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Xinshuang Liu

Publications and source records attributed to Xinshuang Liu.

12 recordsLinked to original sources

Unified Agent: Managing Interactions across Devices

As capabilities rapidly increase, AI agents can move from running inside one app to acting across a user's devices over time. Yet existing agent systems still fall short in this scenario. This is because observations are scattered across devices and moments, but mainstream systems are not designed around this fact: a single agent that treats devices as tools lacks effective state management for all devices across time, and multi-agent systems coordinate across agents but do not maintain the compact carried state a cross-device, cross-time request needs. We argue that the agent should maintain an effectively designed state that organizes engagement evidence, stated facts, and the standing request in a compact, action-ready form for deciding its action given the current observation. To compare state designs, we construct a benchmark of user-agent interaction across devices and time. We instantiate this principle in Unified Agent, a stateful agent that carries interaction evidence across devices and moments and uses it with the current observation to act. In the default setting, it significantly outperforms our adaptations of four published designs. Across changes in multimodal large language model (MLLM) family, capability, and reasoning effort, it remains ahead of all compared systems, demonstrating that the state-design advantage is robust across MLLM settings. Our code and data will be publicly available on GitHub.

cs.AI

Score-Regularized Joint Sampling with Importance Weights for Flow Matching

Flow matching models effectively represent complex distributions, yet estimating expectations of functions of their outputs remains challenging under limited sampling budgets. Independent sampling often yields high-variance estimates, especially when rare but high-impact outcomes dominate the expectation. We propose a non-IID sampling framework that jointly draws multiple samples to cover diverse, salient regions of a flow matching model's generative distribution. To balance diversity and quality, we introduce a score-based regularization for the diversity mechanism (SR), which uses the score function, i.e., the gradient of the log probability, to ensure samples are pushed apart within high-density regions of the data manifold, mitigating off-manifold drift. To enable unbiased estimation when desired, we further develop an approach for importance weighting of non-IID flow samples by learning a residual velocity field that reproduces the marginal distribution of the non-IID samples and by evolving importance weights along trajectories. Empirically, our method produces diverse, high-quality samples and accurate importance-weight estimates and debiased expectation estimates, advancing the reliable characterization of flow matching model outputs.

cs.CV

Consistency-Preserving Diverse Video Generation

Text-to-video generation is expensive, so only a few samples are typically produced per prompt. In this low-sample regime, maximizing the value of each batch requires high cross-video diversity. Recent methods improve diversity for image generation, but for videos they often degrade within-video temporal consistency and require costly backpropagation through a video decoder. We propose a joint-sampling framework for flow-matching video generators that improves batch diversity while preserving temporal consistency. Our approach applies diversity-driven updates and then removes only the components that would decrease a temporal-consistency objective. To avoid image-space gradients, we compute both objectives with lightweight latent-space models, avoiding video decoding and decoder backpropagation. Experiments on a state-of-the-art text-to-video flow-matching model show diversity close to strong joint-sampling baselines while substantially improving temporal consistency and color naturalness. Our code is available at https://github.com/XinshuangL/Diverse-Video.

cs.CV

DexFuture: Hierarchical Future-State Visuomotor Targeting for Bimanual Dexterous Tool Use

Bimanual dexterous tool use remains challenging for robots due to high-dimensional hand configurations and complex hand-tool-object dynamics and contact. Most existing control policies depend on future configuration references provided from demonstrations, while future action-conditioned world models require slow online planning over high-dimensional action sequences. A significant challenge is generating a dynamically consistent future reference trajectory without relying on privileged states from demonstrations or slow counterfactual planning. We propose DexFuture, a hierarchical system that couples a high-level Future-State Visuomotor Target Predictor with a low-level Target-Conditioned Structured Dexterous Policy. Conditioned on egocentric RGB, proprioceptive and geometric history, the high-level predictor constructs structured hand-tool-object visuomotor embeddings and uses a horizon-conditioned transformer to generate a multi-step future target trajectory. Then, the low-level policy tracks them with a target-conditioned per-link transformer. This hierarchy decouples coarse future reference generation from fine-grained action control, and slow long-horizon semantic prediction from high-frequency execution. On OakInk2 bimanual tool-use tasks, DexFuture achieves 90% of the privileged-oracle performance, compared to 7% for a no-reference policy. DexFuture operates at 60 Hz, approximately 250 times faster than DexWM-style Cross-Entropy Method (CEM) planning with a future action-conditioned world model.

cs.RO

PhysGraph: Physically-Grounded Graph-Transformer Policies for Bimanual Dexterous Hand-Tool-Object Manipulation

Bimanual dexterous manipulation for tool use remains a formidable challenge in robotics due to the high-dimensional state space and complicated contact dynamics. Existing methods naively represent the entire system state as a single configuration vector, disregarding the rich structural and topological information inherent to articulated hands. We present PhysGraph, a physically-grounded graph transformer policy designed explicitly for challenging bimanual hand-tool-object manipulation. Unlike prior works, we represent the bimanual system as a kinematic graph and introduce per-link tokenization to preserve fine-grained local state information. We propose a physically-grounded bias generator that injects structural priors directly into the attention mechanism, including kinematic spatial distance, dynamic contact states, geometric proximity, and anatomical properties. This allows the policy to explicitly reason about physical interactions rather than learning them implicitly from sparse rewards. Extensive experiments show that PhysGraph significantly outperforms baseline - ManipTrans in manipulation precision and task success rates while using only 51% of the parameters of ManipTrans. Furthermore, the inherent topological flexibility of our architecture shows qualitative zero-shot transfer to unseen tool/object geometries, and is sufficiently general to be trained on three robotic hands (Shadow, Allegro, Inspire).

cs.RO

Image-Conditioned 3D Gaussian Splat Quantization

3D Gaussian Splatting (3DGS) has attracted considerable attention for enabling high-quality real-time rendering. Although 3DGS compression methods have been proposed for deployment on storage-constrained devices, two limitations hinder archival use: (1) they compress medium-scale scenes only to the megabyte range, which remains impractical for large-scale scenes or extensive scene collections; and (2) they lack mechanisms to accommodate scene changes after long-term archival. To address these limitations, we propose an Image-Conditioned Gaussian Splat Quantizer (ICGS-Quantizer) that substantially enhances compression efficiency and provides adaptability to scene changes after archiving. ICGS-Quantizer improves quantization efficiency by jointly exploiting inter-Gaussian and inter-attribute correlations and by using shared codebooks across all training scenes, which are then fixed and applied to previously unseen test scenes, eliminating the overhead of per-scene codebooks. This approach effectively reduces the storage requirements for 3DGS to the kilobyte range while preserving visual fidelity. To enable adaptability to post-archival scene changes, ICGS-Quantizer conditions scene decoding on images captured at decoding time. The encoding, quantization, and decoding processes are trained jointly, ensuring that the codes, which are quantized representations of the scene, are effective for conditional decoding. We evaluate ICGS-Quantizer on 3D scene compression and 3D scene updating. Experimental results show that ICGS-Quantizer consistently outperforms state-of-the-art methods in compression efficiency and adaptability to scene changes. Our code, model, and data will be publicly available on GitHub.

cs.CV

DynaGSLAM: Real-Time Gaussian-Splatting SLAM for Online Rendering, Tracking, Motion Predictions of Moving Objects in Dynamic Scenes

Simultaneous Localization and Mapping (SLAM) is one of the most important environment-perception and navigation algorithms for computer vision, robotics, and autonomous cars/drones. Hence, high quality and fast mapping becomes a fundamental problem. With the advent of 3D Gaussian Splatting (3DGS) as an explicit representation with excellent rendering quality and speed, state-of-the-art (SOTA) works introduce GS to SLAM. Compared to classical pointcloud-SLAM, GS-SLAM generates photometric information by learning from input camera views and synthesize unseen views with high-quality textures. However, these GS-SLAM fail when moving objects occupy the scene that violate the static assumption of bundle adjustment. The failed updates of moving GS affects the static GS and contaminates the full map over long frames. Although some efforts have been made by concurrent works to consider moving objects for GS-SLAM, they simply detect and remove the moving regions from GS rendering ("anti'' dynamic GS-SLAM), where only the static background could benefit from GS. To this end, we propose the first real-time GS-SLAM, "DynaGSLAM'', that achieves high-quality online GS rendering, tracking, motion predictions of moving objects in dynamic scenes while jointly estimating accurate ego motion. Our DynaGSLAM outperforms SOTA static & "Anti'' dynamic GS-SLAM on three dynamic real datasets, while keeping speed and memory efficiency in practice.

cs.CV

Self-Updatable Large Language Models by Integrating Context into Model Parameters

Despite significant advancements in large language models (LLMs), the rapid and frequent integration of small-scale experiences, such as interactions with surrounding objects, remains a substantial challenge. Two critical factors in assimilating these experiences are (1) Efficacy: the ability to accurately remember recent events; (2) Retention: the capacity to recall long-past experiences. Current methods either embed experiences within model parameters using continual learning, model editing, or knowledge distillation techniques, which often struggle with rapid updates and complex interactions, or rely on external storage to achieve long-term retention, thereby increasing storage requirements. In this paper, we propose SELF-PARAM (Self-Updatable Large Language Models with Parameter Integration). SELF-PARAM requires no extra parameters while ensuring near-optimal efficacy and long-term retention. Our method employs a training objective that minimizes the Kullback-Leibler (KL) divergence between the predictions of an original model (with access to contextual information) and a target model (without such access). By generating diverse question-answer pairs related to the knowledge and minimizing the KL divergence across this dataset, we update the target model to internalize the knowledge seamlessly within its parameters. Evaluations on question-answering and conversational recommendation tasks demonstrate that SELF-PARAM significantly outperforms existing methods, even when accounting for non-zero storage requirements. This advancement paves the way for more efficient and scalable integration of experiences in large language models by embedding knowledge directly into model parameters.

cs.CL

V-Hands: Touchscreen-based Hand Tracking for Remote Whiteboard Interaction

In whiteboard-based remote communication, the seamless integration of drawn content and hand-screen interactions is essential for an immersive user experience. Previous methods either require bulky device setups for capturing hand gestures or fail to accurately track the hand poses from capacitive images. In this paper, we present a real-time method for precise tracking 3D poses of both hands from capacitive video frames. To this end, we develop a deep neural network to identify hands and infer hand joint positions from capacitive frames, and then recover 3D hand poses from the hand-joint positions via a constrained inverse kinematic solver. Additionally, we design a device setup for capturing high-quality hand-screen interaction data and obtained a more accurate synchronized capacitive video and hand pose dataset. Our method improves the accuracy and stability of 3D hand tracking for capacitive frames while maintaining a compact device setup for remote communication. We validate our scheme design and its superior performance on 3D hand pose tracking and demonstrate the effectiveness of our method in whiteboard-based remote communication. Our code, model, and dataset are available at https://V-Hands.github.io.

cs.HC

RecWizard: A Toolkit for Conversational Recommendation with Modular, Portable Models and Interactive User Interface

We present a new Python toolkit called RecWizard for Conversational Recommender Systems (CRS). RecWizard offers support for development of models and interactive user interface, drawing from the best practices of the Huggingface ecosystems. CRS with RecWizard are modular, portable, interactive and Large Language Models (LLMs)-friendly, to streamline the learning process and reduce the additional effort for CRS research. For more comprehensive information about RecWizard, please check our GitHub https://github.com/McAuley-Lab/RecWizard.

cs.IR

Action2video: Generating Videos of Human 3D Actions

We aim to tackle the interesting yet challenging problem of generating videos of diverse and natural human motions from prescribed action categories. The key issue lies in the ability to synthesize multiple distinct motion sequences that are realistic in their visual appearances. It is achieved in this paper by a two-step process that maintains internal 3D pose and shape representations, action2motion and motion2video. Action2motion stochastically generates plausible 3D pose sequences of a prescribed action category, which are processed and rendered by motion2video to form 2D videos. Specifically, the Lie algebraic theory is engaged in representing natural human motions following the physical law of human kinematics; a temporal variational auto-encoder (VAE) is developed that encourages diversity of output motions. Moreover, given an additional input image of a clothed human character, an entire pipeline is proposed to extract his/her 3D detailed shape, and to render in videos the plausible motions from different views. This is realized by improving existing methods to extract 3D human shapes and textures from single 2D images, rigging, animating, and rendering to form 2D videos of human motions. It also necessitates the curation and reannotation of 3D human motion datasets for training purpose. Thorough empirical experiments including ablation study, qualitative and quantitative evaluations manifest the applicability of our approach, and demonstrate its competitiveness in addressing related tasks, where components of our approach are compared favorably to the state-of-the-arts.

cs.CV

Configuration Dynamics of a Flexible Polymer Chain in a Bath of Chiral Active Particles

We investigate configuration dynamics of a flexible polymer chain in a bath of active particles with dynamic chirality, i.e., particles rotate with a deterministic angular velocity $ω$ besides self-propulsion,by Langevin dynamics simulations in two dimensional space. Particular attentions are paid to how the gyration radius $R_{g}$ changes with the propulsion velocity $v_{0}$,angular velocity $ω$ and chain length. We find that in a chiral bath with a typical nonzero $ω$, the chain first collapses into a small compact cluster and swells again with increasing $v_{0}$, in quite contrast to the case for a normal achiral bath $(ω=0)$ wherein a flexible chain swells with increasing $v_{0}$. More interestingly, the polymer can even form a closed ring if the chain length is large enough,which may oscillate with the cluster if $v_{0}$ is large. Consequently, the gyration radius $R_{g}$ shows nontrivial non-monotonic dependences on $v_{0}$, i.e., it undergoes a minimum for relatively short chains, and two minima with a maximum in between for longer chains. Our analysis shows that such interesting phenomena are mainly due to the competition between two roles played by the chiral active bath: while the persistence motion due to particle activity tends to stretch the chain, the circular motion of the particle may lead to an effective osmotic pressure that tends to collapse the chain. In addition, the size of the circular motion $R_{0}=v_{0}/ω$ shows an important role in that the compact clusters and closed-rings are both observed at nearly the same values of $R_{0}$ for different $ω$.

cond-mat.soft