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Yang Ye

Publications and source records attributed to Yang Ye.

At least 37 records · Page 2Linked to original sources

Reinforcement Learning with Inverse Rewards for World Model Post-training

World models simulate dynamic environments, enabling agents to interact with diverse input modalities. Although recent advances have improved the visual quality and temporal consistency of video world models, their ability of accurately modeling human-specified actions remains under-explored. Reinforcement learning presents a promising approach for directly improving the suboptimal action-following capability of pre-trained models, assuming that an appropriate reward function can be defined. However, transferring reinforcement learning post-training methods to world model is impractical due to the prohibitive cost of large-scale preference annotations and the infeasibility of constructing rule-based video verifiers. To address this gap, we propose Reinforcement Learning with Inverse Rewards (RLIR), a post-training framework that derives verifiable reward signals by recovering input actions from generated videos using an Inverse Dynamics Model. By mapping high-dimensional video modality to a low-dimensional action space, RLIR provides an objective and verifiable reward for optimization via Group Relative Policy Optimization. Experiments across autoregressive and diffusion paradigms demonstrate 5-10% gains in action-following, up to 10% improvements in visual quality, and higher human preference scores, establishing RLIR as the first post-training method specifically designed to enhance action-following in video world models.

cs.CV↗

Look-Back: Implicit Visual Re-focusing in MLLM Reasoning

Multimodal Large Language Models (MLLMs) have achieved remarkable progress in multimodal reasoning. However, they often excessively rely on textual information during the later stages of inference, neglecting the crucial integration of visual input. Current methods typically address this by explicitly injecting visual information to guide the reasoning process. In this work, through an analysis of MLLM attention patterns, we made an intriguing observation: with appropriate guidance, MLLMs can spontaneously re-focus their attention on visual inputs during the later stages of reasoning, even without explicit visual information injection. This spontaneous shift in focus suggests that MLLMs are intrinsically capable of performing visual fusion reasoning. Building on this insight, we introduce Look-Back, an implicit approach designed to guide MLLMs to ``look back" at visual information in a self-directed manner during reasoning. Look-Back empowers the model to autonomously determine when, where, and how to re-focus on visual inputs, eliminating the need for explicit model-structure constraints or additional input. We demonstrate that Look-Back significantly enhances the model's reasoning and perception capabilities, as evidenced by extensive empirical evaluations on multiple multimodal benchmarks.

cs.CV↗

UniWorld-V1: High-Resolution Semantic Encoders for Unified Visual Understanding and Generation

Although existing unified models achieve strong performance in vision-language understanding and text-to-image generation, they remain limited in addressing image perception and manipulation -- capabilities increasingly demanded in practical applications. Recently, OpenAI introduced the powerful GPT-4o-Image model, which showcases advanced capabilities in comprehensive image perception and manipulation, sparking widespread interest. Through carefully designed experiments, we observe that GPT-4o-Image likely relies on semantic encoders rather than VAEs for feature extraction, despite VAEs being commonly regarded as crucial for image manipulation tasks. Inspired by this insight, we propose UniWorld-V1, a unified generative framework built upon semantic features extracted from powerful multimodal large language models and contrastive semantic encoders. Using only 2.7M training data, UniWorld-V1 achieves impressive performance across diverse tasks, including image understanding, generation, manipulation, and perception. We fully open-source the UniWorld-V1 framework, including model weights, training and evaluation scripts, and datasets to promote reproducibility and further research.

cs.CV↗

OpenS2V-Nexus: A Detailed Benchmark and Million-Scale Dataset for Subject-to-Video Generation

Subject-to-Video (S2V) generation aims to create videos that faithfully incorporate reference content, providing enhanced flexibility in the production of videos. To establish the infrastructure for S2V generation, we propose OpenS2V-Nexus, consisting of (i) OpenS2V-Eval, a fine-grained benchmark, and (ii) OpenS2V-5M, a million-scale dataset. In contrast to existing S2V benchmarks inherited from VBench that focus on global and coarse-grained assessment of generated videos, OpenS2V-Eval focuses on the model's ability to generate subject-consistent videos with natural subject appearance and identity fidelity. For these purposes, OpenS2V-Eval introduces 180 prompts from seven major categories of S2V, which incorporate both real and synthetic test data. Furthermore, to accurately align human preferences with S2V benchmarks, we propose three automatic metrics, NexusScore, NaturalScore and GmeScore, to separately quantify subject consistency, naturalness, and text relevance in generated videos. Building on this, we conduct a comprehensive evaluation of 18 representative S2V models, highlighting their strengths and weaknesses across different content. Moreover, we create the first open-source large-scale S2V generation dataset OpenS2V-5M, which consists of five million high-quality 720P subject-text-video triples. Specifically, we ensure subject-information diversity in our dataset by (1) segmenting subjects and building pairing information via cross-video associations and (2) prompting GPT-Image-1 on raw frames to synthesize multi-view representations. Through OpenS2V-Nexus, we deliver a robust infrastructure to accelerate future S2V generation research.

cs.CV↗

ImgEdit: A Unified Image Editing Dataset and Benchmark

Recent advancements in generative models have enabled high-fidelity text-to-image generation. However, open-source image-editing models still lag behind their proprietary counterparts, primarily due to limited high-quality data and insufficient benchmarks. To overcome these limitations, we introduce ImgEdit, a large-scale, high-quality image-editing dataset comprising 1.2 million carefully curated edit pairs, which contain both novel and complex single-turn edits, as well as challenging multi-turn tasks. To ensure the data quality, we employ a multi-stage pipeline that integrates a cutting-edge vision-language model, a detection model, a segmentation model, alongside task-specific in-painting procedures and strict post-processing. ImgEdit surpasses existing datasets in both task novelty and data quality. Using ImgEdit, we train ImgEdit-E1, an editing model using Vision Language Model to process the reference image and editing prompt, which outperforms existing open-source models on multiple tasks, highlighting the value of ImgEdit and model design. For comprehensive evaluation, we introduce ImgEdit-Bench, a benchmark designed to evaluate image editing performance in terms of instruction adherence, editing quality, and detail preservation. It includes a basic testsuite, a challenging single-turn suite, and a dedicated multi-turn suite. We evaluate both open-source and proprietary models, as well as ImgEdit-E1, providing deep analysis and actionable insights into the current behavior of image-editing models. The source data are publicly available on https://github.com/PKU-YuanGroup/ImgEdit.

cs.CV↗

Tactile-based Reinforcement Learning for Adaptive Grasping under Observation Uncertainties

Robotic manipulation in industrial scenarios such as construction commonly faces uncertain observations in which the state of the manipulating object may not be accurately captured due to occlusions and partial observables. For example, object status estimation during pipe assembly, rebar installation, and electrical installation can be impacted by observation errors. Traditional vision-based grasping methods often struggle to ensure robust stability and adaptability. To address this challenge, this paper proposes a tactile simulator that enables a tactile-based adaptive grasping method to enhance grasping robustness. This approach leverages tactile feedback combined with the Proximal Policy Optimization (PPO) reinforcement learning algorithm to dynamically adjust the grasping posture, allowing adaptation to varying grasping conditions under inaccurate object state estimations. Simulation results demonstrate that the proposed method effectively adapts grasping postures, thereby improving the success rate and stability of grasping tasks.

cs.RO↗

Smaller but Better: Self-Paced Knowledge Distillation for Lightweight yet Effective LCMs

Large code models (LCMs) have remarkably advanced the field of code generation. Despite their impressive capabilities, they still face practical deployment issues, such as high inference costs, limited accessibility of proprietary LCMs, and adaptability issues of ultra-large LCMs. These issues highlight the critical need for more accessible, lightweight yet effective LCMs. Knowledge distillation (KD) offers a promising solution, which transfers the programming capabilities of larger, advanced LCMs to smaller, less powerful LCMs. In this paper, we propose a novel Self-Paced knOwledge DistillAtion framework, named SODA, aiming at developing lightweight yet effective student LCMs. SODA consists of three stages in one cycle: (1) Correct-and-Fault Knowledge Delivery stage aims at improving the student models capability to recognize errors while ensuring its basic programming skill during the knowledge transferring, which involves correctness-aware supervised learning and fault-aware contrastive learning methods. (2) Multi-View Feedback stage aims at measuring the quality of results generated by the student model from two views, including model-based and static tool-based measurement, for identifying the difficult questions. (3) Feedback-based Knowledge Update stage aims at updating the student model adaptively by generating new questions at different difficulty levels, in which the difficulty levels are categorized based on the feedback in the second stage. Experimental results show that SODA improves the student model by 65.96% in terms of average Pass@1, outperforming the best baseline by 29.85%. Based on the SODA framework, we develop SodaCoder, a series of lightweight yet effective LCMs, which outperform 15 LCMs with less than or equal to 16B parameters. Notably, SodaCoder-DS-6.7B, built on DeepseekCoder-6.7B, even surpasses the prominent ChatGPT on average Pass@1.

cs.SE↗

WF-VAE: Enhancing Video VAE by Wavelet-Driven Energy Flow for Latent Video Diffusion Model

Video Variational Autoencoder (VAE) encodes videos into a low-dimensional latent space, becoming a key component of most Latent Video Diffusion Models (LVDMs) to reduce model training costs. However, as the resolution and duration of generated videos increase, the encoding cost of Video VAEs becomes a limiting bottleneck in training LVDMs. Moreover, the block-wise inference method adopted by most LVDMs can lead to discontinuities of latent space when processing long-duration videos. The key to addressing the computational bottleneck lies in decomposing videos into distinct components and efficiently encoding the critical information. Wavelet transform can decompose videos into multiple frequency-domain components and improve the efficiency significantly, we thus propose Wavelet Flow VAE (WF-VAE), an autoencoder that leverages multi-level wavelet transform to facilitate low-frequency energy flow into latent representation. Furthermore, we introduce a method called Causal Cache, which maintains the integrity of latent space during block-wise inference. Compared to state-of-the-art video VAEs, WF-VAE demonstrates superior performance in both PSNR and LPIPS metrics, achieving 2x higher throughput and 4x lower memory consumption while maintaining competitive reconstruction quality. Our code and models are available at https://github.com/PKU-YuanGroup/WF-VAE.

cs.CV↗

MineWorld: a Real-Time and Open-Source Interactive World Model on Minecraft

World modeling is a crucial task for enabling intelligent agents to effectively interact with humans and operate in dynamic environments. In this work, we propose MineWorld, a real-time interactive world model on Minecraft, an open-ended sandbox game which has been utilized as a common testbed for world modeling. MineWorld is driven by a visual-action autoregressive Transformer, which takes paired game scenes and corresponding actions as input, and generates consequent new scenes following the actions. Specifically, by transforming visual game scenes and actions into discrete token ids with an image tokenizer and an action tokenizer correspondingly, we consist the model input with the concatenation of the two kinds of ids interleaved. The model is then trained with next token prediction to learn rich representations of game states as well as the conditions between states and actions simultaneously. In inference, we develop a novel parallel decoding algorithm that predicts the spatial redundant tokens in each frame at the same time, letting models in different scales generate $4$ to $7$ frames per second and enabling real-time interactions with game players. In evaluation, we propose new metrics to assess not only visual quality but also the action following capacity when generating new scenes, which is crucial for a world model. Our comprehensive evaluation shows the efficacy of MineWorld, outperforming SoTA open-sourced diffusion based world models significantly. The code and model have been released.

cs.CV↗

Fast Autoregressive Video Generation with Diagonal Decoding

Autoregressive Transformer models have demonstrated impressive performance in video generation, but their sequential token-by-token decoding process poses a major bottleneck, particularly for long videos represented by tens of thousands of tokens. In this paper, we propose Diagonal Decoding (DiagD), a training-free inference acceleration algorithm for autoregressively pre-trained models that exploits spatial and temporal correlations in videos. Our method generates tokens along diagonal paths in the spatial-temporal token grid, enabling parallel decoding within each frame as well as partially overlapping across consecutive frames. The proposed algorithm is versatile and adaptive to various generative models and tasks, while providing flexible control over the trade-off between inference speed and visual quality. Furthermore, we propose a cost-effective finetuning strategy that aligns the attention patterns of the model with our decoding order, further mitigating the training-inference gap on small-scale models. Experiments on multiple autoregressive video generation models and datasets demonstrate that DiagD achieves up to $10\times$ speedup compared to naive sequential decoding, while maintaining comparable visual fidelity.

cs.CV↗

Force-Based Robotic Imitation Learning: A Two-Phase Approach for Construction Assembly Tasks

The drive for efficiency and safety in construction has boosted the role of robotics and automation. However, complex tasks like welding and pipe insertion pose challenges due to their need for precise adaptive force control, which complicates robotic training. This paper proposes a two-phase system to improve robot learning, integrating human-derived force feedback. The first phase captures real-time data from operators using a robot arm linked with a virtual simulator via ROS-Sharp. In the second phase, this feedback is converted into robotic motion instructions, using a generative approach to incorporate force feedback into the learning process. This method's effectiveness is demonstrated through improved task completion times and success rates. The framework simulates realistic force-based interactions, enhancing the training data's quality for precise robotic manipulation in construction tasks.

cs.RO↗

MoE-LLaVA: Mixture of Experts for Large Vision-Language Models

Recent advances demonstrate that scaling Large Vision-Language Models (LVLMs) effectively improves downstream task performances. However, existing scaling methods enable all model parameters to be active for each token in the calculation, which brings massive training and inferring costs. In this work, we propose a simple yet effective training strategy MoE-Tuning for LVLMs. This strategy innovatively addresses the common issue of performance degradation in multi-modal sparsity learning, consequently constructing a sparse model with an outrageous number of parameters but a constant computational cost. Furthermore, we present the MoE-LLaVA, a MoE-based sparse LVLM architecture, which uniquely activates only the top-k experts through routers during deployment, keeping the remaining experts inactive. Extensive experiments show the significant performance of MoE-LLaVA in a variety of visual understanding and object hallucination benchmarks. Remarkably, with only approximately 3B sparsely activated parameters, MoE-LLaVA demonstrates performance comparable to the LLaVA-1.5-7B on various visual understanding datasets and even surpasses the LLaVA-1.5-13B in object hallucination benchmark. Through MoE-LLaVA, we aim to establish a baseline for sparse LVLMs and provide valuable insights for future research in developing more efficient and effective multi-modal learning systems. Code is released at https://github.com/PKU-YuanGroup/MoE-LLaVA.

cs.CV↗

Open-Sora Plan: Open-Source Large Video Generation Model

We introduce Open-Sora Plan, an open-source project that aims to contribute a large generation model for generating desired high-resolution videos with long durations based on various user inputs. Our project comprises multiple components for the entire video generation process, including a Wavelet-Flow Variational Autoencoder, a Joint Image-Video Skiparse Denoiser, and various condition controllers. Moreover, many assistant strategies for efficient training and inference are designed, and a multi-dimensional data curation pipeline is proposed for obtaining desired high-quality data. Benefiting from efficient thoughts, our Open-Sora Plan achieves impressive video generation results in both qualitative and quantitative evaluations. We hope our careful design and practical experience can inspire the video generation research community. All our codes and model weights are publicly available at \url{https://github.com/PKU-YuanGroup/Open-Sora-Plan}.

cs.CV↗

Video-LLaVA: Learning United Visual Representation by Alignment Before Projection

The Large Vision-Language Model (LVLM) has enhanced the performance of various downstream tasks in visual-language understanding. Most existing approaches encode images and videos into separate feature spaces, which are then fed as inputs to large language models. However, due to the lack of unified tokenization for images and videos, namely misalignment before projection, it becomes challenging for a Large Language Model (LLM) to learn multi-modal interactions from several poor projection layers. In this work, we unify visual representation into the language feature space to advance the foundational LLM towards a unified LVLM. As a result, we establish a simple but robust LVLM baseline, Video-LLaVA, which learns from a mixed dataset of images and videos, mutually enhancing each other. Video-LLaVA achieves superior performances on a broad range of 9 image benchmarks across 5 image question-answering datasets and 4 image benchmark toolkits. Additionally, our Video-LLaVA also outperforms Video-ChatGPT by 5.8%, 9.9%, 18.6%, and 10.1% on MSRVTT, MSVD, TGIF, and ActivityNet, respectively. Notably, extensive experiments demonstrate that Video-LLaVA mutually benefits images and videos within a unified visual representation, outperforming models designed specifically for images or videos. We aim for this work to provide modest insights into the multi-modal inputs for the LLM. Code address: \href{https://github.com/PKU-YuanGroup/Video-LLaVA}

cs.CV↗

A Hybrid Generative and Discriminative PointNet on Unordered Point Sets

As point cloud provides a natural and flexible representation usable in myriad applications (e.g., robotics and self-driving cars), the ability to synthesize point clouds for analysis becomes crucial. Recently, Xie et al. propose a generative model for unordered point sets in the form of an energy-based model (EBM). Despite the model achieving an impressive performance for point cloud generation, one separate model needs to be trained for each category to capture the complex point set distributions. Besides, their method is unable to classify point clouds directly and requires additional fine-tuning for classification. One interesting question is: Can we train a single network for a hybrid generative and discriminative model of point clouds? A similar question has recently been answered in the affirmative for images, introducing the framework of Joint Energy-based Model (JEM), which achieves high performance in image classification and generation simultaneously. This paper proposes GDPNet, the first hybrid Generative and Discriminative PointNet that extends JEM for point cloud classification and generation. Our GDPNet retains strong discriminative power of modern PointNet classifiers, while generating point cloud samples rivaling state-of-the-art generative approaches.

cs.CV↗

Asymptotic, second-order homogenization of linear elastic beam networks

We propose a general approach to the higher-order homogenization of discrete elastic networks made up of linear elastic beams or springs in dimension 2 or 3. The network may be nearly (rather than exactly) periodic: its elastic and geometric properties are allowed to vary slowly in space, in addition to being periodic at the scale of the unit cell. The reference configuration may be prestressed. A homogenized strain energy depending on both the macroscopic strain $\boldsymbol{\varepsilon}$ and its gradient $\nabla \boldsymbol{\varepsilon}$ is obtained by means of a two-scale expansion. The homogenized energy is asymptotically exact two orders beyond that obtained by classical homogenization. The homogenization method is implemented in a symbolic calculation language and applied to various types of networks, such as a 2D honeycomb, a 2D Kagome lattice, a 3D truss and a 1D pantograph. It is validated by comparing the predictions of the microscopic displacement to that obtained by full, discrete simulations. This second-order method remains highly accurate even when the strain gradient effects are significant, such as near the lips of a crack tip or in regions where a gradient of pre-strain is imposed.

cond-mat.soft↗

Brain Functional Connectivity under Teleoperation Latency: a fNIRS Study

Objective: This study aims to understand the cognitive impact of latency in teleoperation and the related mitigation methods, using functional Near-Infrared Spectroscopy (fNIRS) to analyze functional connectivity. Background: Latency between command, execution, and feedback in teleoperation can impair performance and affect operators mental state. The neural underpinnings of these effects are not well understood. Method: A human subject experiment (n = 41) of a simulated remote robot manipulation task was performed. Three conditions were tested: no latency, with visual and haptic latency, with visual latency and no haptic latency. fNIRS and performance data were recorded and analyzed. Results: The presence of latency in teleoperation significantly increased functional connectivity within and between prefrontal and motor cortexes. Maintaining visual latency while providing real-time haptic feedback reduced the average functional connectivity in all cortical networks and showed a significantly different connectivity ratio within prefrontal and motor cortical networks. The performance results showed the worst performance in the all-delayed condition and best performance in no latency condition, which echoes the neural activity patterns. Conclusion: The study provides neurological evidence that latency in teleoperation increases cognitive load, anxiety, and challenges in motion planning and control. Real-time haptic feedback, however, positively influences neural pathways related to cognition, decision-making, and sensorimotor processes. Application: This research can inform the design of ergonomic teleoperation systems that mitigate the effects of latency.

cs.HC↗

Neural Dynamics of Delayed Feedback in Robot Teleoperation: Insights from fNIRS Analysis

As robot teleoperation increasingly becomes integral in executing tasks in distant, hazardous, or inaccessible environments, the challenge of operational delays remains a significant obstacle. These delays are inherent in signal transmission and processing and can adversely affect the operators performance, particularly in tasks requiring precision and timeliness. While current research has made strides in mitigating these delays through advanced control strategies and training methods, a crucial gap persists in understanding the neurofunctional impacts of these delays and the efficacy of countermeasures from a cognitive perspective. Our study narrows this gap by leveraging functional Near-Infrared Spectroscopy (fNIRS) to examine the neurofunctional implications of simulated haptic feedback on cognitive activity and motor coordination under delayed conditions. In a human-subject experiment (N=41), we manipulated sensory feedback to observe its influences on various brain regions of interest (ROIs) response during teleoperation tasks. The fNIRS data provided a detailed assessment of cerebral activity, particularly in ROIs implicated in time perception and the execution of precise movements. Our results reveal that certain conditions, which provided immediate simulated haptic feedback, significantly optimized neural functions related to time perception and motor coordination, and improved motor performance. These findings provide empirical evidence about the neurofunctional basis of the enhanced motor performance with simulated synthetic force feedback in the presence of teleoperation delays.

cs.HC↗