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Yiming Jiang

Publications and source records attributed to Yiming Jiang.

At least 19 recordsLinked to original sources

$λ_0$: Scaling Open-World Egocentric Human Data for Humanoid Loco-Manipulation

Humanoid loco-manipulation requires coordinated whole-body interaction with the physical world, yet collecting robot demonstrations at scale remains costly. Human demonstrations offer a scalable alternative, but existing egocentric human supervision often omits locomotion and posture, while embodiment differences and controller dynamics hinder accurate end-effector execution. We introduce HumanVerse, a 500-hour dataset of open-world human loco-manipulation pairing egocentric video with synchronized body and hand motion. Our human-to-humanoid pipeline aligns camera viewpoints and arm appearance, and refines motion references and controller inputs offline to reduce end-effector errors while preserving whole-body coordination. We validate the pipeline through zero-shot transfer to Unitree G1 on representative whole-body manipulation and long-range loco-manipulation tasks, without target-task robot demonstrations. Building on this pipeline, we develop $λ_0$, a humanoid foundation model for whole-body loco-manipulation, with robot-aligned human demonstrations providing supervision for mid-training. Increasing whole-body human data consistently improves downstream task progress. $λ_0$ achieves 90.0% success on SIMPLE and 62.5% across real-world loco-manipulation tasks. We expect this study to guide scalable whole-body human data collection toward humanoid foundation models for richer interaction with the physical world. Homepage: https://lambdahumanoid.github.io/

cs.RO↗

TRACER: Texture-Robust Affordance Chain-of-Thought for Deformable-Object Region Grounding

The central challenge in robotic manipulation of deformable objects lies in aligning high-level semantic instructions with physical interaction points under complex appearance and texture variations. Existing vision-based affordance prediction methods often suffer from boundary overflow and fragmented functional regions. To address these issues, we propose TRACER, a Texture-Robust Affordance Chain-of-Thought for Deformable-Object Region Grounding framework that maps hierarchical semantic reasoning to appearance-robust and physically consistent interaction regions. Specifically, a Tree-structured Affordance Chain-of-Thought (TA-CoT) decomposes high-level task intentions into hierarchical affordance-semantic instructions. A Spatially-Constrained Boundary Refinement (SCBR) mechanism suppresses prediction spillover and guides responses toward valid object regions. Furthermore, an Interactive Convergent Refinement Flow (ICRF) refines dispersed affordance responses into coherent regions, improving spatial continuity and physical plausibility. Experiments on the Fine-AGDDO15 dataset and a real-world robotic platform demonstrate that TRACER improves affordance grounding precision across diverse textures and patterns. It also enhances long-horizon manipulation success, bridging high-level semantic reasoning and low-level physical execution. The source code and dataset will be made publicly available at https://github.com/Dikay1/TRACER.

cs.RO↗

EgoAlign: Bridging the Human-Humanoid Gap for Long-Range Loco-Manipulation

Egocentric human demonstrations offer an accessible source of task experience, but differences in body scale and controller response, together with missing robot states, limit their value as humanoid training supervision. We present EgoAlign, a data-construction framework that converts these demonstrations into action and state supervision compatible with a general-purpose, continuous whole-body controller, without collecting physical-robot demonstrations. Using the target-robot model and simulator, EgoAlign guides demonstration collection through execution feedback. It preserves locomotion references for visually guided periodic stepping while adapting upper-body interaction geometry through scale alignment and controller-in-the-loop refinement. A final causal replay reconstructs the corresponding robot states and motion-token labels for training with the human observations. We assess the resulting supervision by fine-tuning a vision--language--action model solely on adapted human demonstrations and deploying it zero-shot on a physical humanoid. The resulting policies perform long-range object relocation, navigation to unseen goal positions, and independently evaluated foot interaction. Refinement improves simulated hand alignment and physical pickup success over kinematic alignment alone, while human collection reduces on-site acquisition time relative to teleoperation. https://lambdahumanoid.github.io/EgoAlign/

cs.RO↗

Towards a General Humanoid Loco-Manipulation Model via Egocentric Whole-Body Human Data Pretraining

Humanoid whole-body manipulation has advanced rapidly, enabling policies to coordinate locomotion, posture, bimanual interaction, and dexterous hand movements. Meanwhile, egocentric human videos provide diverse examples of everyday interactions across objects and scenes, offering scalable supervision without robot operation. However, existing supervision from these videos provides limited coverage of whole-body movement and coordination with hand-object interaction, while obtaining such supervision through humanoid teleoperation is also costly and difficult to scale. We therefore explore how human experience can support scalable learning of humanoid loco-manipulation. To support this study, we introduce HumanVerse-500, a 500-hour dataset of diverse human loco-manipulation behaviors in open-world environments, collected with a lightweight wearable system that synchronizes egocentric video with body and hand motion. Building on this dataset, we develop $λ_0$, a whole-body humanoid vision-language-action policy, through three-stage training that first learns interaction from diverse egocentric datasets, then coordinates body and hand motion using HumanVerse-500, and finally adapts the policy to downstream tasks and robot embodiments. Across these stages, $λ_0$ learns a shared representation space for human experience transfer, while domain-specific interfaces handle differences between human and robot states and actions. We evaluate $λ_0$ on SIMPLE and 4 real-world loco-manipulation tasks, achieving state-of-the-art performance, and further analyze its scaling behavior, generalization, and training-stage contributions to understand how human data support downstream whole-body humanoid control. We will release our code, models, and data to support further research.

cs.RO↗

EgoHumanoid-V2: Human-to-Humanoid Transfer of Coordinated Whole-Body Skills for Loco-Manipulation

Human demonstrations capture diverse scenes and rich whole-body skills without requiring robot teleoperation. Prior work on egocentric transfer has emphasized scene generalization in loco-manipulation under decoupled control, leaving direct transfer of coordinated whole-body skills less explored. We present EgoHumanoid-V2, the first egocentric human-to-humanoid skill transfer framework for coordinated whole-body loco-manipulation. At its core, coarse-to-fine action alignment combines kinematic reference correction with dynamics-aware refinement. It improves end-effector pose accuracy while preserving whole-body coordination. We also use robot-arm rendering and training-time image augmentation to reduce the visual embodiment gap and improve viewpoint robustness. On four real-world tasks, vision-language-action (VLA) policies trained on aligned human data show zero-shot skill transfer without target-task robot demonstrations. Task scores are comparable to those of policies trained on teleoperation data at a lower collection cost. These results support human data as direct skill supervision.

cs.RO↗

Mean field games with Hormander diffusions

In this paper, we study a class of degenerate mean field games (MFG, for short) systems with Hormander diffusion, in which the typical agent can move only along admissible direction. We establish the well-posedness of the MFG systems in intrinsic Holder spaces, which describes the Nash equilibria for a differential game with infinitely many small players. The analysis builds upon degenerate parabolic equations defined on the tours induced by Hormander vector fields without any group structure, for which we develop a global regularity theory for the first time in this general setting. A central difficulty arises from the anisotropic geometry of the state space, which induces non-commutativity and inhomogeneity of the underlying vector fields. Instead of the classical fundamental solution framework, we present an alternative method to derive a priori Schauder estimates for general Hormander degenerate parabolic equations via Campanato spaces.

math.AP↗

Towards Evolving Context Parameterization for Large Language Models

Context parameterization enables large language models (LLMs) to internalize contexts into reusable model parameters, avoiding repeated processing across subsequent queries. However, existing methods typically assume static contexts and lack explicit mechanisms for distinguishing validity states under continual updates. To study this real-world scenario, we formalized the Memory Updating with Sequential Evolution (MUSE) task and constructed MUSE-bench to evaluate update incorporation and unaffected-information preservation. The resulting challenge requires preserving the global state while adjusting the contribution of memory evidence. Motivated by this, we proposed PLUME, a training-free method that constructs a global update representation, activates memory evidence to form a local parameter view, and adaptively integrates their predictions during decoding. Comprehensive evaluation on MUSE-bench demonstrated PLUME's effectiveness in sequential evolution settings, yielding relative improvements of 29.9% in average ROUGE-L Recall and 54.9% in LLM-as-a-Judge. Our codes are available at: https://github.com/xiaobingshi-LLM/PLUME.

cs.CL↗

State-Dependent Delays in Optimal Control and Hamilton--Jacobi Equations

We develop a Hamilton--Jacobi theory for finite-horizon optimal control problems governed by state-dependent delay equations. In this setting, the delayed-time map depends on the controlled trajectory itself, so that both the state and the point at which the past state is evaluated vary simultaneously. The natural state variable is therefore the entire history, and the value functional is defined on a space of Lipschitz histories. Under suitable growth, Lipschitz, and monotonicity assumptions, we establish the dynamic programming principle and characterize the value functional as the unique viscosity solution of the associated Hamilton--Jacobi equation with co-invariant derivatives. To accommodate Lipschitz histories, we introduce a notion of viscosity solution based on finite-dimensional projections generated by polygonal extensions, and prove a comparison principle in the resulting class of functionals. Under additional regularity assumptions, we derive a Pontryagin minimum principle whose adjoint equation contains advanced terms induced by the state dependence of the delay. We also obtain a generalized transversality relation formulated through the delay superdifferential of the value functional. Finally, we establish semiconcavity in the history variable and a joint semiconcavity estimate on an appropriate solution manifold.

math.OC↗

Stochastic Keller Segel System with Porous Medium Diffusion and Nonlinear Chemotactic Sensitivity

In this paper, we investigate a stochastic Keller--Segel system with porous medium diffusion and nonlinear chemotactic sensitivity on a bounded one-dimensional domain. The model describes cell aggregation in complex environments, where the dispersal of cells is governed by density-dependent diffusion $Δu^{[m]}$, reflecting the combined effects of porous media and population crowding, and the perception of chemoattractants follows Stevens' power law, leading to the nonlinear chemotactic sensitivity $\nabla\cdot(u\nabla v^{[a]})$. In addition, random environmental fluctuations are incorporated through multiplicative noise $u\,dW(t)$, which represents stochastic perturbations in population dynamics. For $a\geq1$ and $m\geq2a+1$, we establish the global existence of martingale solutions, uniform a priori estimates, and preservation of non-negativity. The condition $m\geq2a+1$ reveals a balance between nonlinear chemotactic aggregation and porous-medium diffusion: stronger sensing response requires stronger diffusion to prevent excessive aggregation. The proof combines a decoupled auxiliary system, energy estimates, and a stochastic Schauder--Tychonoff fixed point argument to overcome the difficulties caused by degenerate diffusion, nonlinear drift, and stochastic perturbations.

math.AP↗

Stochastic Two-Species Chemotaxis Competition: Global Well Posedness and Continuous Dependence

In this paper, we investigate a stochastic two species competition Keller--Segel model. Chemotactic movement, interspecific competition, and environmental fluctuations may act simultaneously when two species respond to the same chemical signal. We consider a stochastic two-species chemotaxis--competition system on a bounded smooth domain $\mathcal O\subset\mathbb R^n$, $n\in\{1,2\}$. Both species contribute to the production of the signal and move along its gradient; their population equations also include nonlinear competition and multiplicative noise. If the self-damping exponents exceed two, we prove that the system has a unique global adapted nonnegative mild solution. We also establish continuous dependence in probability on admissible initial data over finite time intervals. The results prove the global well-posedness under the stated assumptions and we still show that small changes in the initial populations, in probability, to small changes in the solution. Due to the two coupled chemotactic fluxes and the stochastic terms, the $L^p$ estimates contain terms with no fixed sign. They are controlled by parabolic estimates for the signal equation, superquadratic self-damping, and stochastic convolution estimates.

math.AP↗

From Score Learning to Discretized Sampling: An End-to-End Generalization Analysis of Diffusion Models

Despite the empirical success of score-based diffusion models, a complete theoretical understanding of how finite-sample learning, network parameterization, and numerical discretization jointly dictate generative quality remains underdeveloped. Existing sampling analyses often evaluate the generative performance conditional on an oracle score or a pre-specified error threshold. In this work, we establish a unified convergence and generalization framework for score-based diffusion models parameterized by practical ResNet-type architectures. We analyze the generalization and convergence properties from the practical finite-sample, discrete-time learning problem of the score function to the ideal continuous-time, population-level objective. Based on the generalization result of the learning problem of score function, we analyze the sampling process induced by the learned score function and provide an end-to-end total variation distance estimate for the generated terminal distribution. This estimate explicitly decomposes the overall generative error into four interpretable components: the truncation error of the forward process, the reverse-time discretization error, the generalization error incorporating both finite data and forward-time discretization, and the training optimization gap. Our results quantitatively characterize how the training sample size, temporal discretization grids, and optimization accuracy jointly control the final fidelity of samples generated by diffusion models.

cs.LG↗

Mean field and N-agent games for optimal relative consumption-investment with jump risk and common noise

This paper studies an optimal consumption--investment problem for competitive agents in an \(N\)-player game and its associated mean field game. Each agent invests in an individual risky asset subject to idiosyncratic noise, common noise and downward jump risk, and the interaction among agents is induced by relative performance concerns in both consumption and terminal wealth. In the mean field limit, we characterize a deterministic mean field equilibrium in analytical form by using the stochastic maximum principle. Numerical experiments are presented to illustrate the resulting equilibrium and its financial implications. Finally, based on the obtained mean field equilibrium, we construct an approximate Nash equilibrium for the \(N\)-player game. This model is motivated by \cite{Merton1971} and \cite{Lacker2020}.

math.OC↗

Well-posedness of the mean field game master equation on Carnot tori

We study the master equation for a second-order mean field game on Carnot tori, which means the generic player can move periodically only along admissible trajectories given by the family of vector fields generating the Carnot group. As examples of sub-Riemannian manifolds, Carnot groups represent a type of non-commutative groups characterized by stratified Lie algebra structures. In order to obtain the well-posedness of the master equation, we analyze the properties of its solution by investigating a degenerate mean field game system for which there exists an equivalent characterization with the master equation. The main part of this paper lies in leveraging the regularity properties of solutions to two classes of linear degenerate parabolic equations and a class of linear degenerate coupled systems to derive the existence of solutions to the master equation. The research in this paper is motivated by \cite{19CDLL,24MMM}.

math.AP↗

FA-LAM: Focus-Aware Large Avatar Model for One-Shot 4D Animatable Gaussian Head

We propose FA-LAM, a Focus-Aware Large Avatar Model for one-shot animatable Gaussian head creation, while simultaneously enabling static 3D and dynamic 4D full-head recovery. The core of our method lies in a thorough analysis of the attention mechanisms and the entangled reconstruction and animation training pipeline adopted by prior state-of-the-art approaches. Our analysis identifies two main factors that compromise the quality of 3D full-head generation: (1) incorrect and noisy attention activations, and (2) conflicts between the tasks of reconstruction and animation. To address the first issue, we introduce a symmetric and semantic attention regularization strategy that leverages the inherent semantics and structural symmetry of human heads. To disentangle the objectives of reconstruction and animation, we develop a novel dual-phase training pipeline that separates the model's capabilities for large-view hallucination and animation into distinct modules. Moreover, we enhance our model to support multi-view and streaming 4D reconstruction in an efficient and memory-friendly manner through a core autoregressive modification with tailored visibility-aware token fusion. Collectively, these innovations enable FA-LAM to reconstruct animatable Gaussian full heads with superior quality, particularly in fine facial regions and large viewing angles.

cs.CV↗

HiReFF: High-Resolution Feedforward Human Reconstruction from Uncalibrated Sparse-View Video

Uncalibrated volumetric video streaming for human reconstruction is essential for holographic communication and AR/VR, yet remains challenging due to the need for temporal consistency and computational efficiency from sparse-view inputs. Existing methods rely on per-scene optimization or calibrated cameras, while recent feed-forward models are limited to low-resolution (0.5K) single-frame synthesis. We present HiReFF, a feed-forward method for 2K-resolution 360° human video reconstruction from uncalibrated sparse-view videos. Our framework decomposes the problem into two key tasks: foreground 3D Gaussian reconstruction from sparse-view videos (four views separated by 90°) and computationally efficient high-resolution synthesis. To enable the former, we propose Scale-synchronized Camera Calibration to resolve scale ambiguity for multi-view supervision, and Gaussian-wise Foreground Masking to reconstruct clean foregrounds by modulating Gaussian parameters. For efficient high-resolution synthesis, our High-resolution Side-tuning achieves 2K rendering by augmenting the Gaussian head with supplementary features while keeping the backbone at 0.5K, drastically reducing computational overhead. Experiments demonstrate that HiReFF significantly outperforms existing methods in high-resolution streaming volumetric video reconstruction. https://iridescentjiang.github.io/HiReFF

cs.CV↗

Regularity results for linear parabolic equations on Carnot tori via mollifier kernel construction

This paper first proves the existence, uniqueness and regularity of the solution to a class of linear backward parabolic equations on Carnot tori, namely the periodic linear parabolic equation on Carnot groups. Such groups are non-commutative and typical examples of sub-Riemannian manifolds. Moreover, we apply the results for this equation to its dual equation (i.e., the Fokker-Planck-Kolmogorov equation in the general form), and derive the existence, uniqueness and regularity of its weak solution. To obtain the regularity results for solutions to the linear parabolic equation and its dual equation, firstly, we construct several families of mollifiers adapted respectively to the Hörmander vector fields generating Carnot groups, Carnot tori and dual spaces of non-isotropic Hölder spaces; secondly, we use the theory of singular integral operators to establish stronger a priori regularity for the solutions.

math.AP↗

Mean-Field Game for Gene Expression of Beetles

In this paper, we investigate the probability of the expression of genes that control the size of beetles under competitive relationships. We use the mean field game (MFG) theory in multiple populations to characterize the different competitive pressures of large and small beetles in the population, and simulate the probability of gene expression in finite time $[0, T]$. Therefore, we prove the existence and uniqueness of the solution of the equation under some assumptions.

math.OC↗

One-Shot Affordance Grounding of Deformable Objects in Egocentric Organizing Scenes

Deformable object manipulation in robotics presents significant challenges due to uncertainties in component properties, diverse configurations, visual interference, and ambiguous prompts. These factors complicate both perception and control tasks. To address these challenges, we propose a novel method for One-Shot Affordance Grounding of Deformable Objects (OS-AGDO) in egocentric organizing scenes, enabling robots to recognize previously unseen deformable objects with varying colors and shapes using minimal samples. Specifically, we first introduce the Deformable Object Semantic Enhancement Module (DefoSEM), which enhances hierarchical understanding of the internal structure and improves the ability to accurately identify local features, even under conditions of weak component information. Next, we propose the ORB-Enhanced Keypoint Fusion Module (OEKFM), which optimizes feature extraction of key components by leveraging geometric constraints and improves adaptability to diversity and visual interference. Additionally, we propose an instance-conditional prompt based on image data and task context, which effectively mitigates the issue of region ambiguity caused by prompt words. To validate these methods, we construct a diverse real-world dataset, AGDDO15, which includes 15 common types of deformable objects and their associated organizational actions. Experimental results demonstrate that our approach significantly outperforms state-of-the-art methods, achieving improvements of 6.2%, 3.2%, and 2.9% in KLD, SIM, and NSS metrics, respectively, while exhibiting high generalization performance. Source code and benchmark dataset are made publicly available at https://github.com/Dikay1/OS-AGDO.

cs.CV↗