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Yifei Dong

Publications and source records attributed to Yifei Dong.

At least 19 recordsLinked to original sources

MEgoVista: Multi-view Ego-aware Motion Estimation for Metric 4D Hands and Head in the Wild

Learning manipulation from human video requires high-fidelity hand-motion reconstruction in metric units. Today's metric hand labels come from studio rigs and instrumented headsets, and both are confined in the same two ways: neither leaves a prepared setting, and neither is checked against an independent reference. Unconstrained head-worn recording promises the opposite trade-off, scaling with the number of people wearing a device. We therefore introduce MEgoVista, an offline pipeline that turns a single unprepared MEgo View recording into metric two-hand and head motion in one gravity-aligned world frame. Three properties set it apart from existing egocentric reconstruction systems: first, it reconstructs in settings studio volumes and tabletop rigs cannot reach, settling hand ownership at detection so bystander hands stay out of the wearer's trajectory; second, it takes its metric gauge from calibrated stereo rather than a monocular prior, installing scale at initialisation so policies receive physical units, not arbitrary coordinates; third, both outputs are scored inside a motion-capture volume against independent Chingmu optical capture, under a protocol that audits its own reference and charges what a method declines to predict. MEgoVista is offered as a measured route from egocentric video to metric hand supervision, one that widens where such labels can be gathered.

cs.CV

Making AI-Assisted Claims Independently Challengeable: Publication Authority and a Protocol for Falsifiable Publication Records

AI-assisted claims can appear authoritative when evidence, analysis, human authorization, presentation, and correction history refer to different states. Provenance, attestation, and transparency expose history but alone do not specify the publication transition examined here. We develop Publication Authority as an exact-state, non-transferable, single-use publication capability and instantiate it in PAC-2026 (Publication-Accountability Calculus), a machine-readable AIJIM Protocol candidate. We evaluate its fourth bounded semantic freeze (SF-4), a fixed-profile specification designed for replaceable bindings. Six obligations govern evidence, runs and artifacts, measurement disclosure, authorization, surface correspondence, and lifecycle continuity. Each yields a target-bound witness, localized counterexample, or localized unverifiability; none can compensate for another. Only a fresh, complete all-pass record derives the permit consumed by one atomic publication transition. We use identity vectors, adversarial cases, finite models, and historical implementations. Ten models explored 110,764 safe reachable states; 76 unsafe configurations produced the expected violation or observer countermodel. A reader surface passing its correspondence check cannot authorize publication unless the accepted record admits that surface. SF-4 separates evidence horizon from verification time and rejects an authentic but causally invalid authorization. A historical predecessor path reproduced 17 frozen authorization-successor outcomes. A later in-house, instance-blind test of known case classes matched all 183 scored expectations; same-host package execution reproduced its 240 archived observations. Results support internal coherence, bounded safety, fault sensitivity, and limited constructibility, but not factual truth, general refinement, blind interoperability, field efficacy, or standards status.

cs.AI

ASCII Attack: Recontextualising Harmful Requests as Artistic Critique in Large Language Models

Safety alignment trains large language models to refuse harmful requests stated plainly, but that training is applied mostly to surface form. Requests that only recontextualise the same operational content, changing how the model reads it, are therefore only weakly covered. The ASCII Attack is one such recontextualisation. It is single-turn and black-box: one message, with no access to model internals. It embeds a fully legible harmful request in ASCIl-art characters, presents it as artwork, and asks for feedback. Unlike ArtPrompt, it hides nothing: the request stays readable. The reply is written as artistic critique and can contain operational detail that a plain request would have been refused for. Every framed prompt is paired with a direct-question control, so the contrast is isolated from topic, model and decoding variation. The contrast identifies a bundled surface, not one isolated channel. Across eleven models and eight harm topics, a harm-aware classifier judges 62% of framed prompts harmful against 42% of controls. On the most susceptible model the framed prompt succeeds 93% of the time. A single query matches or exceeds published single-query attacks under four of five harm judges. The effect tracks the model more than the topic and does not diminish with scale. At least one judge dissents from the panel majority on nearly two-thirds of framed rows, which is itself a measurement-validity finding. That pattern is consistent with mismatched generalisation.

cs.AI

HA-VLN 2.0: An Open Benchmark and Leaderboard for Human-Aware Navigation in Discrete and Continuous Environments with Dynamic Multi-Human Interactions

Vision-and-Language Navigation (VLN) has been studied mainly in either discrete or continuous spaces, with little attention to dynamic, crowded environments. We present HA-VLN 2.0, a unified benchmark introducing explicit social-awareness constraints. Our contributions are: (i) a standardized task and metrics capturing both goal accuracy and personal-space adherence; (ii) HAPS 2.0 dataset and simulators modeling multi-human interactions, outdoor contexts, and finer language-motion alignment; (iii) benchmarks on 16,844 socially grounded instructions, revealing sharp performance drops of leading agents under human dynamics and partial observability; and (iv) real-world robot experiments validating sim-to-real transfer, with an open leaderboard enabling transparent comparison. Results show that explicit social modeling improves navigation robustness and reduces collisions, underscoring necessity of human-centric approaches. By releasing datasets, simulators, baselines, and protocols, HA-VLN 2.0 provides a strong foundation for safe, human-aware navigation research.

cs.AI

Towards Unified World Models for Visual Navigation via Memory-Augmented Planning and Foresight

Enabling embodied agents to imagine future states is essential for robust and generalizable visual navigation. Yet, state-of-the-art systems typically rely on modular designs that decouple navigation planning from visual world modeling, which often induces state-action misalignment and weak adaptability in novel or dynamic scenarios. We propose UniWM, a unified, memory-augmented world model that integrates egocentric visual foresight and planning within a single multimodal autoregressive backbone. UniWM explicitly grounds action selection in visually imagined outcomes, tightly aligning prediction with control. Meanwhile, a hierarchical memory mechanism fuses short-term perceptual cues with longer-term trajectory context, supporting stable and coherent reasoning over extended horizons. Extensive experiments on four challenging benchmarks (Go Stanford, ReCon, SCAND, HuRoN) and the 1X Humanoid Dataset show that UniWM improves navigation success rates by up to 30%, substantially reduces trajectory errors against strong baselines, generalizes zero-shot to the unseen TartanDrive dataset, and scales naturally to high-dimensional humanoid navigation. These results position UniWM as a principled step toward unified, imagination-driven embodied navigation. The code and models are available at https://github.com/UWMILab/UniWM.

cs.AI

LaViT: Aligning Latent Visual Thoughts for Multi-modal Reasoning

Current multimodal latent reasoning often relies on external supervision (e.g., auxiliary images), ignoring intrinsic visual attention dynamics. In this work, we identify a critical Perception Gap in distillation: student models frequently mimic a teacher's textual output while attending to fundamentally divergent visual regions, effectively relying on language priors rather than grounded perception. To bridge this, we propose LaViT, a framework that aligns latent visual thoughts rather than static embeddings. LaViT compels the student to autoregressively reconstruct the teacher's visual semantics and attention trajectories prior to text generation, employing a curriculum sensory gating mechanism to prevent shortcut learning. Extensive experiments show that LaViT significantly enhances visual grounding, achieving up to +16.9% gains on complex reasoning tasks and enabling a compact 3B model to outperform larger open-source variants and proprietary models like GPT-4o.

cs.CV

PatchWorld: Gradient-Free Optimization of Executable World Models for Agent Environments

World models for interactive text agents must typically be learned from observation-action trajectories alone. Specifically, the environment returns text observations after each action, but does not expose a ground-truth latent state nor an inspectable transition model.A research gap remains in how to induce executable code as a world model in this black-box setting for prediction and agent decision making. We introduce PatchWorld, a gradient-free framework that turns offline trajectories into executable Python world models through counterexample-guided code repair.Instead of predicting the next observation with a black-box model, PatchWorld induces symbolic belief-state programs whose action updates can be inspected, replayed, and locally patched. Across seven AgentGym environments, PatchWorld-Simple achieves the highest code-based decision-making score among evaluated methods (76.4% macro success in live one-step lookahead), matching or exceeding LLM-based lookahead while invoking no LLM calls inside the world-model prediction module itself. We further find that a human-specified residual-memory bias improves surface observation fidelity but weakens agent decision-making utility. This reveals a tradeoff in executable world models, since improving observation fidelity can come at the expense of action-discriminative dynamics, and vice versa. Code is available at https://github.com/HKBU-KnowComp/PatchWorld.

cs.CL

TacGen: Touch Is a Necessary Dimension of Physical-World Representation -- Addressing Tactile Data Scarcity with Scalable Vision-to-Touch Alignment and Generation

Touch resolves the physical-property ambiguity left by vision: exploratory contact recovers shape, texture, compliance, and material, and visuo-haptic object representations converge in ventral visual cortex. We ask whether representation learning can reproduce this grounding. TacGen mitigates the tactile-data scarcity bottleneck by combining pre-specified V+T contrastive alignment with a latent-space residual-MLP V->T generator that synthesizes tactile latents from RGB for tactile-data scaling. With matched DINOv2 backbones, splits, and probes, V+T improves matched V-only on mass (Delta R^2=+0.570), density (Delta acc=+0.067), hardness (+0.117), and uncertainty-banded force labels (Delta R^2=+0.281); all CIs exclude zero. The same representation lifts matched-capacity TACTO manipulation 0.246->0.979 while V-only capacity scaling accounts for only 4.5% of the gap, preserving 95.5%. The generator reaches cross-seed +0.589, with real tactile +0.585 inside the seed interval; the architecture comparison shows a 13pp downstream gap between reconstruction quality and representation utility. Across five-seed SSVTP/TVL reproductions, YCB-Sight transfer, three-backbone checks, permutation/random-feature controls, hash-verified manifests, and measured-force validation checks, the evidence supports the claim that touch supplies a necessary physical evidence channel for representations of contact-dependent properties.

cs.RO

Robustness of Robotic Manipulation: Foundations and Frontiers

Humans and animals exhibit remarkable robustness in physical manipulation, yet robots remain far behind. Progress toward human-level manipulation robustness is hindered by the absence of a unified and systematic understanding: different subfields frame robustness in distinct ways, often leaving the concept ambiguous and limiting deeper analysis as well as communication across research areas. This paper presents a systematic study of manipulation robustness. We begin with a formal definition, characterizing robustness as the degree to which a manipulation system can achieve its goal in the presence of uncertainty and variation. Building on this definition, we introduce general formulations of manipulation robustness from probabilistic and control-theoretic perspectives. We then synthesize the guiding principles and concrete mechanisms of manipulation robustness across perception, planning, control, policy learning, and hardware, illustrating each mechanism through representative works, including foundational and recent studies. In addition, we revisit existing metrics and evaluation methods for quantifying manipulation robustness. Finally, we distill broader lessons for designing robust manipulation systems and discuss open problems and future directions toward achieving human-level robustness in robotic manipulation.

cs.RO

Physics-Informed Eikonal Caging for Whole-Arm Manipulation Planning

Planning contact-rich whole-arm manipulation is challenging because interactions that involve extended robot geometry give rise to complex contact dynamics that are difficult to model accurately. This creates a need for planning principles that do not rely heavily on precise contact models. Caging offers one such geometric notion of robustness to modeling inaccuracy by restricting object escape through geometrically enclosing the object. However, existing caging formulations are difficult to incorporate into continuous optimization-based manipulation planning. We reformulate caging as a minimum-time escape problem in which the object seeks to leave an enclosing robot geometry in the shortest time. This yields a continuous escape-time field that measures the robot's enclosure quality and we show it satisfies an eikonal equation. We therefore can approximate this field using a physics-informed neural network, producing a smooth differentiable representation that can be embedded directly into manipulation planning. The resulting objective supports whole-arm manipulation planning to favor robot configurations resisting object escape. This improves the manipulation robustness to contact model mismatch, thus enabling planning with simplified contact models, including quasi-dynamic approximations and simplified object geometry. Across simulation and real-world experiments, we show improved robustness to disturbances and contact-model mismatch relative to baselines. These results suggest that geometric enclosure can serve as a practical robustness primitive for whole-arm manipulation. A supplementary video, which includes an intuitive overview of our method and experiment video results, is available on our project webpage.

cs.RO

Agentic World Modeling: Foundations, Capabilities, Laws, and Beyond

As AI systems move from generating text to accomplishing goals through sustained interaction, the ability to model environment dynamics becomes a central bottleneck. Agents that manipulate objects, navigate software, coordinate with others, or design experiments require predictive environment models, yet the term world model carries different meanings across research communities. We introduce a "levels x laws" taxonomy organized along two axes. The first defines three capability levels: L1 Predictor, which learns one-step local transition operators; L2 Simulator, which composes them into multi-step, action-conditioned rollouts that respect domain laws; and L3 Evolver, which autonomously revises its own model when predictions fail against new evidence. The second identifies four governing-law regimes: physical, digital, social, and scientific. These regimes determine what constraints a world model must satisfy and where it is most likely to fail. Using this framework, we synthesize over 400 works and summarize more than 100 representative systems spanning model-based reinforcement learning, video generation, web and GUI agents, multi-agent social simulation, and AI-driven scientific discovery. We analyze methods, failure modes, and evaluation practices across level-regime pairs, propose decision-centric evaluation principles and a minimal reproducible evaluation package, and outline architectural guidance, open problems, and governance challenges. The resulting roadmap connects previously isolated communities and charts a path from passive next-step prediction toward world models that can simulate, and ultimately reshape, the environments in which agents operate. Code and resources are available at: https://github.com/matrix-agent/awesome-agentic-world-modeling.

cs.AI

Mind-Studio: Executable World Models with Lookahead Evaluation for Partially Observable Games

World-model synthesis aims to turn interaction experience into an internal model of environment dynamics. Existing symbolic approaches often fit observed transitions or mixtures of local rules, but they do not produce a complete executable program that can run independently of the real environment. We present Mind-Studio, a framework that synthesizes executable pygame-style world models from state-action-next-state trajectories using large language models. Mind-Studio combines entropy-selected traces with a lightweight game skill file containing object, action, and static scene information extracted from screenshots. We evaluate synthesis quality with a K-step lookahead fidelity protocol that compares generated world-model rollouts against Real-ALE rollouts from the same state. On Montezuma's Revenge, Mind-Studio improves chosen-action next-state prediction from 0.3% for PoE-World to 48.7% while verifying 5 of 8 subgoals; across Alien, Assault, and Skiing, it achieves stronger branch-level fidelity than prior learned lookahead sources.

cs.AI

LDA-1B: Scaling Latent Dynamics Action Model via Universal Embodied Data Ingestion

Recent robot foundation models largely rely on large-scale behavior cloning, which imitates expert actions but discards transferable dynamics knowledge embedded in heterogeneous embodied data. While the Unified World Model (UWM) formulation has the potential to leverage such diverse data, existing instantiations struggle to scale to foundation-level due to coarse data usage and fragmented datasets. We introduce LDA-1B, a robot foundation model that scales through universal embodied data ingestion by jointly learning dynamics, policy, and visual forecasting, assigning distinct roles to data of varying quality. To support this regime at scale, we assemble and standardize EI-30k, an embodied interaction dataset comprising over 30k hours of human and robot trajectories in a unified format. Scalable dynamics learning over such heterogeneous data is enabled by prediction in a structured DINO latent space, which avoids redundant pixel-space appearance modeling. Complementing this representation, LDA-1B employs a multi-modal diffusion transformer to handle asynchronous vision and action streams, enabling stable training at the 1B-parameter scale. Experiments in simulation and the real world show LDA-1B outperforms prior methods (e.g., $π_{0.5}$) by up to 21\%, 48\%, and 23\% on contact-rich, dexterous, and long-horizon tasks, respectively. Notably, LDA-1B enables data-efficient fine-tuning, gaining 10\% by leveraging 30\% low-quality trajectories typically harmful and discarded.

cs.RO

MoDex: A Diffusion Policy for Sequential Multi-Object Dexterous Grasping

This work addresses sequentially grasping multiple objects with a single dexterous hand without releasing those already held. Most dexterous grasping methods commit all of the hand's degrees of freedom to a single object, underutilizing its dexterity and leaving no redundancy for subsequent grasps. The proposed solution, MoDex, is a diffusion policy that predicts the next gripper pose directly from observations, conditioned on an opposition space and point cloud. The opposition space condition specifies which fingers participate in the current grasp, enabling the gripper to use only a subset of its available degrees of freedom while reserving the remaining degrees of freedom for subsequent grasps. To facilitate sim-to-real transfer, MoDex is trained in two stages: first through imitation learning on expert demonstrations, and subsequently through reinforcement learning fine-tuning, which consistently improves success rates over the pre-trained policy. We evaluate MoDex in simulation on a MuJoCo-based Franka Emika Panda robot equipped with an Allegro Hand and on the corresponding real-world hardware platform. Across both simulation and real-world experiments, MoDex achieves higher success rates than the evaluated learning-based baselines, improving performance by 2.92-17.92% and 6.67-17.78%, respectively. Project page: https://modex2026.github.io/.

cs.RO

Parabolic Position Encoding: Vision-Centric, Principled, Extrapolatable, General

We propose Parabolic Position Encoding (PaPE), a parabola-based position encoding for vision modalities in attention-based architectures. Given a set of vision tokens-such as from videos, event camera streams, images, or point clouds-our objective is to encode their positions while accounting for the characteristics of vision modalities. Prior works have largely extended position encodings from 1D-sequences in language to nD-structures in vision, but only with partial account of vision characteristics. We address this gap by designing PaPE from principles distilled from prior work: translation invariance, rotation invariance (PaPE-RI), distance decay, directionality, and context awareness. Extrapolation experiments on ImageNet-1K show how PaPE extrapolates remarkably well, improving in absolute terms by up to 10.5\% over the next-best encoding. Generality experiments on 8 datasets across 4 modalities show that PaPE is a general vision position encoding, as PaPE matches the best baseline on 5 datasets and exceeds all on 2 datasets. Code is available at https://github.com/DTU-PAS/parabolic-position-encoding.

cs.CV

GoViG: Goal-Conditioned Visual Navigation Instruction Generation via Multimodal Reasoning

We introduce Goal-Conditioned Visual Navigation Instruction Generation (GoViG), a new task that aims to generate contextually coherent navigation instructions solely from egocentric visual observations of initial and goal states. Unlike prior work relying on structured inputs, such as semantic annotations or environmental maps, GoViG exclusively leverages raw egocentric visual data, improving adaptability to unseen and unstructured environments. Our method addresses this task by decomposing it into two interconnected subtasks: (1) navigation visualization, predicting intermediate visual states bridging the initial and goal views; and (2) instruction generation, synthesizing coherent instructions grounded in observed and anticipated visuals. Both subtasks are integrated within an autoregressive multimodal LLM trained with tailored objectives to ensure spatial accuracy and linguistic clarity. Furthermore, we introduce two multimodal reasoning strategies, one-pass and interleaved reasoning, to mimic incremental human navigation cognition. To comprehensively evaluate our method, we propose the R2R-Goal dataset, combining diverse synthetic and real-world trajectories. Empirical results demonstrate significant performance improvements over state-of-the-art methods in BLEU-4 and CIDEr scores along with robust cross-domain generalization.

cs.CV

DUET: Joint Exploration of User Item Profiles in Recommendation System

Traditional recommendation systems represent users and items as dense vectors and learn to align them in a shared latent space for relevance estimation. Recent LLM-based recommenders instead leverage natural-language representations that are easier to interpret and integrate with downstream reasoning modules. This paper studies how to construct effective textual profiles for users and items, and how to align them for recommendation. A central difficulty is that the best profile format is not known a priori: manually designed templates can be brittle and misaligned with task objectives. Moreover, generating user and item profiles independently may produce descriptions that are individually plausible yet semantically inconsistent for a specific user--item pair. We propose Duet, an interaction-aware profile generator that jointly produces user and item profiles conditioned on both user history and item evidence. Duet follows a three-stage procedure: it first turns raw histories and metadata into compact cues, then expands these cues into paired profile prompts and then generate profiles, and finally optimizes the generation policy with reinforcement learning using downstream recommendation performance as feedback. Experiments on three real-world datasets show that Duet consistently outperforms strong baselines, demonstrating the benefits of template-free profile exploration and joint user-item textual alignment.

cs.IR

Cognibit: From Digital Exhaustion to Real-World Connection Through Gamified Territory Control and LLM-Powered Twin Networking

We present an LLM-powered social discovery platform that uses digital twins to autonomously evaluate interpersonal compatibility through behavioral simulation. The platform unifies three key pillars: (1) digital twins that engage in autonomous multi-turn conversations on behalf of users to estimate compatibility, (2) gamified territory conquest mechanics that incentivize real-world exploration and create organic settings for in-person encounters, and (3) AI companions that preserve persistent shared memory across devices. Built upon CogniPair's cognitive architecture (Ye et al., 2026), validated on the Columbia Speed Dating dataset (551 participants), our system extends prior simulation-only matching into a fully deployed social discovery environment. Through deployment, we derive empirical cost-quality baselines and identify fundamental scaling bottlenecks that remain hidden in component-level testing alone.

cs.HC