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Xuguang Lan

Publications and source records attributed to Xuguang Lan.

At least 19 recordsLinked to original sources

OASIS: Observation-Action Space Alignment via SE(3) Trajectory Prediction for Robotic Manipulation

Recent vision-language-action (VLA) models and world action models (WAMs) advance robotic manipulation by enriching intermediate representations with auxiliary spatial features or future visual-state prediction. However, these representations largely remain within the observation space and do not share the rigid-body geometry of the action space, forcing the action decoder to implicitly recover this geometry. We propose OASIS, a visuomotor policy that aligns the intermediate representation with the action space via $SE(3)$ end-effector trajectory prediction. OASIS couples a 3D-aware feature encoder that fuses vision-language and metric-depth features with an $SE(3)$ trajectory predictor that produces a camera-frame end-effector trajectory. Conditioned on the predictor's pose-supervised hidden states, the action decoder generates action chunks consistent with rigid-body motion. Across simulation and real-world experiments, OASIS outperforms VLA and WAM baselines in success rate and out-of-distribution generalization. Our project page is available at https://npuhandsome.github.io/OASIS_web.

cs.RO

AffordSim: A Scalable Data Generator and Benchmark for Affordance-Aware Robotic Manipulation

Many everyday robot manipulation skills are affordance-dependent, with success determined by whether the robot contacts the functional object region required by the subsequent action. Current simulation data generators obtain contacts from generic grasp estimators or per-object manual contact annotations, but generic estimators rank stable grasps without task semantics and often select contacts that are misaligned with the downstream action, while manual contact annotations must be rewritten for each new object and task. To solve these challenges, we introduce AffordSim, a scalable data generator and benchmark that integrates open-vocabulary 3D affordance prediction into simulation-based trajectory generation. Given a natural-language task description, AffordSim synthesizes a task-relevant scene, emits affordance queries, grounds them on object surfaces, samples region-conditioned grasps, and selects executable candidates with motion planning. It further randomizes object pose, texture, lighting, image noise, and cross-viewpoint backgrounds for sim-to-real transfer. We instantiate AffordSim as a 50-task benchmark across diverse manipulation skills, five robot embodiments, and 500+ rigid and articulated objects. AffordSim achieves 93% of the trajectory collection success rate of manual contact annotations on affordance-critical tasks and 89% on hard composite tasks. Vision-language-action policies trained on AffordSim data transfer zero-shot to a real Franka FR3, reaching 24% average success.

cs.RO

Toward Reliable Sim-to-Real Predictability for MoE-based Robust Quadrupedal Locomotion

Reinforcement learning has shown strong promise for quadrupedal agile locomotion, even with proprioception-only sensing. In practice, however, sim-to-real gap and reward overfitting in complex terrains can produce policies that fail to transfer, while physical validation remains risky and inefficient. To address these challenges, we introduce a unified framework encompassing a Mixture-of-Experts (MoE) locomotion policy for robust multi-terrain representation with RoboGauge, a predictive assessment suite that quantifies sim-to-real transferability. The MoE policy employs a gated set of specialist experts to decompose latent terrain and command modeling, achieving superior deployment robustness and generalization via proprioception alone. RoboGauge further provides multi-dimensional proprioception-based metrics via sim-to-sim tests over terrains, difficulty levels, and domain randomizations, enabling reliable MoE policy selection without extensive physical trials. Experiments on a Unitree Go2 demonstrate robust locomotion on unseen challenging terrains, including snow, sand, stairs, slopes, and 30 cm obstacles. In dedicated high-speed tests, the robot reaches 4 m/s and exhibits an emergent narrow-width gait associated with improved stability at high velocity.

cs.RO

ECHO: Continuous Hierarchical Memory for Vision-Language-Action Models

Memory capacity is a critical factor determining the performance of Vision-Language-Action (VLA) models in long-horizon manipulation tasks. Existing memory-augmented architectures primarily rely on linear or flat storage, lacking structural priors for manipulation categories and hierarchical organization. This deficiency hinders efficient experience retrieval and limits generalization to unseen long-horizon task compositions. Inspired by the hierarchical organization of human experience, we propose ECHO (Experience Consolidation and Hierarchical Organization), a novel memory framework operating within a Continuous Hierarchical Space. By employing a hyperbolic autoencoder, ECHO maps VLA hidden states into this space. Leveraging hyperbolic metrics and entailment constraint mechanisms, experience vectors are organized into a semantic memory tree that supports efficient top-down retrieval. In parallel, a background consolidation mechanism continuously refines the memory tree through geometric interpolation and structural splitting, supporting virtual memory synthesis in the continuous space. We integrate ECHO into the $π_0$ foundation model. Evaluations on LIBERO and preliminary real-world experiments demonstrate the effectiveness of our approach, notably achieving a 12.8% absolute improvement in execution success rate over the $π_0$ baseline on LIBERO-Long, while improving compositional generalization on cross-suite unseen long-horizon tasks.

cs.RO

VoxAfford: Multi-Scale Voxel-Token Fusion for Open-Vocabulary 3D Affordance Detection

Open-vocabulary 3D affordance detection requires localizing interaction regions on point clouds given novel affordance descriptions. Recent methods extend multimodal large language models (MLLMs) with special output tokens that are decoded into segmentation masks. However, these tokens are produced through autoregressive generation, which models sequential dependencies rather than spatial neighborhood relations, leaving them semantically rich but spatially impoverished for 3D localization. We propose Voxel-enhanced Affordance detection (VoxAfford), which bypasses this bottleneck by injecting multi-scale geometric features from a frozen pre-trained 3D VQVAE encoder into the output tokens after generation. Each output token uses its affordance semantics as a query to retrieve relevant geometric patterns from its paired voxel scale via cross-attention, with a learned compatibility gate controlling the injection strength. The enhanced tokens are then aggregated into a spatially-aware affordance prompt through semantic-conditioned attention and propagated alongside per-point features to generate the final mask. Experiments on open-vocabulary affordance detection tasks show that VoxAfford achieves state-of-the-art performance with approximately an 8% improvement in mIoU, and real robot experiments confirm zero-shot transfer to novel objects.

cs.CV

Greedy-based Value Representation for Optimal Coordination in Multi-agent Reinforcement Learning

Due to the representation limitation of the joint Q value function, multi-agent reinforcement learning methods with linear value decomposition (LVD) or monotonic value decomposition (MVD) suffer from relative overgeneralization. As a result, they can not ensure optimal consistency (i.e., the correspondence between individual greedy actions and the maximal true Q value). In this paper, we derive the expression of the joint Q value function of LVD and MVD. According to the expression, we draw a transition diagram, where each self-transition node (STN) is a possible convergence. To ensure optimal consistency, the optimal node is required to be the unique STN. Therefore, we propose the greedy-based value representation (GVR), which turns the optimal node into an STN via inferior target shaping and further eliminates the non-optimal STNs via superior experience replay. In addition, GVR achieves an adaptive trade-off between optimality and stability. Our method outperforms state-of-the-art baselines in experiments on various benchmarks. Theoretical proofs and empirical results on matrix games demonstrate that GVR ensures optimal consistency under sufficient exploration.

cs.MA

Progressive Refinement Regulation for Accelerating Diffusion Language Model Decoding

Diffusion language models generate text through iterative denoising under a uniform refinement rule applied to all tokens. However, tokens stabilize at different rates in practice, leading to substantial redundant refinement and motivating refinement control over the denoising process. Existing approaches typically assess refinement necessity from instantaneous, step-level signals under a fixed decoding process. In contrast, whether a token has converged is defined by how its prediction changes along its future refinement trajectory. Moreover, changing the refinement rule reshapes future refinement trajectories, which in turn determine how refinement rules should be formulated, making refinement control inherently dynamic. We propose \emph{Progressive Refinement Regulation} (PRR), a progressive, trajectory-grounded refinement control framework that derives a token-level notion of empirical convergence progress from full decoding rollouts. Based on this signal, PRR learns a lightweight token-wise controller to regulate refinement via temperature-based distribution shaping under a progressive self-evolving training scheme. Experiments show that PRR substantially accelerates diffusion language model decoding while preserving generation quality.

cs.AI

GeoBlock: Inferring Block Granularity from Dependency Geometry in Diffusion Language Models

Block diffusion enables efficient parallel refinement in diffusion language models, but its decoding behavior depends critically on block size. Existing block-sizing strategies rely on fixed rules or heuristic signals and do not account for the dependency geometry that determines which tokens can be safely refined together. This motivates a geometry view of diffusion decoding: \emph{regions with strong causal ordering require sequential updates, whereas semantically cohesive regions admit parallel refinement.} We introduce GeoBlock, a geometry-aware block inference framework that determines block granularity directly from attention-derived dependency geometry. Instead of relying on predefined schedules or local confidence heuristics, GeoBlock analyzes cross-token dependency patterns to identify geometrically stable refinement regions and dynamically determines appropriate block boundaries during decoding. By adapting block granularity to the dependency geometry, GeoBlock preserves the parallel efficiency of block diffusion while enforcing dependency-consistent refinement that exhibits autoregressive reliability. GeoBlock requires no additional training and integrates seamlessly into existing block diffusion architectures. Extensive experiments across multiple benchmarks show that GeoBlock reliably identifies geometry-consistent block boundaries and improves the accuracy of block diffusion with only a small additional computational budget.

cs.CL

Scaling World Model for Hierarchical Manipulation Policies

Vision-Language-Action (VLA) models are promising for generalist robot manipulation but remain brittle in out-of-distribution (OOD) settings, especially with limited real-robot data. To resolve the generalization bottleneck, we introduce a hierarchical Vision-Language-Action framework \our{} that leverages the generalization of large-scale pre-trained world model for robust and generalizable VIsual Subgoal TAsk decomposition VISTA. Our hierarchical framework \our{} consists of a world model as the high-level planner and a VLA as the low-level executor. The high-level world model first divides manipulation tasks into subtask sequences with goal images, and the low-level policy follows the textual and visual guidance to generate action sequences. Compared to raw textual goal specification, these synthesized goal images provide visually and physically grounded details for low-level policies, making it feasible to generalize across unseen objects and novel scenarios. We validate both visual goal synthesis and our hierarchical VLA policies in massive out-of-distribution scenarios, and the performance of the same-structured VLA in novel scenarios could boost from 14% to 69% with the guidance generated by the world model. Results demonstrate that our method outperforms previous baselines with a clear margin, particularly in out-of-distribution scenarios. Project page: \href{https://vista-wm.github.io/}{https://vista-wm.github.io}

cs.RO

Bridging Simulation and Reality: Cross-Domain Transfer with Semantic 2D Gaussian Splatting

Cross-domain transfer in robotic manipulation remains a longstanding challenge due to the significant domain gap between simulated and real-world environments. Existing methods such as domain randomization, adaptation, and sim-real calibration often require extensive tuning or fail to generalize to unseen scenarios. To address this issue, we observe that if domain-invariant features are utilized during policy training in simulation, and the same features can be extracted and provided as the input to policy during real-world deployment, the domain gap can be effectively bridged, leading to significantly improved policy generalization. Accordingly, we propose Semantic 2D Gaussian Splatting (S2GS), a novel representation method that extracts object-centric, domain-invariant spatial features. S2GS constructs multi-view 2D semantic fields and projects them into a unified 3D space via feature-level Gaussian splatting. A semantic filtering mechanism removes irrelevant background content, ensuring clean and consistent inputs for policy learning. To evaluate the effectiveness of S2GS, we adopt Diffusion Policy as the downstream learning algorithm and conduct experiments in the ManiSkill simulation environment, followed by real-world deployment. Results demonstrate that S2GS significantly improves sim-to-real transferability, maintaining high and stable task performance in real-world scenarios.

cs.RO

MInCo: Mitigating Information Conflicts in Distracted Visual Model-based Reinforcement Learning

Existing visual model-based reinforcement learning (MBRL) algorithms with observation reconstruction often suffer from information conflicts, making it difficult to learn compact representations and hence result in less robust policies, especially in the presence of task-irrelevant visual distractions. In this paper, we first reveal that the information conflicts in current visual MBRL algorithms stem from visual representation learning and latent dynamics modeling with an information-theoretic perspective. Based on this finding, we present a new algorithm to resolve information conflicts for visual MBRL, named MInCo, which mitigates information conflicts by leveraging negative-free contrastive learning, aiding in learning invariant representation and robust policies despite noisy observations. To prevent the dominance of visual representation learning, we introduce time-varying reweighting to bias the learning towards dynamics modeling as training proceeds. We evaluate our method on several robotic control tasks with dynamic background distractions. Our experiments demonstrate that MInCo learns invariant representations against background noise and consistently outperforms current state-of-the-art visual MBRL methods. Code is available at https://github.com/ShiguangSun/minco.

cs.LG

PRISM: Projection-based Reward Integration for Scene-Aware Real-to-Sim-to-Real Transfer with Few Demonstrations

Learning from few demonstrations to develop policies robust to variations in robot initial positions and object poses is a problem of significant practical interest in robotics. Compared to imitation learning, which often struggles to generalize from limited samples, reinforcement learning (RL) can autonomously explore to obtain robust behaviors. Training RL agents through direct interaction with the real world is often impractical and unsafe, while building simulation environments requires extensive manual effort, such as designing scenes and crafting task-specific reward functions. To address these challenges, we propose an integrated real-to-sim-to-real pipeline that constructs simulation environments based on expert demonstrations by identifying scene objects from images and retrieving their corresponding 3D models from existing libraries. We introduce a projection-based reward model for RL policy training that is supervised by a vision-language model (VLM) using human-guided object projection relationships as prompts, with the policy further fine-tuned using expert demonstrations. In general, our work focuses on the construction of simulation environments and RL-based policy training, ultimately enabling the deployment of reliable robotic control policies in real-world scenarios.

cs.RO

Innovative Thinking, Infinite Humor: Humor Research of Large Language Models through Structured Thought Leaps

Humor is previously regarded as a gift exclusive to humans for the following reasons. Humor is a culturally nuanced aspect of human language, presenting challenges for its understanding and generation. Humor generation necessitates a multi-hop reasoning process, with each hop founded on proper rationales. Although many studies, such as those related to GPT-o1, focus on logical reasoning with reflection and correction, they still fall short in humor generation. Due to the sparsity of the knowledge graph in creative thinking, it is arduous to achieve multi-hop reasoning. Consequently, in this paper, we propose a more robust framework for addressing the humor reasoning task, named LoL. LoL aims to inject external information to mitigate the sparsity of the knowledge graph, thereby enabling multi-hop reasoning. In the first stage of LoL, we put forward an automatic instruction-evolution method to incorporate the deeper and broader thinking processes underlying humor. Judgment-oriented instructions are devised to enhance the model's judgment capability, dynamically supplementing and updating the sparse knowledge graph. Subsequently, through reinforcement learning, the reasoning logic for each online-generated response is extracted using GPT-4o. In this process, external knowledge is re-introduced to aid the model in logical reasoning and the learning of human preferences. Finally, experimental results indicate that the combination of these two processes can enhance both the model's judgment ability and its generative capacity. These findings deepen our comprehension of the creative capabilities of large language models (LLMs) and offer approaches to boost LLMs' creative abilities for cross-domain innovative applications.

cs.AI

Playing Non-Embedded Card-Based Games with Reinforcement Learning

Significant progress has been made in AI for games, including board games, MOBA, and RTS games. However, complex agents are typically developed in an embedded manner, directly accessing game state information, unlike human players who rely on noisy visual data, leading to unfair competition. Developing complex non-embedded agents remains challenging, especially in card-based RTS games with complex features and large state spaces. We propose a non-embedded offline reinforcement learning training strategy using visual inputs to achieve real-time autonomous gameplay in the RTS game Clash Royale. Due to the lack of a object detection dataset for this game, we designed an efficient generative object detection dataset for training. We extract features using state-of-the-art object detection and optical character recognition models. Our method enables real-time image acquisition, perception feature fusion, decision-making, and control on mobile devices, successfully defeating built-in AI opponents. All code is open-sourced at https://github.com/wty-yy/katacr.

cs.LG

Bootstrapped Model Predictive Control

Model Predictive Control (MPC) has been demonstrated to be effective in continuous control tasks. When a world model and a value function are available, planning a sequence of actions ahead of time leads to a better policy. Existing methods typically obtain the value function and the corresponding policy in a model-free manner. However, we find that such an approach struggles with complex tasks, resulting in poor policy learning and inaccurate value estimation. To address this problem, we leverage the strengths of MPC itself. In this work, we introduce Bootstrapped Model Predictive Control (BMPC), a novel algorithm that performs policy learning in a bootstrapped manner. BMPC learns a network policy by imitating an MPC expert, and in turn, uses this policy to guide the MPC process. Combined with model-based TD-learning, our policy learning yields better value estimation and further boosts the efficiency of MPC. We also introduce a lazy reanalyze mechanism, which enables computationally efficient imitation learning. Our method achieves superior performance over prior works on diverse continuous control tasks. In particular, on challenging high-dimensional locomotion tasks, BMPC significantly improves data efficiency while also enhancing asymptotic performance and training stability, with comparable training time and smaller network sizes. Code is available at https://github.com/wertyuilife2/bmpc.

cs.LG

DexDiff: Towards Extrinsic Dexterity Manipulation of Ungraspable Objects in Unrestricted Environments

Grasping large and flat objects (e.g. a book or a pan) is often regarded as an ungraspable task, which poses significant challenges due to the unreachable grasping poses. Previous works leverage Extrinsic Dexterity like walls or table edges to grasp such objects. However, they are limited to task-specific policies and lack task planning to find pre-grasp conditions. This makes it difficult to adapt to various environments and extrinsic dexterity constraints. Therefore, we present DexDiff, a robust robotic manipulation method for long-horizon planning with extrinsic dexterity. Specifically, we utilize a vision-language model (VLM) to perceive the environmental state and generate high-level task plans, followed by a goal-conditioned action diffusion (GCAD) model to predict the sequence of low-level actions. This model learns the low-level policy from offline data with the cumulative reward guided by high-level planning as the goal condition, which allows for improved prediction of robot actions. Experimental results demonstrate that our method not only effectively performs ungraspable tasks but also generalizes to previously unseen objects. It outperforms baselines by a 47% higher success rate in simulation and facilitates efficient deployment and manipulation in real-world scenarios.

cs.RO

Enhancing Decision Transformer with Diffusion-Based Trajectory Branch Generation

Decision Transformer (DT) can learn effective policy from offline datasets by converting the offline reinforcement learning (RL) into a supervised sequence modeling task, where the trajectory elements are generated auto-regressively conditioned on the return-to-go (RTG).However, the sequence modeling learning approach tends to learn policies that converge on the sub-optimal trajectories within the dataset, for lack of bridging data to move to better trajectories, even if the condition is set to the highest RTG.To address this issue, we introduce Diffusion-Based Trajectory Branch Generation (BG), which expands the trajectories of the dataset with branches generated by a diffusion model.The trajectory branch is generated based on the segment of the trajectory within the dataset, and leads to trajectories with higher returns.We concatenate the generated branch with the trajectory segment as an expansion of the trajectory.After expanding, DT has more opportunities to learn policies to move to better trajectories, preventing it from converging to the sub-optimal trajectories.Empirically, after processing with BG, DT outperforms state-of-the-art sequence modeling methods on D4RL benchmark, demonstrating the effectiveness of adding branches to the dataset without further modifications.

cs.LG

REGNet V2: End-to-End REgion-based Grasp Detection Network for Grippers of Different Sizes in Point Clouds

Grasping has been a crucial but challenging problem in robotics for many years. One of the most important challenges is how to make grasping generalizable and robust to novel objects as well as grippers in unstructured environments. We present \regnet, a robotic grasping system that can adapt to different parallel jaws to grasp diversified objects. To support different grippers, \regnet embeds the gripper parameters into point clouds, based on which it predicts suitable grasp configurations. It includes three components: Score Network (SN), Grasp Region Network (GRN), and Refine Network (RN). In the first stage, SN is used to filter suitable points for grasping by grasp confidence scores. In the second stage, based on the selected points, GRN generates a set of grasp proposals. Finally, RN refines the grasp proposals for more accurate and robust predictions. We devise an analytic policy to choose the optimal grasp to be executed from the predicted grasp set. To train \regnet, we construct a large-scale grasp dataset containing collision-free grasp configurations using different parallel-jaw grippers. The experimental results demonstrate that \regnet with the analytic policy achieves the highest success rate of $74.98\%$ in real-world clutter scenes with $20$ objects, significantly outperforming several state-of-the-art methods, including GPD, PointNetGPD, and S4G. The code and dataset are available at https://github.com/zhaobinglei/REGNet-V2.

cs.RO