Searcharxiv⌕ Search

arXiv subjects

Yang Cai

Publications and source records attributed to Yang Cai.

At least 37 records · Page 2Linked to original sources

CoMaTrack: Competitive Multi-Agent Game-Theoretic Tracking with Vision-Language-Action Models

Embodied Visual Tracking (EVT), a core dynamic task in embodied intelligence, requires an agent to precisely follow a language-specified target. Yet most existing methods rely on single-agent imitation learning, suffering from costly expert data and limited generalization due to static training environments. Inspired by competition-driven capability evolution, we propose CoMaTrack, a competitive game-theoretic multi-agent reinforcement learning framework that trains agents in a dynamic adversarial setting with competitive subtasks, yielding stronger adaptive planning and interference-resilient strategies. We further introduce CoMaTrack-Bench, the first open-source Habitat-based benchmark protocol and episode set for language-conditioned competitive EVT featuring dynamic dueling, featuring game scenarios between a tracker and adaptive opponents across diverse environments and instructions, enabling standardized robustness evaluation under active adversarial interactions. Experiments show that CoMaTrack achieves state-of-the-art results on both standard benchmarks and CoMaTrack-Bench. Notably, a 3B VLM trained with our framework surpasses previous single-agent imitation learning methods based on 7B models on the challenging EVT-Bench, achieving 92.1% in STT, 74.2% in DT, and 57.5% in AT. The benchmark code will be available at https://github.com/wlqcode/CoMaTrack-Bench.

cs.AI↗

QuadFM: Foundational Text-Driven Quadruped Motion Dataset for Generation and Control

Despite significant advances in quadrupedal robotics, a critical gap persists in foundational motion resources that holistically integrate diverse locomotion, emotionally expressive behaviors, and rich language semantics-essential for agile, intuitive human-robot interaction. Current quadruped motion datasets are limited to a few mocap primitives (e.g., walk, trot, sit) and lack diverse behaviors with rich language grounding. To bridge this gap, we introduce Quadruped Foundational Motion (QuadFM) , the first large-scale, ultra-high-fidelity dataset designed for text-to-motion generation and general motion control. QuadFM contains 11,784 curated motion clips spanning locomotion, interactive, and emotion-expressive behaviors (e.g., dancing, stretching, peeing), each with three-layer annotation-fine-grained action labels, interaction scenarios, and natural language commands-totaling 35,352 descriptions to support language-conditioned understanding and command execution. We further propose Gen2Control RL, a unified framework that jointly trains a general motion controller and a text-to-motion generator, enabling efficient end-to-end inference on edge hardware. On a real quadruped robot with an NVIDIA Orin, our system achieves real-time motion synthesis (<500 ms latency). Simulation and real-world results show realistic, diverse motions while maintaining robust physical interaction. The dataset will be released at https://github.com/GaoLii/QuadFM.

cs.RO↗

A New Lower Bound for the Random Offerer Mechanism in Bilateral Trade using AI-Guided Evolutionary Search

The celebrated Myerson--Satterthwaite theorem shows that in bilateral trade, no mechanism can be simultaneously fully efficient, Bayesian incentive compatible (BIC), and budget balanced (BB). This naturally raises the question of how closely the gains from trade (GFT) achievable by a BIC and BB mechanism can approximate the first-best (fully efficient) benchmark. The optimal BIC and BB mechanism is typically complex and highly distribution-dependent, making it difficult to characterize directly. Consequently, much of the literature analyzes simpler mechanisms such as the Random-Offerer (RO) mechanism and establishes constant-factor guarantees relative to the first-best GFT. An important open question concerns the worst-case performance of the RO mechanism relative to first-best (FB) efficiency. While it was originally hypothesized that the approximation ratio $\frac{\text{GFT}_{\text{FB}}}{\text{GFT}_{\text{RO}}}$ is bounded by $2$, recent work provided counterexamples to this conjecture: Cai et al. proved that the ratio can be strictly larger than $2$, and Babaioff et al. exhibited an explicit example with ratio approximately $2.02$. In this work, we employ AlphaEvolve, an AI-guided evolutionary search framework, to explore the space of value distributions. We identify a new worst-case instance that yields an improved lower bound of $\frac{\text{GFT}_{\text{FB}}}{\text{GFT}_{\text{RO}}} \ge \textbf{2.0749}$. This establishes a new lower bound on the worst-case performance of the Random-Offerer mechanism, demonstrating a wider efficiency gap than previously known.

cs.LG↗

ABot-N0: Technical Report on the VLA Foundation Model for Versatile Embodied Navigation

Embodied navigation has long been fragmented by task-specific architectures. We introduce ABot-N0, a unified Vision-Language-Action (VLA) foundation model that achieves a ``Grand Unification'' across 5 core tasks: Point-Goal, Object-Goal, Instruction-Following, POI-Goal, and Person-Following. ABot-N0 utilizes a hierarchical ``Brain-Action'' architecture, pairing an LLM-based Cognitive Brain for semantic reasoning with a Flow Matching-based Action Expert for precise, continuous trajectory generation. To support large-scale learning, we developed the ABot-N0 Data Engine, curating 16.9M expert trajectories and 5.0M reasoning samples across 7,802 high-fidelity 3D scenes (10.7 $\text{km}^2$). ABot-N0 achieves new SOTA performance across 7 benchmarks, significantly outperforming specialized models. Furthermore, our Agentic Navigation System integrates a planner with hierarchical topological memory, enabling robust, long-horizon missions in dynamic real-world environments.

cs.RO↗

Is Online Linear Optimization Sufficient for Strategic Robustness?

We consider bidding in repeated Bayesian first-price auctions. Bidding algorithms that achieve optimal regret have been extensively studied, but their strategic robustness to the seller's manipulation remains relatively underexplored. Bidding algorithms based on no-swap-regret algorithms achieve both desirable properties, but are suboptimal in terms of statistical and computational efficiency. In contrast, online gradient ascent is the only algorithm that achieves $O(\sqrt{TK})$ regret and strategic robustness [KSS24], where $T$ denotes the number of auctions and $K$ the number of bids. In this paper, we explore whether simple online linear optimization (OLO) algorithms suffice for bidding algorithms with both desirable properties. Our main result shows that sublinear linearized regret is sufficient for strategic robustness. Specifically, we construct simple black-box reductions that convert any OLO algorithm into a strategically robust no-regret bidding algorithm, in both known and unknown value distribution settings. For the known value distribution case, our reduction yields a bidding algorithm that achieves $O(\sqrt{T \log K})$ regret and strategic robustness (with exponential improvement on the $K$-dependence compared to [KSS24]). For the unknown value distribution case, our reduction gives a bidding algorithm with high-probability $O(\sqrt{T (\log K+\log(T/δ)})$ regret and strategic robustness, while removing the bounded density assumption made in [KSS24].

cs.GT↗

DiffVL: Diffusion-Based Visual Localization on 2D Maps via BEV-Conditioned GPS Denoising

Accurate visual localization is crucial for autonomous driving, yet existing methods face a fundamental dilemma: While high-definition (HD) maps provide high-precision localization references, their costly construction and maintenance hinder scalability, which drives research toward standard-definition (SD) maps like OpenStreetMap. Current SD-map-based approaches primarily focus on Bird's-Eye View (BEV) matching between images and maps, overlooking a ubiquitous signal-noisy GPS. Although GPS is readily available, it suffers from multipath errors in urban environments. We propose DiffVL, the first framework to reformulate visual localization as a GPS denoising task using diffusion models. Our key insight is that noisy GPS trajectory, when conditioned on visual BEV features and SD maps, implicitly encode the true pose distribution, which can be recovered through iterative diffusion refinement. DiffVL, unlike prior BEV-matching methods (e.g., OrienterNet) or transformer-based registration approaches, learns to reverse GPS noise perturbations by jointly modeling GPS, SD map, and visual signals, achieving sub-meter accuracy without relying on HD maps. Experiments on multiple datasets demonstrate that our method achieves state-of-the-art accuracy compared to BEV-matching baselines. Crucially, our work proves that diffusion models can enable scalable localization by treating noisy GPS as a generative prior-making a paradigm shift from traditional matching-based methods.

cs.CV↗

Smooth Operator: Smooth Verifiable Reward Activates Spatial Reasoning Ability of Vision-Language Model

Vision-Language Models (VLMs) face a critical bottleneck in achieving precise numerical prediction for 3D scene understanding. Traditional reinforcement learning (RL) approaches, primarily based on relative ranking, often suffer from severe reward sparsity and gradient instability, failing to effectively exploit the verifiable signals provided by 3D physical constraints. Notably, in standard GRPO frameworks, relative normalization causes "near-miss" samples (characterized by small but non-zero errors) to suffer from advantage collapse. This leads to a severe data utilization bottleneck where valuable boundary samples are discarded during optimization. To address this, we introduce the Smooth Numerical Reward Activation (SNRA) operator and the Absolute-Preserving GRPO (AP-GRPO) framework. SNRA employs a dynamically parameterized Sigmoid function to transform raw feedback into a dense, continuous reward continuum. Concurrently, AP-GRPO integrates absolute scalar gradients to mitigate the numerical information loss inherent in conventional relative-ranking mechanisms. By leveraging this approach, we constructed Numerical3D-50k, a dataset comprising 50,000 verifiable 3D subtasks. Empirical results indicate that AP-GRPO achieves performance parity with large-scale supervised methods while maintaining higher data efficiency, effectively activating latent 3D reasoning in VLMs without requiring architectural modifications.

cs.CV↗

A Unified Approach to Submodular Maximization Under Noise

We consider the problem of maximizing a submodular function with access to a noisy value oracle for the function instead of an exact value oracle. Similar to prior work, we assume that the noisy oracle is persistent in that multiple calls to the oracle for a specific set always return the same value. In this model, Hassidim and Singer (2017) design a $(1-1/e)$-approximation algorithm for monotone submodular maximization subject to a cardinality constraint, and Huang et al (2022) design a $(1-1/e)/2$-approximation algorithm for monotone submodular maximization subject to any arbitrary matroid constraint. In this paper, we design a meta-algorithm that allows us to take any "robust" algorithm for exact submodular maximization as a black box and transform it into an algorithm for the noisy setting while retaining the approximation guarantee. By using the meta-algorithm with the measured continuous greedy algorithm, we obtain a $(1-1/e)$-approximation (resp. $1/e$-approximation) for monotone (resp. non-monotone) submodular maximization subject to a matroid constraint under noise. Furthermore, by using the meta-algorithm with the double greedy algorithm, we obtain a $1/2$-approximation for unconstrained (non-monotone) submodular maximization under noise.

cs.DS↗

VideoPerceiver: Enhancing Fine-Grained Temporal Perception in Video Multimodal Large Language Models

We propose VideoPerceiver, a novel video multimodal large language model (VMLLM) that enhances fine-grained perception in video understanding, addressing VMLLMs' limited ability to reason about brief actions in short clips or rare transient events in long videos. VideoPerceiver adopts a two-stage training framework. During supervised fine-tuning (SFT), we construct "key-information-missing" videos by extracting event-action keywords from captions, identifying corresponding key frames, and replacing them with adjacent frames. We jointly encode original and modified video tokens with text tokens, aligning intermediate visual representations with keywords via an auxiliary contrastive loss to enhance sensitivity to fine-grained motion cues. In reinforcement learning (RL), both video variants are fed into the model to generate descriptions, and a novel relative reward ensures responses from complete videos outperform those from degraded inputs, explicitly training the model to recover temporally precise action details. We also curate a dataset of 80,000 videos with fine-grained actions and transient events. Experiments show VideoPerceiver substantially outperforms state-of-the-art VMLLMs on fine-grained action understanding and rare event captioning benchmarks, while maintaining strong performance on standard tasks. By prioritizing task-relevant visual features, our work redefines video-language model training for fine-grained perception.

cs.CV↗

Last-Iterate Convergence of Adaptive Riemannian Gradient Descent for Equilibrium Computation

Equilibrium computation on Riemannian manifolds provides a unifying framework for numerous problems in machine learning and data analytics. One of the simplest yet most fundamental methods is Riemannian gradient descent (RGD). While its Euclidean counterpart has been extensively studied, it remains unclear how the manifold curvature affects RGD in game-theoretic settings. This paper addresses this gap by establishing new convergence results for \textit{geodesic strongly monotone} games. Our key result shows that RGD attains last-iterate linear convergence in a \textit{geometry-agnostic} fashion, a key property for applications in machine learning. We extend this guarantee to stochastic and adaptive variants -- SRGD and FARGD -- and establish that: (i) the sample complexity of SRGD is geometry-agnostic and optimal with respect to noise; (ii) FARGD matches the convergence rate of its non-adaptive counterpart up to constant factors, while avoiding reliance on the condition number. Overall, this paper presents the first geometry-agnostic last-iterate convergence analysis for games beyond the Euclidean settings, underscoring the surprising power of RGD -- despite its simplicity -- in solving a wide spectrum of machine learning problems.

math.OC↗

From Average-Iterate to Last-Iterate Convergence in Games: A Reduction and Its Applications

The convergence of online learning algorithms in games under self-play is a fundamental question in game theory and machine learning. Among various notions of convergence, last-iterate convergence is particularly desirable, as it reflects the actual decisions made by the learners and captures the day-to-day behavior of the learning dynamics. While many algorithms are known to converge in the average-iterate, achieving last-iterate convergence typically requires considerably more effort in both the design and the analysis of the algorithm. Somewhat surprisingly, we show in this paper that for a large family of games, there exists a simple black-box reduction that transforms the average iterates of an uncoupled learning dynamics into the last iterates of a new uncoupled learning dynamics, thus also providing a reduction from last-iterate convergence to average-iterate convergence. Our reduction applies to games where each player's utility is linear in both their own strategy and the joint strategy of all opponents. This family includes two-player bimatrix games and generalizations such as multi-player polymatrix games. By applying our reduction to the Optimistic Multiplicative Weights Update algorithm, we obtain new state-of-the-art last-iterate convergence rates for uncoupled learning dynamics in multi-player zero-sum polymatrix games: (1) an $O(\frac{\log d}{T})$ last-iterate convergence rate under gradient feedback, representing an exponential improvement in the dependence on the dimension $d$ (i.e., the maximum number of actions available to either player); and (2) an $\widetilde{O}(d^{\frac{1}{5}} T^{-\frac{1}{5}})$ last-iterate convergence rate under bandit feedback, improving upon the previous best rates of $\widetilde{O}(\sqrt{d} T^{-\frac{1}{8}})$ and $\widetilde{O}(\sqrt{d} T^{-\frac{1}{6}})$.

cs.GT↗

Proximal Regret and Proximal Correlated Equilibria: A New Tractable Solution Concept for Online Learning and Games

Learning and computation of equilibria are central problems in game theory, theory of computation, and artificial intelligence. In this work, we introduce proximal regret, a new notion of regret based on proximal operators that lies strictly between external and swap regret. When every player employs a no-proximal-regret algorithm in a general convex game, the empirical distribution of play converges to proximal correlated equilibria (PCE), a refinement of coarse correlated equilibria. Our framework unifies several emerging notions in online learning and game theory-such as gradient equilibrium and semicoarse correlated equilibrium-and introduces new ones. Our main result shows that the classic Online Gradient Descent (GD) algorithm achieves an optimal $O(\sqrt{T})$ bound on proximal regret, revealing that GD, without modification, minimizes a stronger regret notion than external regret. This provides a new explanation for the empirically superior performance of gradient descent in online learning and games. We further extend our analysis to Mirror Descent in the Bregman setting and to Optimistic Gradient Descent, which yields faster convergence in smooth convex games.

cs.GT↗

Multi-Dimensional Screening with Endogenous Information Disclosure

We study multi-product monopoly pricing where the seller jointly designs the selling mechanism and the information structure for the buyer to learn his values. Unlike the case with exogenous information, we show that when the seller controls information, even uniform pricing guarantees at least half of the optimal revenue. Moreover, for negatively affiliated or exchangeable value distributions, deterministic pricing is revenue-optimal. Our results highlight the power of information design in making pricing mechanisms approximately optimal in multi-dimensional settings.

cs.GT↗

CE-Nav: Flow-Guided Reinforcement Refinement for Cross-Embodiment Local Navigation

Generalizing local navigation policies across diverse robot morphologies is a critical challenge. Progress is often hindered by the need for costly and embodiment-specific data, the tight coupling of planning and control, and the "disastrous averaging" problem where deterministic models fail to capture multi-modal decisions (e.g., turning left or right). We introduce CE-Nav, a novel two-stage (IL-then-RL) framework that systematically decouples universal geometric reasoning from embodiment-specific dynamic adaptation. First, we train an embodiment-agnostic General Expert offline using imitation learning. This expert, a conditional normalizing flow model named VelFlow, learns the full distribution of kinematically-sound actions from a large-scale dataset generated by a classical planner, completely avoiding real robot data and resolving the multi-modality issue. Second, for a new robot, we freeze the expert and use it as a guiding prior to train a lightweight, Dynamics-Aware Refiner via online reinforcement learning. This refiner rapidly learns to compensate for the target robot's specific dynamics and controller imperfections with minimal environmental interaction. Extensive experiments on quadrupeds, bipeds, and quadrotors show that CE-Nav achieves state-of-the-art performance while drastically reducing adaptation cost. Successful real-world deployments further validate our approach as an efficient and scalable solution for building generalizable navigation systems. Code is available at https://github.com/amap-cvlab/CE-Nav.

cs.RO↗

COMAL: A Convergent Meta-Algorithm for Aligning LLMs with General Preferences

Many alignment methods, including reinforcement learning from human feedback (RLHF), rely on the Bradley-Terry reward assumption, which is not always sufficient to capture the full range and complexity of general human preferences. We explore RLHF under a general preference framework by modeling the alignment problem as a two-player zero-sum game in a game-theoretic framework, where the Nash equilibrium policy guarantees a 50% win rate against any competing policy. However, previous self-play algorithms for finding the Nash policy either diverge or only converge to a Nash policy in a modified game, even in a simple synthetic setting, thereby failing to maintain the 50% win rate guarantee against all other policies. We propose a meta-algorithm, Convergent Meta Alignment Algorithm (COMAL), for language model alignment with general preferences, inspired by convergent algorithms in game theory. We provide theoretical analysis that our meta-algorithm converges to an exact Nash policy in the last iterate and demonstrate its effectiveness on a range of synthetic and preference optimization datasets. COMAL is simple and can be integrated with many existing methods designed for preference optimization with minimal changes, and empirically it consistently maintains above 60.2% and 56.8% win rates, when applied to Llama-3-8B-Instruct and Qwen2.5-7B, against all compared algorithms under controlled evaluations.

cs.LG↗

What Makes Treatment Effects Identifiable? Characterizations and Estimators Beyond Unconfoundedness

Most of the widely used estimators of the average treatment effect (ATE) in causal inference rely on the assumptions of unconfoundedness and overlap. Unconfoundedness requires that the observed covariates account for all correlations between the outcome and treatment. Overlap requires the existence of randomness in treatment decisions for all individuals. Nevertheless, many types of studies frequently violate unconfoundedness or overlap, for instance, observational studies with deterministic treatment decisions - popularly known as Regression Discontinuity designs - violate overlap. In this paper, we initiate the study of general conditions that enable the identification of the average treatment effect, extending beyond unconfoundedness and overlap. In particular, following the paradigm of statistical learning theory, we provide an interpretable condition that is sufficient and necessary for the identification of ATE. Moreover, this condition also characterizes the identification of the average treatment effect on the treated (ATT) and can be used to characterize other treatment effects as well. To illustrate the utility of our condition, we present several well-studied scenarios where our condition is satisfied and, hence, we prove that ATE can be identified in regimes that prior works could not capture. For example, under mild assumptions on the data distributions, this holds for the models proposed by Tan (2006) and Rosenbaum (2002), and the Regression Discontinuity design model introduced by Thistlethwaite and Campbell (1960). For each of these scenarios, we also show that, under natural additional assumptions, ATE can be estimated from finite samples. We believe these findings open new avenues for bridging learning-theoretic insights and causal inference methodologies, particularly in observational studies with complex treatment mechanisms.

math.ST↗

On the Convergence of Min-Max Langevin Dynamics and Algorithm

We study zero-sum games in the space of probability distributions over the Euclidean space $\mathbb{R}^d$ with entropy regularization, in the setting when the interaction function between the players is smooth and strongly convex-strongly concave. We prove an exponential convergence guarantee for the mean-field min-max Langevin dynamics to compute the equilibrium distribution of the zero-sum game. We also study the finite-particle approximation of the mean-field min-max Langevin dynamics, both in continuous and discrete times. We prove biased convergence guarantees for the continuous-time finite-particle min-max Langevin dynamics to the stationary mean-field equilibrium distribution with an explicit bias term which does not scale with the number of particles. We also prove biased convergence guarantees for the discrete-time finite-particle min-max Langevin algorithm to the stationary mean-field equilibrium distribution with an additional bias term which scales with the step size and the number of particles. This provides an explicit iteration complexity for the average particle along the finite-particle algorithm to approximately compute the equilibrium distribution of the zero-sum game.

cs.GT↗

On Tractable $Φ$-Equilibria in Non-Concave Games

While Online Gradient Descent and other no-regret learning procedures are known to efficiently converge to a coarse correlated equilibrium in games where each agent's utility is concave in their own strategy, this is not the case when utilities are non-concave -- a common scenario in machine learning applications involving strategies parameterized by deep neural networks, or when agents' utilities are computed by neural networks, or both. Non-concave games introduce significant game-theoretic and optimization challenges: (i) Nash equilibria may not exist; (ii) local Nash equilibria, though they exist, are intractable; and (iii) mixed Nash, correlated, and coarse correlated equilibria generally have infinite support and are intractable. To sidestep these challenges, we revisit the classical solution concept of $Φ$-equilibria introduced by Greenwald and Jafari [2003], which is guaranteed to exist for an arbitrary set of strategy modifications $Φ$ even in non-concave games [Stolz and Lugosi, 2007]. However, the tractability of $Φ$-equilibria in such games remains elusive. In this paper, we initiate the study of tractable $Φ$-equilibria in non-concave games and examine several natural families of strategy modifications. We show that when $Φ$ is finite, there exists an efficient uncoupled learning algorithm that converges to the corresponding $Φ$-equilibria. Additionally, we explore cases where $Φ$ is infinite but consists of local modifications. We show that approximating local $Φ$-equilibria beyond the first-order stationary regime is computationally intractable. In contrast, within this regime, we show Online Gradient Descent efficiently converges to $Φ$-equilibria for several natural infinite families of modifications, including a new structural family of modifications inspired by the well-studied proximal operator.

cs.GT↗