-based recommendation methods have achieved impressive results. However, existing approaches predominantly treat each user's historical interactions as independent training samples, overlooking the potential of higher-order collaborative signals between users and items. Such signals, which encapsulate richer and more nuanced relationships, can be naturally captured using graph-based data structures. To address this limitation, we extend diffusion-based recommendation methods to the graph domain by directly modeling user-item bipartite graphs with diffusion models. This enables better modeling of the higher-order connectivity inherent in complex interaction dynamics. However, this extension introduces two primary challenges: (1) Noise Heterogeneity, where interactions are influenced by various forms of continuous and discrete noise, and (2) Relation Explosion, referring to the high computational costs of processing large-scale graphs. To tackle these challenges, we propose a Graph-based Diffusion Model for Collaborative Filtering (GDMCF). To address noise heterogeneity, we introduce a multi-level noise corruption mechanism that integrates both continuous and discrete noise, effectively simulating real-world interaction complexities. To mitigate relation explosion, we design a user-active guided diffusion process that selectively focuses on the most meaningful edges and active users, reducing inference costs while preserving the graph's topological integrity. Extensive experiments on three benchmark datasets demonstrate that GDMCF consistently outperforms state-of-the-art methods, highlighting its effectiveness in capturing higher-order collaborative signals and improving recommendation performance.

cs.SI↗

GMTalker: Gaussian Mixture-based Audio-Driven Emotional Talking Video Portraits

Synthesizing high-fidelity and emotion-controllable talking video portraits, with audio-lip sync, vivid expressions, realistic head poses, and eye blinks, has been an important and challenging task in recent years. Most existing methods suffer in achieving personalized and precise emotion control, smooth transitions between different emotion states, and the generation of diverse motions. To tackle these challenges, we present GMTalker, a Gaussian mixture-based emotional talking portraits generation framework. Specifically, we propose a Gaussian mixture-based expression generator that can construct a continuous and disentangled latent space, achieving more flexible emotion manipulation. Furthermore, we introduce a normalizing flow-based motion generator pretrained on a large dataset with a wide-range motion to generate diverse head poses, blinks, and eyeball movements. Finally, we propose a personalized emotion-guided head generator with an emotion mapping network that can synthesize high-fidelity and faithful emotional video portraits. Both quantitative and qualitative experiments demonstrate our method outperforms previous methods in image quality, photo-realism, emotion accuracy, and motion diversity.

cs.CV↗

Spatial-Temporal Graph Diffusion Policy with Kinematic Modeling for Bimanual Robotic Manipulation

Despite the significant success of imitation learning in robotic manipulation, its application to bimanual tasks remains highly challenging. Existing approaches mainly learn a policy to predict a distant next-best end-effector pose (NBP) and then compute the corresponding joint rotation angles for motion using inverse kinematics. However, they suffer from two important issues: (1) rarely considering the physical robotic structure, which may cause self-collisions or interferences, and (2) overlooking the kinematics constraint, which may result in the predicted poses not conforming to the actual limitations of the robot joints. In this paper, we propose Kinematics enhanced Spatial-TemporAl gRaph Diffuser (KStar Diffuser). Specifically, (1) to incorporate the physical robot structure information into action prediction, KStar Diffuser maintains a dynamic spatial-temporal graph according to the physical bimanual joint motions at continuous timesteps. This dynamic graph serves as the robot-structure condition for denoising the actions; (2) to make the NBP learning objective consistent with kinematics, we introduce the differentiable kinematics to provide the reference for optimizing KStar Diffuser. This module regularizes the policy to predict more reliable and kinematics-aware next end-effector poses. Experimental results show that our method effectively leverages the physical structural information and generates kinematics-aware actions in both simulation and real-world

cs.RO↗

3D-AffordanceLLM: Harnessing Large Language Models for Open-Vocabulary Affordance Detection in 3D Worlds

3D Affordance detection is a challenging problem with broad applications on various robotic tasks. Existing methods typically formulate the detection paradigm as a label-based semantic segmentation task. This paradigm relies on predefined labels and lacks the ability to comprehend complex natural language, resulting in limited generalization in open-world scene. To address these limitations, we reformulate the traditional affordance detection paradigm into \textit{Instruction Reasoning Affordance Segmentation} (IRAS) task. This task is designed to output a affordance mask region given a query reasoning text, which avoids fixed categories of input labels. We accordingly propose the \textit{3D-AffordanceLLM} (3D-ADLLM), a framework designed for reasoning affordance detection in 3D open-scene. Specifically, 3D-ADLLM introduces large language models (LLMs) to 3D affordance perception with a custom-designed decoder for generating affordance masks, thus achieving open-world reasoning affordance detection. In addition, given the scarcity of 3D affordance datasets for training large models, we seek to extract knowledge from general segmentation data and transfer it to affordance detection. Thus, we propose a multi-stage training strategy that begins with a novel pre-training task, i.e., \textit{Referring Object Part Segmentation}~(ROPS). This stage is designed to equip the model with general recognition and segmentation capabilities at the object-part level. Then followed by fine-tuning with the IRAS task, 3D-ADLLM obtains the reasoning ability for affordance detection. In summary, 3D-ADLLM leverages the rich world knowledge and human-object interaction reasoning ability of LLMs, achieving approximately an 8\% improvement in mIoU on open-vocabulary affordance detection tasks.

cs.CV↗

Decision Mamba: A Multi-Grained State Space Model with Self-Evolution Regularization for Offline RL

While the conditional sequence modeling with the transformer architecture has demonstrated its effectiveness in dealing with offline reinforcement learning (RL) tasks, it is struggle to handle out-of-distribution states and actions. Existing work attempts to address this issue by data augmentation with the learned policy or adding extra constraints with the value-based RL algorithm. However, these studies still fail to overcome the following challenges: (1) insufficiently utilizing the historical temporal information among inter-steps, (2) overlooking the local intrastep relationships among return-to-gos (RTGs), states, and actions, (3) overfitting suboptimal trajectories with noisy labels. To address these challenges, we propose Decision Mamba (DM), a novel multi-grained state space model (SSM) with a self-evolving policy learning strategy. DM explicitly models the historical hidden state to extract the temporal information by using the mamba architecture. To capture the relationship among RTG-state-action triplets, a fine-grained SSM module is designed and integrated into the original coarse-grained SSM in mamba, resulting in a novel mamba architecture tailored for offline RL. Finally, to mitigate the overfitting issue on noisy trajectories, a self-evolving policy is proposed by using progressive regularization. The policy evolves by using its own past knowledge to refine the suboptimal actions, thus enhancing its robustness on noisy demonstrations. Extensive experiments on various tasks show that DM outperforms other baselines substantially.

cs.LG↗