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Xiuxian Li

Publications and source records attributed to Xiuxian Li.

At least 19 recordsLinked to original sources

ABot-AgentOS: A General Robotic Agent OS with Lifelong Multi-modal Memory

Recent VLM and VLA systems have improved robotic perception and action prediction, yet long-horizon embodied agents still require a general runtime layer for reasoning, memory, tool use, verification, and cross-embodiment execution. We present ABot-AgentOS, a general robotic Agent Operating System that sits above low-level controllers and provides a deliberative agent layer for scene-conditioned planning, context-isolated skill execution, multi-stage verification, multi-modal memory, and edge-cloud collaboration. To evaluate such systems, we introduce EmbodiedWorldBench, an executable benchmark with 16 indoor, outdoor, and hybrid scenes, four difficulty levels, and over 200 tasks involving navigation, object search, NPC dialogue, dynamic events, and trace-grounded scoring. ABot-AgentOS further introduces Universal Multi-modal Graph Memory, a persistent source-grounded substrate that converts dialogue, visual observations, spatial context, temporal relations, and task traces into typed nodes and edges. A failure-driven self-evolution loop converts diagnosed memory failures into gated runtime evo-assets that are promoted only to later evaluation splits, preventing current-split ground-truth leakage while enabling continual improvement. On an initial EmbodiedWorldBench subset, ABot-AgentOS improves over a single-controller baseline in both task success and goal completion. Across memory benchmarks, ABot-AgentOS Static achieves 87.5 on LoCoMo, 59.9 on OpenEQA EM-EQA, 88.6 on Mem-Gallery, and 76.5 Acc@All on NExT-QA; self-evolution further improves LoCoMo to 88.7, OpenEQA to 60.4, and Mem-Gallery to 89.0. These results suggest that a general Agent OS layer can improve long-horizon embodied execution while providing persistent, auditable memory for continual interaction.

cs.AI

Autonomous UAV-Quadruped Docking in Complex Terrains via Active Posture Alignment and Constraint-Aware Control

Autonomous docking between Unmanned Aerial Vehicles (UAVs) and ground robots is essential for heterogeneous systems, yet most existing approaches target wheeled platforms whose limited mobility constrains exploration in complex terrains. Quadruped robots offer superior adaptability but undergo frequent posture variations, making it difficult to provide a stable landing surface for UAVs. To address these challenges, we propose an autonomous UAV-quadruped docking framework for GPS-denied environments. On the quadruped side, a Hybrid Internal Model with Horizontal Alignment (HIM-HA), learned via deep reinforcement learning, actively stabilizes the torso to provide a level platform. On the UAV side, a three-phase strategy is adopted, consisting of long-range acquisition with a median-filtered YOLOv8 detector, close-range tracking with a constraint-aware controller that integrates a Nonsingular Fast Terminal Sliding Mode Controller (NFTSMC) and a logarithmic Barrier Function (BF) to guarantee finite-time error convergence under field-of-view (FOV) constraints, and terminal descent guided by a Safety Period (SP) mechanism that jointly verifies tracking accuracy and platform stability. The proposed framework is validated in both simulation and real-world scenarios, successfully achieving docking on outdoor staircases higher than 17 cm and rough slopes steeper than 30 degrees. Supplementary materials and videos are available at: https://uav-quadruped-docking.github.io.

cs.RO

Dual-Horizon Hybrid Internal Model for Low-Gravity Quadrupedal Jumping with Hardware-in-the-Loop Validation

Locomotion under reduced gravity is commonly realized through jumping, yet continuous pronking in lunar gravity remains challenging due to prolonged flight phases and sparse ground contact. The extended aerial duration increases landing impact sensitivity and makes stable attitude regulation over rough planetary terrain difficult. Existing approaches primarily address single jumps on flat surfaces and lack both continuous-terrain solutions and realistic hardware validation. This work presents a Dual-Horizon Hybrid Internal Model for continuous quadrupedal jumping under lunar gravity using proprioceptive sensing only. Two temporal encoders capture complementary time scales: a short-horizon branch models rapid vertical dynamics with explicit vertical velocity estimation, while a long-horizon branch models horizontal motion trends and center-of-mass height evolution across the jump cycle. The fused representation enables stable and continuous jumping under extended aerial phases characteristic of lunar gravity. To provide hardware-in-the-loop validation, we develop the MATRIX (Mixed-reality Adaptive Testbed for Robotic Integrated eXploration) platform, a digital-twin-driven system that offloads gravity through a pulley-counterweight mechanism and maps Unreal Engine lunar terrain to a motion platform and treadmill in real time. Using MATRIX, we demonstrate continuous jumping of a quadruped robot under lunar-gravity emulation across cratered lunar-like terrain.

cs.RO

Dual-Channel Adaptive NMPC for Quadrotor under Instantaneous Impact and Payload Disturbances

Capturing target objects using the quadrotor has gained increasing popularity in recent years, but most studies focus on capturing lightweight objects. The instantaneous contact force generated when capturing objects of a certain mass, along with the payload uncertainty after attachment, will pose significant challenges to the quadrotor control. This paper proposes a novel control architecture, namely Dual-Channel Adaptive Nonlinear Model Predictive Control (DCA-NMPC), which cascades a nonlinear model predictive control with two lower-level model reference adaptive controllers and can resist drastic impact and adapt to uncertain inertial parameters. Numerical simulation experiments are performed for validation.

eess.SY

Large receptive field strategy and important feature extraction strategy in 3D object detection

The enhancement of 3D object detection is pivotal for precise environmental perception and improved task execution capabilities in autonomous driving. LiDAR point clouds, offering accurate depth information, serve as a crucial information for this purpose. Our study focuses on key challenges in 3D target detection. To tackle the challenge of expanding the receptive field of a 3D convolutional kernel, we introduce the Dynamic Feature Fusion Module (DFFM). This module achieves adaptive expansion of the 3D convolutional kernel's receptive field, balancing the expansion with acceptable computational loads. This innovation reduces operations, expands the receptive field, and allows the model to dynamically adjust to different object requirements. Simultaneously, we identify redundant information in 3D features. Employing the Feature Selection Module (FSM) quantitatively evaluates and eliminates non-important features, achieving the separation of output box fitting and feature extraction. This innovation enables the detector to focus on critical features, resulting in model compression, reduced computational burden, and minimized candidate frame interference. Extensive experiments confirm that both DFFM and FSM not only enhance current benchmarks, particularly in small target detection, but also accelerate network performance. Importantly, these modules exhibit effective complementarity.

cs.CV

A Generalized Multi-Modal Fusion Detection Framework

LiDAR point clouds have become the most common data source in autonomous driving. However, due to the sparsity of point clouds, accurate and reliable detection cannot be achieved in specific scenarios. Because of their complementarity with point clouds, images are getting increasing attention. Although with some success, existing fusion methods either perform hard fusion or do not fuse in a direct manner. In this paper, we propose a generic 3D detection framework called MMFusion, using multi-modal features. The framework aims to achieve accurate fusion between LiDAR and images to improve 3D detection in complex scenes. Our framework consists of two separate streams: the LiDAR stream and the camera stream, which can be compatible with any single-modal feature extraction network. The Voxel Local Perception Module in the LiDAR stream enhances local feature representation, and then the Multi-modal Feature Fusion Module selectively combines feature output from different streams to achieve better fusion. Extensive experiments have shown that our framework not only outperforms existing benchmarks but also improves their detection, especially for detecting cyclists and pedestrians on KITTI benchmarks, with strong robustness and generalization capabilities. Hopefully, our work will stimulate more research into multi-modal fusion for autonomous driving tasks.

cs.CV

Distributed online optimization for heterogeneous linear multi-agent systems with coupled constraints

This paper studies a class of distributed online convex optimization problems for heterogeneous linear multi-agent systems. Agents in a network, knowing only their own outputs, need to minimize the time-varying costs through neighboring interaction subject to time-varying coupled inequality constraints. Based on the saddle-point technique, we design a continuous-time distributed controller which is shown to achieve constant regret bound and sublinear fit bound, matching those of the standard centralized online method. We further extend the control law to the event-triggered communication mechanism and show that the constant regret bound and sublinear fit bound are still achieved while reducing the communication frequency. Additionally, we study the situation of communication noise, i.e., the agent's measurement of the relative states of its neighbors is disturbed by a noise. It is shown that, if the noise is not excessive, the regret and fit bounds are unaffected, which indicates the controller's noise-tolerance capability to some extent. Finally, a numerical simulation is provided to support the theoretical conclusions.

math.OC

Online Game with Time-Varying Coupled Inequality Constraints

In this paper, online game is studied, where at each time, a group of players aim at selfishly minimizing their own time-varying cost function simultaneously subject to time-varying coupled constraints and local feasible set constraints. Only local cost functions and local constraints are available to individual players, who can share limited information with their neighbors through a fixed and connected graph. In addition, players have no prior knowledge of future cost functions and future local constraint functions. In this setting, a novel decentralized online learning algorithm is devised based on mirror descent and a primal-dual strategy. The proposed algorithm can achieve sublinearly bounded regrets and constraint violation by appropriately choosing decaying stepsizes. Furthermore, it is shown that the generated sequence of play by the designed algorithm can converge to the variational GNE of a strongly monotone game, to which the online game converges. Additionally, a payoff-based case, i.e., in a bandit feedback setting, is also considered and a new payoff-based learning policy is devised to generate sublinear regrets and constraint violation. Finally, the obtained theoretical results are corroborated by numerical simulations.

cs.GT

Distributed Online Convex Optimization with Adversarial Constraints: Reduced Cumulative Constraint Violation Bounds under Slater's Condition

This paper considers distributed online convex optimization with adversarial constraints. In this setting, a network of agents makes decisions at each round, and then only a portion of the loss function and a coordinate block of the constraint function are privately revealed to each agent. The loss and constraint functions are convex and can vary arbitrarily across rounds. The agents collaborate to minimize network regret and cumulative constraint violation. A novel distributed online algorithm is proposed and it achieves an $\mathcal{O}(T^{\max\{c,1-c\}})$ network regret bound and an $\mathcal{O}(T^{1-c/2})$ network cumulative constraint violation bound, where $T$ is the number of rounds and $c\in(0,1)$ is a user-defined trade-off parameter. When Slater's condition holds (i.e, there is a point that strictly satisfies the inequality constraints), the network cumulative constraint violation bound is reduced to $\mathcal{O}(T^{1-c})$. Moreover, if the loss functions are strongly convex, then the network regret bound is reduced to $\mathcal{O}(\log(T))$, and the network cumulative constraint violation bound is reduced to $\mathcal{O}(\sqrt{\log(T)T})$ and $\mathcal{O}(\log(T))$ without and with Slater's condition, respectively. To the best of our knowledge, this paper is the first to achieve reduced (network) cumulative constraint violation bounds for (distributed) online convex optimization with adversarial constraints under Slater's condition. Finally, the theoretical results are verified through numerical simulations.

math.OC

Dynamic Regret for Online Composite Optimization

This paper investigates online composite optimization in dynamic environments, where each objective or loss function contains a time-varying nondifferentiable regularizer. To resolve it, an online proximal gradient algorithm is studied for two distinct scenarios, including convex and strongly convex objectives without the smooth condition. In both scenarios, unlike most of works, an extended version of the conventional path variation is employed to bound the considered performance metric, i.e., dynamic regret. In the convex scenario, a bound $\mathcal{O}(\sqrt{T^{1-β}D_β(T)+T})$ is obtained which is comparable to the best-known result, where $D_β(T)$ is the extended path variation with $β\in[0,1)$ and $T$ being the total number of rounds. In strongly convex case, a bound $\mathcal{O}(\log T(1+T^{-β}D_β(T)))$ on the dynamic regret is established. In the end, numerical examples are presented to support the theoretical findings.

math.OC

A Survey on Distributed Online Optimization and Game

Distributed online optimization and game have been increasingly researched in the last decade, mostly motivated by its wide applications in sensor networks, robotics (e.g., distributed target tracking and formation control), smart grids, deep learning, and so forth. In these problems, there is a network of agents who may be cooperative (i.e., distributed online optimization) or noncooperative (i.e., online game) through local information exchanges. And the local cost function of each agent is often time-varying in dynamic and even adversarial environments. At each time, a decision must be made by each agent based on historical information at hand without knowing future information on cost functions. For these problems, a comprehensive survey is still lacking. This paper aims to provide a thorough overview of distributed online optimization and game from the perspective of problem settings, communication, computation, algorithms, and performances. In addition, some potential future directions are also discussed.

cs.LG

Regret and Cumulative Constraint Violation Analysis for Distributed Online Constrained Convex Optimization

This paper considers the distributed online convex optimization problem with time-varying constraints over a network of agents. This is a sequential decision making problem with two sequences of arbitrarily varying convex loss and constraint functions. At each round, each agent selects a decision from the decision set, and then only a portion of the loss function and a coordinate block of the constraint function at this round are privately revealed to this agent. The goal of the network is to minimize the network-wide loss accumulated over time. Two distributed online algorithms with full-information and bandit feedback are proposed. Both dynamic and static network regret bounds are analyzed for the proposed algorithms, and network cumulative constraint violation is used to measure constraint violation, which excludes the situation that strictly feasible constraints can compensate the effects of violated constraints. In particular, we show that the proposed algorithms achieve $\mathcal{O}(T^{\max\{κ,1-κ\}})$ static network regret and $\mathcal{O}(T^{1-κ/2})$ network cumulative constraint violation, where $T$ is the time horizon and $κ\in(0,1)$ is a user-defined trade-off parameter. Moreover, if the loss functions are strongly convex, then the static network regret bound can be reduced to $\mathcal{O}(T^κ)$. Finally, numerical simulations are provided to illustrate the effectiveness of the theoretical results.

math.OC

Linear Last-Iterate Convergence for Continuous Games with Coupled Inequality Constraints

In this paper, the generalized Nash equilibrium (GNE) seeking problem for continuous games with coupled affine inequality constraints is investigated in a partial-decision information scenario, where each player can only access its neighbors' information through local communication although its cost function possibly depends on all other players' strategies. To this end, a novel decentralized primal-dual algorithm based on consensus and dual diffusion methods is devised for seeking the variational GNE of the studied games. This paper also provides theoretical analysis to show that the designed algorithm converges linearly for the last-iterate, which, to our best knowledge, is the first to propose a linearly convergent GNE seeking algorithm under coupled affine inequality constraints. Finally, a numerical example is presented to demonstrate the effectiveness of the obtained theoretical results.

cs.GT

A Survey of Decision Making in Adversarial Games

Game theory has by now found numerous applications in various fields, including economics, industry, jurisprudence, and artificial intelligence, where each player only cares about its own interest in a noncooperative or cooperative manner, but without obvious malice to other players. However, in many practical applications, such as poker, chess, evader pursuing, drug interdiction, coast guard, cyber-security, and national defense, players often have apparently adversarial stances, that is, selfish actions of each player inevitably or intentionally inflict loss or wreak havoc on other players. Along this line, this paper provides a systematic survey on three main game models widely employed in adversarial games, i.e., zero-sum normal-form and extensive-form games, Stackelberg (security) games, zero-sum differential games, from an array of perspectives, including basic knowledge of game models, (approximate) equilibrium concepts, problem classifications, research frontiers, (approximate) optimal strategy seeking techniques, prevailing algorithms, and practical applications. Finally, promising future research directions are also discussed for relevant adversarial games.

cs.GT

Continuous-Time and Event-Triggered Online Optimization for Linear Multi-Agent Systems

This paper studies the decentralized online convex optimization problem for heterogeneous linear multi-agent systems. Agents have access to their time-varying local cost functions related to their own outputs, and there are also time-varying coupling inequality constraints among them. The goal of each agent is to minimize the global cost function by selecting appropriate local actions only through communication between neighbors. We design a distributed controller based on the saddle-point method which achieves constant regret bound and sublinear fit bound. In addition, to reduce the communication overhead, we propose an event-triggered communication scheme and show that the constant regret bound and sublinear fit bound are still achieved in the case of discrete communications with no Zeno behavior. A numerical example is provided to verify the proposed algorithms.with no Zeno behavior. A numerical example is provided to verify the proposed algorithms.

math.OC

On the linear convergence of distributed Nash equilibrium seeking for multi-cluster games under partial-decision information

This paper considers the distributed strategy design for Nash equilibrium (NE) seeking in multi-cluster games under a partial-decision information scenario. In the considered game, there are multiple clusters and each cluster consists of a group of agents. A cluster is viewed as a virtual noncooperative player that aims to minimize its local payoff function and the agents in a cluster are the actual players that cooperate within the cluster to optimize the payoff function of the cluster through communication via a connected graph. In our setting, agents have only partial-decision information, that is, they only know local information and cannot have full access to opponents' decisions. To solve the NE seeking problem of this formulated game, a discrete-time distributed algorithm, called distributed gradient tracking algorithm (DGT), is devised based on the inter- and intra-communication of clusters. In the designed algorithm, each agent is equipped with strategy variables including its own strategy and estimates of other clusters' strategies. With the help of a weighted Fronbenius norm and a weighted Euclidean norm, theoretical analysis is presented to rigorously show the linear convergence of the algorithm. Finally, a numerical example is given to illustrate the proposed algorithm.

math.OC

Resilient Multi-Dimensional Consensus in Adversarial Environment

This paper considers the multi-dimensional consensus in networked systems, where some of the agents might be misbehaving (or faulty). Despite the influence of these misbehaviors, the benign agents aim to reach an agreement while avoiding being seriously influenced by the faulty ones. To this end, this paper first considers a general class of consensus algorithms, where each benign agent computes an "auxiliary point" based on the received values and moves its state toward this point. Concerning this generic form, we present conditions for achieving resilient consensus and obtain a lower bound on the exponential convergence rate. Assuming that the number of malicious agents is upper bounded, two specific resilient consensus algorithms are further developed based on the obtained conditions. Particularly, the first solution, based on Helly's Theorem, achieves the consensus within the convex hull formed by the benign agents' initial states, where the auxiliary point can be efficiently computed through linear programming. On the other hand, the second algorithm serves as a "built-in" security guarantee for standard average consensus algorithms, in the sense that its performance coincides exactly with that of the standard ones in the absence of faulty nodes while also resisting the serious influence of the misbehaving ones in adversarial environment. Some numerical examples are provided in the end to verify the theoretical results.

eess.SY

Decentralized Nash Equilibria Learning for Online Game with Bandit Feedback

This paper studies distributed online bandit learning of generalized Nash equilibria for online game, where cost functions of all players and coupled constraints are time-varying. The values rather than full information of cost and local constraint functions are revealed to local players gradually. The goal of each player is to selfishly minimize its own cost function with no future information subject to a strategy set constraint and time-varying coupled inequality constraints. To this end, a distributed online algorithm based on mirror descent and one-point bandit feedback is designed for seeking generalized Nash equilibria of the online game. It is shown that the devised online algorithm achieves sublinear expected regrets and accumulated constraint violation if the path variation of the generalized Nash equilibrium sequence is sublinear. Furthermore, the proposed algorithm is extended to the scenario of delayed bandit feedback, that is, the values of cost and constraint functions are disclosed to local players with time delays. It is also demonstrated that the online algorithm with delayed bandit feedback still has sublinear expected regrets and accumulated constraint violation under some conditions on the path variation and delay. Simulations are presented to illustrate the efficiency of theoretical results.

math.OC