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Ye Shi

Publications and source records attributed to Ye Shi.

At least 19 recordsLinked to original sources

EmbodiRSI: Recursive Self-Improvement for Data-Efficient Robot Adaptation

Adapting robot manipulation policies to new tasks and environments remains highly data-intensive, while the data needed for further improvement depends on the policy's current capabilities and failure modes. We introduce EmbodiRSI, an agentic system for recursive self-improvement (RSI) in a real-to-sim-to-real setting, where task-specific simulations are constructed from target deployment scenarios and used as low-cost environments for iterative policy improvement before transfer back to the physical world. EmbodiRSI uses policy execution feedback to guide subsequent experience acquisition and policy updates. Two complementary mechanisms close this loop: Collaborative Error Correction generates agent-assisted corrective trajectories from policy-reached states, while Adaptive Data Collection directs expert demonstration generation toward the current policy's weaknesses. The task-specific simulation serves as a reusable workspace for policy warm-up, repeatable evaluation, failure diagnosis, and targeted data generation across successive RSI rounds. Across three tabletop environments and 14 subtasks, EmbodiRSI increases scene-balanced autonomous simulation success from 50.4% to 83.5% over two RSI updates. With 400 adaptive simulated trajectories and only ten real-world refinement trajectories per subtask, EmbodiRSI achieves 83.1% scene-balanced autonomous real-world success, compared with 75.0% for adaptation using 200 real-world demonstrations per subtask. These results demonstrate that feedback-driven recursive improvement in deployment-specific simulations can enable data-efficient adaptation of embodied policies to physical environments.

cs.RO↗

InstAgent: A Recursively Self-Improving Agent Operating System for Heterogeneous Robot Collaboration

Heterogeneous robot teams enable complex, long-horizon tasks by combining complementary sensing, mobility, and manipulation capabilities across multiple embodiments. Yet existing systems struggle to retain execution-time corrections as reusable experience, maintain task-relevant context memory across space and time for reliable handoffs, and explicitly represent the inter-robot dependencies required for structured collaboration. In order to address these challenges, we present InstAgent, a recursively self-improving (RSI) Agent Operating System for heterogeneous robot collaboration. InstAgent organizes team behaviors as agentic behavior trees (BTs) that explicitly model capability assignment, inter-robot dependencies and handoff checks. The RSI mechanism updates these collaboration programs from execution feedback and preserves successful revisions for reuse in future tasks, while shared multimodal spatio-temporal memory provides context for planning and handoff validation. Experiments on 20 real-world multi-robot tasks with three high-level models show consistent gains in task success, first-attempt completion, and execution efficiency.

cs.RO↗

Hand2Robot: Object-Centric 4D Hand Reconstruction from Human Demonstrations for Robotics

Human demonstrations can capture task-relevant manipulation without using the target robot, but the recorded hand motions cannot directly serve as robot action supervision. Hand reconstruction and motion retargeting provide a direct route to such supervision, yet recovering hand motion alone does not ensure physically consistent hand-object interactions. To address this issue, we introduce Hand2Robot, an object-centric 4D hand reconstruction framework for robot policy post-training. Given videos of humans performing the target task, Hand2Robot extracts interaction clips, reconstructs object geometry, and generates robot action supervision through hand-object interaction optimization and motion retargeting. For object tracking, we combine observation confidence with temporal motion constraints to select a globally consistent object pose trajectory from per-frame pose candidates. For hand refinement, we use object geometry and motion as a reference and combine staged 2D alignment with object-local contact constraints to refine hand trajectories and finger joint configurations. Experiments on DexYCB and HO3D-v3 show improved object pose accuracy and hand-object interaction quality. Experiments on three real-robot dexterous manipulation tasks further show that reconstructed and retargeted human demonstrations can effectively supplement limited robot data for target-task policy post-training.

cs.RO↗

CFG-Policy: Unified Diffusion Policy Learning Framework via Classifier-free Guidance

Diffusion policies are increasingly used in robotic control and manipulation, vision-language-action models, and world-model-based agents. Their ability to represent multimodal action distributions offers rich opportunities for exploration in reinforcement learning (RL). However, optimizing diffusion policies with RL can reduce the behavioral diversity and further limit their exploration capability. In RL post-training, directly fine-tuning a pretrained policy may also disrupt its acquired capabilities, while action-space residuals may lack the expressive power for multimodal exploration. Together, these issues reveal a common challenge across online and offline-to-online diffusion RL: improving task performance while retaining the behavioral diversity and capabilities needed for continued adaptation. We introduce CFG-Policy, a unified, plug-and-play framework that separates exploration and exploitation into two generative policies and combines their score or velocity fields during sampling through classifier-free guidance. For online RL, a frozen exploration branch sustains behavioral diversity while an exploitation branch learns from task rewards; for offline-to-online RL, a pretrained exploitation branch remains frozen while a trainable branch steers the composed behavior. CFG-Policy preserves the underlying RL objectives and improves performance with QSM and QVPO on 5 MuJoCo tasks and with Flow-SDE+PPO on 4 RoboTwin manipulation tasks. Project page is at https://zhy-liu.github.io/cfg-policy-page.

cs.RO↗

From Solo to Ensemble: A Hierarchical Framework for Composable Multi-Agent Human-Object Interaction

Physics-based human-object interaction has achieved robust single-agent manipulation skills, yet extending them to multi-agent cooperative tasks remains challenging. Existing approaches typically adapt interaction policies through task-specific fine-tuning, which entangles low-level contact-rich execution with high-level coordination and limits reuse across object geometries, interaction types, and team sizes. We propose a hierarchical framework that converts a single-agent HOI policy into a reusable Object-oriented Motion Skill. Specifically, we reinterpret teacher rollouts as object-oriented action supervision by extracting short-horizon object-proxy motions from executed trajectories, and distill task-specific teachers into a low-level skill operating in an Object-oriented Action Space. For downstream tasks, the distilled skill is frozen as a reusable executor, while a high-level policy coordinates multiple agents by generating region-wise object-oriented actions conditioned on the shared object, task goal, agent states, and local manipulation regions. This formulation shifts multi-agent HOI learning from direct contact-rich full-body control to compact object-level proxy-motion coordination. Experiments on diverse HOI tasks show that the distilled Object-oriented Motion Skill supports robust proxy-motion execution and enables composable policy learning across different interaction types, object geometries, and team sizes.

cs.RO↗

From Social Reasoning to Embodied Interaction: An Agentic Framework for Social Robots

Natural face-to-face human--robot interaction requires a robot to understand an evolving social situation, decide when to engage, and express its intent through coordinated physical behavior. Yet existing approaches rarely close this loop: foundation-model agents provide increasingly capable multimodal reasoning and memory but remain largely disembodied, while expressive virtual agents do not face the physical constraints of real robots, and physical social robots typically address social reasoning and embodied expression only partially. We present ARISE, a unified framework that bridges Agentic Reasoning and Interactive Social Embodiment on the Sophia humanoid robot. ARISE integrates multimodal context understanding, long-term memory, and reactive and proactive interaction to determine when and what to communicate, and translates social intent into robot-native gestures coordinated with speech and mechanical facial expressions through streaming execution. Extensive evaluations on Sophia demonstrate strong perceived interaction quality, expressive and well-coordinated embodied behavior, and substantial latency reductions through streaming execution. These results highlight the importance of jointly reasoning about what to communicate, when to engage, and how to physically express social intent for natural interaction with humanoid robots. Project Page: https://robosocial.github.io/

cs.RO↗

FASTER: Fast Adjoint Stochastic Transport for Endpoint Refinement in Reward-Guided Image Editing

Reward-guided image editing at test time seeks to improve a specified reward while preserving source content and visual plausibility. Many existing approaches optimize candidates through pretrained generation processes, making repeated adjustment depend on costly large-model execution and, in some cases, backbone backpropagation. We develop a theoretical framework that jointly accounts for reward, source preservation, and pretrained-prior preferences, allowing the desired output distribution to be specified separately from the dynamics used to realize it. Based on this framework, we introduce FASTER, which trains a small network for each source and objective to perform inexpensive editing, while pretrained and reward models provide feedback on candidate outputs. By reusing each candidate and its feedback across multiple small-network updates, FASTER reduces repeated sampling and supervision queries without placing the pretrained generative backbone inside the inner optimization loop. On SD3, FASTER leads all four target metrics and several validation metrics among the evaluated methods. Compared with the evaluated baseline that optimizes controls along pretrained generation trajectories, FASTER achieves editing-time speedups of up to \({6.91\times}\) on Stable Diffusion 3 and \({24.14\times}\) on Stable Diffusion 1.5.

cs.CV↗

ViTacWorld: Scaling Visuo-Tactile World Models for Contact-Rich Robot Manipulation

Contact-rich robot manipulation requires physical interaction cues that are often invisible to cameras, making tactile sensing essential for robust control. However, scaling visuo-tactile robot learning remains difficult because real tactile interaction data are expensive to collect, hardware-dependent, and limited in task and scene diversity. We present ViTacWorld, an action-conditioned visuo-tactile world model for scalable contact-rich robot manipulation. ViTacWorld leverages public real tactile datasets and a constructed simulation environment to scale visuo-tactile-action data, exploiting the fact that tactile signals are directly grounded in physical contact and can exhibit a smaller simulation-to-real gap than purely visual observations. The model is first pretrained with large-scale real and simulated visuo-tactile trajectories, and then finetuned with real-world policy rollouts to better match downstream manipulation behaviors. Given robot actions, ViTacWorld predicts temporally aligned visual observations and tactile feedback, enabling visuo-tactile-action rollout generation. To the best of our knowledge, ViTacWorld is the first framework that uses a world model for robot visuo-tactile-action trajectory generation and policy evaluation. It serves two roles: synthesizing rollouts to improve downstream tactile policies, and evaluating policies by predicting action-conditioned visuo-tactile outcomes under controlled action sequences. Experiments on contact-rich manipulation tasks show that ViTacWorld generates physically meaningful rollouts, improves policy performance through scalable data augmentation, and enables action-conditioned policy evaluation. Project page: https://vitacworld.github.io/

cs.RO↗

QAMM: Adjoint MeanFlow Matching for Few-Step Offline Reinforcement Learning

Flow policies can model rich action distributions, but their iterative sampling limits decision speed. Adjoint matching uses the critic's action gradient to improve a flow policy without backpropagating through its sampling trajectory, yet its supervision is defined for instantaneous velocities. We propose QAMM, a method that turns the critic-derived adjoint signal into supervision for MeanFlow's average velocity. The resulting policy learns finite-interval transport directly and generates actions with few network evaluations. We derive the adjoint MeanFlow target, specify its gradient boundaries, and train it with an offline actor-critic. On ten HumanoidMaze tasks, QAMM produces effective two-call policies and achieves competitive performance against strong flow-policy baselines. These results show that adjoint-based Q optimization can be combined with average-velocity learning to obtain expressive offline policies with few-step action generation.

cs.LG↗

Optimizer as Detector: Stochastic Gradient Descent for Latent Mixture Models

Pooling latent subpopulations can obscure relationships and yield misleading regression conclusions, including Simpson's paradox (SP). We propose a detector based on the steady-state dynamics of constant-step stochastic gradient descent (SGD). Unlike likelihood-based mixture tests and confounder-search methods, it requires neither a normal-mixture specification nor observed candidate confounders. Two linear pieces compete under a winner-take-all squared-error loss, and their normalized terminal separation forms the test statistic. Using diffusion approximations, we derive its asymptotic null distribution for general centered scalar covariates and for Gaussian multivariate covariates under symmetric noise. The distribution-dependent null center reduces to the dimension-free constant $4/π$ when both covariates and noise are Gaussian. We establish asymptotic size control and consistency against fixed mixture alternatives under regularity conditions. We extend the method to intercept and partial-mixture heterogeneity and study endogeneity, heteroskedasticity, and nonlinear misspecification. Simulations examine calibration, power, and robustness. Finally, a three-stage Detect--Screen--Verify toolkit separates evidence of heterogeneity from its substantive explanation. Across eight public datasets, it recovers four established SP benchmarks and identifies four cases that, to our knowledge, have not been documented previously. The detector requires neither latent-group labels nor a prespecified number of mixture components.

stat.ME↗

In-Context Forcing: Uncovering Context Effects in Autoregressive Video Diffusion

Current few-step autoregressive video diffusion models depend on previous fully denoised clean frames as context for all denoising steps of the current frame. However, these clean frames leak excessive local details, which causes the model to take shortcuts, resulting in compromised temporal semantics and dynamics. Inspired by the perspective of diffusion as masking, we explore the impact of noisy contexts on few-step autoregressive generation. Yet, simply applying contexts with the same noise levels provides insufficient guidance, leading to poor temporal consistency. To resolve this dilemma, we introduce In-Context Forcing, a progressive autoregressive paradigm that utilizes contexts with decreasing noise levels. By applying less masking to distant frames and more masking to adjacent ones, this approach provides adaptive guidance, effectively ensuring both robust temporal consistency and high inter-frame dynamics. Furthermore, by decoupling the strict dependence on previous clean frames, our paradigm enables cross-frame parallel denoising, achieving substantial inference acceleration without sacrificing performance. Extensive experiments on VBench demonstrate that our method significantly outperforms state-of-the-art approaches in both visual fidelity and inference speed.

cs.CV↗

Hierarchical Constrained Reinforcement Learning with Dynamic Boundary for Spatio-Temporal Vehicle-to-Grid Scheduling

The rapid proliferation of Electric Vehicles (EVs) introduces significant spatio-temporal uncertainties into power grids, while Vehicle-to-Grid (V2G) technology offers critical flexibility through bidirectional power flow. However, integrating large-scale EVs into the Optimal Power Flow framework presents substantial challenges due to computational bottlenecks arising from solver complexity and coupled spatio-temporal constraints. Existing Reinforcement Learning (RL) methods often struggle to balance strict constraint satisfaction with scalability in highly dynamic EV fleet environments. To address these challenges, this paper proposes a Hierarchical Policy for Constrained Reinforcement Learning (HPC-RL) framework for spatially and temporally coupled V2G scheduling. The framework adopts a two-layer architecture: the upper level utilizes a RL algorithm based on the Generalized Reduced Gradient method to strictly enforce spatial grid-level hard constraints; the lower level implements a novel dynamic boundary strategy to compute real-time feasible charging power bounds for individual EVs, thereby ensuring the satisfaction of temporal charging demands. This integrated design not only enables the simultaneous handling of spatially and temporally coupled constraints during the RL optimization process but also significantly enhances generalization capabilities for large-scale fleets through hierarchical decoupling. Extensive experiments on IEEE 14, 30, and modified 141-bus systems demonstrate that HPC-RL outperforms Model Predictive Control and state-of-the-art safe RL baselines across all metrics. The proposed method achieves near-optimal scheduling strategies and drastically reduces online computation time in large-scale scenarios from hours to minutes, while maintaining a near-zero constraint violation rate and nearly 100\% charging demand satisfaction.

cs.CE↗

SelfWAM: A Self-Grounded Unified World Action Model for Fast Robot Control

World Action Models (WAMs) improve robot policy learning by jointly modeling actions and future observations. However, conditioning future prediction only on the task prompt and observation context risks capturing generic task progression rather than the action-specific consequences of the executed action. We introduce SelfWAM, a unified self-grounded WAM built on a modality-specialized Mixture-of-Transformers (MoT) architecture that jointly predicts actions, action-conditioned future RGB frames, and robot self-masks, thereby grounding future prediction in the robot's visible body and its action-induced motion. During joint training, SelfWAM allows future visual queries to attend to a clean copy of the demonstrated action, turning the video branch into an action-specific consequence model while leaving the fast action-only inference path unchanged. To focus video learning on action-relevant visual changes, we use prompt-specific objectives for future robot self-mask prediction, which removes appearance details and provides a target whose temporal evolution is tightly coupled with the conditioning action. Together, clean-action conditioning and future self-mask supervision make future predictions more directly reflect how the executed action changes the robot's visible motion and the surrounding scene. Experiments on RoboTwin 2.0 and real-world manipulation tasks show that SelfWAM produces more action-sensitive futures and preserves fast policy inference, while improving policy performance.

cs.RO↗

A Multi-stage Constrained Optimization Framework for Data-driven Problems

Variational autoencoders (VAEs) transform high-dimensional, often noisy data into a compact latent representation, making downstream optimization more tractable. Three challenges persist in VAE-based constrained optimization: (i) sampling effectively within the latent space, (ii) identifying the active decision variables that actually influence the objective and constraints, and (iii) enforcing constraints without destabilizing training. We propose a Multi-stage Constrained Optimization Framework (MCOF). First, an entropy-constrained VAE (EC-VAE) coupled with a feature selector embeds objective and constraint information into a designated subset of latent variables, so that optimization proceeds over a low-dimensional subspace while the remaining coordinates supply solution diversity. Second, a Uniform Transformation (UT) module applies a per-dimension probability integral transform, replacing the irregular aggregate posterior with a uniform distribution over a bounded box and mitigating posterior collapse and Gaussian mixture bias. Third, a constraint-priority filter method (CPFM) solves the resulting surrogate problem by alternating violation-reduction and objective-reduction steps under a filter acceptance test, returning solutions that are feasible for the learned surrogate to a specified tolerance without requiring multiplier estimation. Finally, unselected latent coordinates are resampled to generate diverse decodings of a single optimized solution. We validate MCOF on a synthetic problem, where we ablate each stage and recover the analytic optimum, and on a ZINC250k drug design task, where the generated molecules satisfy the imposed constraints and are entirely novel relative to the training set.

cs.LG↗

Soft-Constrained Optimization of Latent Space in Variational Autoencoders

The usefulness of a variational autoencoder (VAE) depends on two properties of its latent space that are hard to obtain together: high encoding capacity in the individual latent variables, and a low-dimensional, disentangled organization of those variables. Weakening the Kullback-Leibler regularization raises capacity but degrades disentanglement, while strengthening it prunes latent variables away entirely. We formulate VAE training as a soft-constrained optimization problem that addresses both. First, we impose an entropy-based constraint (EC) on individual latent variables, showing that the entropy of a latent code upper-bounds the mutual information it carries about the generative factors of the data. Second, we propose a weight-filter method that exploits the slack of the soft constraint to prune low-entropy dimensions during downstream training. On dSprites, the EC raises the aggregate latent-variable activation score by 43-62% over a vanilla VAE, attains the highest FactorVAE score among the \b{eta} \b{eta}-VAE variants (0.891 vs 0.847), and lowers reconstruction error by up to 38%. On MNIST, the weight filter reduces the latent dimensionality supplied to a downstream classifier from ten to two while holding accuracy above 90%, converging in 37% fewer epochs than the same procedure without the EC. We also find that low-entropy discrete factors tend to merge into a single latent variable, whereas high-entropy continuous factors are distributed across several.

cs.LG↗

Super Star: Towards Streaming Real-time Interactive Agents for Digital Humans

Existing co-speech gesture generation methods are predominantly studied in offline settings, where gestures are synthesized from complete speech segments. However, interactive digital humans in real-world scenarios are required to generate speech-synchronous gestures online, using only currently available response audio under strict latency constraints. As a result, prior methods are unsuitable for real-time interaction, as they either rely on future speech information or incur substantial inference delay. In this paper, we formulate online co-speech gesture generation for interactive digital humans and propose a real-time interactive framework that couples a streaming speech response module with an online gesture generation module. Specifically, the gesture generator is designed as a causal multimodal autoregressive model that predicts body motion from streaming response speech and motion history, enabling low-latency and speech-aligned gesture synthesis without access to future speech. To support this setting, we further propose an offline data synthesis pipeline tailored to virtual companion scenarios, which leverages topic- and emotion-aware subject corpora to construct diverse human-agent dialogues and then generates co-speech gestures conditioned on the agent responses. Moreover, to bridge the gap between offline data construction and online deployment, we establish a self-evolving training loop by incorporating user feedback collected during online interaction into the data generation process, enabling continual adaptation to user preferences. Extensive experiments demonstrate that our framework achieves superior better latency-quality trade-off, stronger speech-motion synchronization, and higher user preference than competitive existing baselines. Project Page: https://super-star-2026.github.io/

cs.HC↗

A Predict-then-Schedule framework for Power Distribution Networks with AI Data Centers

The surge of GPU-intensive workloads in artificial intelligence (AI) data centers drives massive energy demands, leading to soaring costs and significant stress on local power distribution networks. Coordinating delay-tolerant workload scheduling with power grid conditions via precise workload prediction can mitigate these issues. However, a critical gap remains in conventional approaches, i.e., minimizing prediction error does not necessarily lead to minimized downstream operational loss. Hence, this paper proposes an end-to-end Predict-Then-Schedule (PTS) framework that integrates upstream workload prediction with downstream scheduling optimization. By leveraging differentiable convex optimization, the PTS framework maps input features directly to optimal scheduling and enables gradient-based training. Furthermore, to respect the data center's capacity, a workload over-shifted loss combining electricity cost with a penalty for load-shedding is introduced to evaluate scheduling quality. Experiments demonstrate that the proposed framework significantly reduces operational cost and enhances system security compared to the conventional two-stage baseline.

cs.CE↗

TactiDex: A Real-World Tactile-Guided Benchmark for Human-Like Dexterous Manipulation

Tactile feedback is fundamental to Hand-Object Interaction (HOI), governing contact formation, force regulation, and stable manipulation, making it essential for achieving true human-like dexterous manipulation. Yet, current human-to-robot dexterous transfer pipelines primarily rely on kinematic trajectories, resulting in motion imitation without physically grounded interaction. To address this, we introduce TactiDex, a real-world tactile-guided benchmark specifically designed to move dexterous manipulation beyond kinematic mimicry toward contact-level human-likeness. TactiDex provides a comprehensive dataset that elegantly aligns whole-hand tactile signals with multi-granularity kinematic and object states, coupled with standardized evaluation metrics. Building upon this data paradigm, we propose a tactile-driven transfer framework that effectively translates human demonstrations into physically plausible robotic execution. We introduce TactiSkill, a framework built upon a novel tri-component tactile reward that innovatively uses tactile signals as structured supervision. This reward unifies guidance, human-like alignment, and contact constraints into a single objective. Through comprehensive experiments on both single and bimanual tasks, we demonstrate that TactiSkill achieves superior performance in manipulation success and physical realism. This work lays a crucial foundation for advancing tactile-aware dexterous manipulation. Our project page at https://tactidex.github.io/.

cs.RO↗