SearcharxivSearch

arXiv subjects

Yufei Xue

Publications and source records attributed to Yufei Xue.

18 recordsLinked to original sources

CoSA: Accelerating Long-Context Inference via Proxy-Kernel Co-Designed Sparse Attention

The quadratic cost of self-attention makes long-context inference prohibitively expensive, and proxy-based block-sparse attention has become a practical remedy. Existing methods typically rely on a proxy to predict a binary sparse mask and a kernel to consume this mask and perform sparse attention computation. Such an approach is effective under moderate budgets. However, as the budget tightens, the estimated proxy inevitably drops some salient blocks, while the kernel can only apply the sparse mask mechanically, leading to an evident drop in model accuracy. We propose CoSA, a two-stage training-free Sparse Attention under proxy-kernel CO-design, which couples a Kernel-Aware Proxy (KAP) with an Ordered-Skipping Kernel (OSK). In the first stage, the KAP selects blocks under a moderate budget and produces an ordered mask that prescribes the order in which KV pages are visited in the kernel inner loop. In the second stage, the OSK applies this mask and skips more blocks under a tightened budget given online-softmax statistics. Across mainstream LLM backbones and long-context benchmarks, CoSA attains higher accuracy at lower budgets. Impressively, CoSA achieves a 4.93$\times$ attention speedup and reduces end-to-end Time-to-First-Token by 2.53$\times$ under a context length of 128K with negligible performance degradation. Code is available at https://github.com/Tencent/AngelSlim.

cs.CL

PIVOT: Efficient Query-Group Indexing for Token-Level Sparse Attention

Token-level sparse attention, as implemented by DeepSeek Sparse Attention (DSA) in production systems, makes the downstream attention efficient but shifts the bottleneck to the indexer that feeds it. To select the top-k tokens for each query, the indexer must still score every preceding token, incurring a cost of O(L^2) per layer for a sequence of length L. We observe that this per-query scan is largely redundant: nearby queries select highly overlapping top-k tokens, and the indexer scores are long-tailed along the key axis. We exploit these properties in PIVOT, Proxy Indexing Via One full-prefix Traversal, a training-free, drop-in replacement for the DSA indexer that shares one prefix scan across a group of nearby queries. PIVOT aggregates a group into a single proxy query, performs one shared full-prefix scan to obtain a candidate set, and then selects a top-k for each query from that set. Two variants trade speed for fidelity: PIVOT-Reuse shares the proxy top-k across the group for maximum speed, whereas PIVOT-Refine re-scores the candidate set with the indexer of each query and then selects an individual top-k, matching the dense indexer at a small additional cost. A single algorithm covers both inference phases, differing only in how groups are formed: fixed-size groups of consecutive queries in prefill, and the queries decoded together in one multi-token prediction (MTP) step in decode. On DeepSeek-V3.2 and GLM-5.1 across LongBench and RULER, PIVOT matches the accuracy of the dense DSA indexer while accelerating it by up to 4x and reducing end-to-end latency by up to 1.6x at long context.

cs.CL

A Definition and Roadmap for World Models

World models -- internal simulators that learn the structure and dynamics of an environment -- have become one of the most actively debated concepts in AI. From model-based reinforcement learning and video generation to embodied robotics and ultimately, physical AI, researchers across AI subfields are building systems that they call "world models", yet there is no consensus on what a world model fundamentally is, what it should predict, or how it should be built. This perspective article provides a scientific definition of world models, discussions of their key technical aspects, and a staged roadmap for developing effective world models.

cs.AI

Flash-VAED: Plug-and-Play VAE Decoders for Efficient Video Generation

Latent diffusion models have enabled high-quality video synthesis, yet their inference remains costly and time-consuming. As diffusion transformers become increasingly efficient, the latency bottleneck inevitably shifts to VAE decoders. To reduce their latency while maintaining quality, we propose a universal acceleration framework for VAE decoders that preserves full alignment with the original latent distribution. Specifically, we propose (1) an independence-aware channel pruning method to effectively mitigate severe channel redundancy, and (2) a stage-wise dominant operator optimization strategy to address the high inference cost of the widely used causal 3D convolutions in VAE decoders. Based on these innovations, we construct a Flash-VAED family. Moreover, we design a three-phase dynamic distillation framework that efficiently transfers the capabilities of the original VAE decoder to Flash-VAED. Extensive experiments on Wan and LTX-Video VAE decoders demonstrate that our method outperforms baselines in both quality and speed, achieving approximately a 6$\times$ speedup while maintaining the reconstruction performance up to 96.9%. Notably, Flash-VAED accelerates the end-to-end generation pipeline by up to 36% with negligible quality drops on VBench-2.0. Our code is available at https://github.com/Aoko955/Flash-VAED.

cs.CV

Scalable and General Whole-Body Control for Cross-Humanoid Locomotion

Learning-based whole-body controllers have become a key driver for humanoid robots, yet most existing approaches require robot-specific training. In this paper, we study the problem of cross-embodiment humanoid control and show that a single policy can robustly generalize across a wide range of humanoid robot designs with one-time training. We introduce XHugWBC, a novel cross-embodiment training framework that enables generalist humanoid control through: (1) physics-consistent morphological randomization, (2) semantically aligned observation and action spaces across diverse humanoid robots, and (3) effective policy architectures modeling morphological and dynamical properties. XHugWBC is not tied to any specific robot. Instead, it internalizes a broad distribution of morphological and dynamical characteristics during training. By learning motion priors from diverse randomized embodiments, the policy acquires a strong structural bias that supports zero-shot transfer to previously unseen robots. Experiments on twelve simulated humanoids and seven real-world robots demonstrate the strong generalization and robustness of the resulting universal controller.

cs.RO

Embodiment-Aware Generalist Specialist Distillation for Unified Humanoid Whole-Body Control

Humanoid Whole-Body Controllers trained with reinforcement learning (RL) have recently achieved remarkable performance, yet many target a single robot embodiment. Variations in dynamics, degrees of freedom (DoFs), and kinematic topology still hinder a single policy from commanding diverse humanoids. Moreover, obtaining a generalist policy that not only transfers across embodiments but also supports richer behaviors-beyond simple walking to squatting, leaning-remains especially challenging. In this work, we tackle these obstacles by introducing EAGLE, an iterative generalist-specialist distillation framework that produces a single unified policy that controls multiple heterogeneous humanoids without per-robot reward tuning. During each cycle, embodiment-specific specialists are forked from the current generalist, refined on their respective robots, and new skills are distilled back into the generalist by training on the pooled embodiment set. Repeating this loop until performance convergence produces a robust Whole-Body Controller validated on robots such as Unitree H1, G1, and Fourier N1. We conducted experiments on five different robots in simulation and four in real-world settings. Through quantitative evaluations, EAGLE achieves high tracking accuracy and robustness compared to other methods, marking a step toward scalable, fleet-level humanoid control. See more details at https://eagle-wbc.github.io/

cs.RO

H-Zero: Cross-Humanoid Locomotion Pretraining Enables Few-shot Novel Embodiment Transfer

The rapid advancement of humanoid robotics has intensified the need for robust and adaptable controllers to enable stable and efficient locomotion across diverse platforms. However, developing such controllers remains a significant challenge because existing solutions are tailored to specific robot designs, requiring extensive tuning of reward functions, physical parameters, and training hyperparameters for each embodiment. To address this challenge, we introduce H-Zero, a cross-humanoid locomotion pretraining pipeline that learns a generalizable humanoid base policy. We show that pretraining on a limited set of embodiments enables zero-shot and few-shot transfer to novel humanoid robots with minimal fine-tuning. Evaluations show that the pretrained policy maintains up to 81% of the full episode duration on unseen robots in simulation while enabling few-shot transfer to unseen humanoids and upright quadrupeds within 30 minutes of fine-tuning.

cs.RO

Learning Natural and Robust Hexapod Locomotion over Complex Terrains via Motion Priors based on Deep Reinforcement Learning

Multi-legged robots offer enhanced stability to navigate complex terrains with their multiple legs interacting with the environment. However, how to effectively coordinate the multiple legs in a larger action exploration space to generate natural and robust movements is a key issue. In this paper, we introduce a motion prior-based approach, successfully applying deep reinforcement learning algorithms to a real hexapod robot. We generate a dataset of optimized motion priors, and train an adversarial discriminator based on the priors to guide the hexapod robot to learn natural gaits. The learned policy is then successfully transferred to a real hexapod robot, and demonstrate natural gait patterns and remarkable robustness without visual information in complex terrains. This is the first time that a reinforcement learning controller has been used to achieve complex terrain walking on a real hexapod robot.

cs.RO

VLMQ: Token Saliency-Driven Post-Training Quantization for Vision-language Models

Post-training quantization (PTQ) has emerged as an effective technique for compressing large models and accelerating inference without retraining. While PTQ has been extensively studied in large language models (LLMs), its application to vision-language models (VLMs) remains underexplored. In this work, we identify two intrinsic characteristics of VLM activations: 1) visual over-representation, where vision tokens are excessive and often redundant, and 2) modality gap, which refers to the clear distribution gap between text and vision tokens in the latent feature space. Together, these two factors significantly deteriorate quantization performance but have been overlooked by existing PTQ methods. To address these challenges, we propose VLMQ, A VLM-tailored PTQ framework that selectively prioritizes salient tokens while suppressing redundant ones during quantization. In particular, we introduce a gradient-driven importance factor to capture the token-wise importance variance, the effectiveness of which is substantiated through both empirical and theoretical analysis. To ensure efficiency, we propose to use lightweight block-wise backpropagation for factor acquisition. Finally, we reformulate the optimization objective into an importance-aware form to preserve important activation information. Extensive evaluations on 8 benchmarks across 0.5B$\sim$32B VLMs demonstrate the state-of-the-art (SOTA) performance of our VLMQ, particularly under low-bit settings. For example, it achieves a substantial \textbf{16.45\%} improvement on MME-RealWorld under 2-bit quantization.

cs.CV

A Unified and General Humanoid Whole-Body Controller for Versatile Locomotion

Locomotion is a fundamental skill for humanoid robots. However, most existing works make locomotion a single, tedious, unextendable, and unconstrained movement. This limits the kinematic capabilities of humanoid robots. In contrast, humans possess versatile athletic abilities-running, jumping, hopping, and finely adjusting gait parameters such as frequency and foot height. In this paper, we investigate solutions to bring such versatility into humanoid locomotion and thereby propose HugWBC: a unified and general humanoid whole-body controller for versatile locomotion. By designing a general command space in the aspect of tasks and behaviors, along with advanced techniques like symmetrical loss and intervention training for learning a whole-body humanoid controlling policy in simulation, HugWBC enables real-world humanoid robots to produce various natural gaits, including walking, jumping, standing, and hopping, with customizable parameters such as frequency, foot swing height, further combined with different body height, waist rotation, and body pitch. Beyond locomotion, HugWBC also supports real-time interventions from external upper-body controllers like teleoperation, enabling loco-manipulation with precision under any locomotive behavior. Extensive experiments validate the high tracking accuracy and robustness of HugWBC with/without upper-body intervention for all commands, and we further provide an in-depth analysis of how the various commands affect humanoid movement and offer insights into the relationships between these commands. To our knowledge, HugWBC is the first humanoid whole-body controller that supports such versatile locomotion behaviors with high robustness and flexibility.

cs.RO

Ask1: Development and Reinforcement Learning-Based Control of a Custom Quadruped Robot

In this work, we present the design, development, and experimental validation of a custom-built quadruped robot, Ask1. The Ask1 robot shares similar morphology with the Unitree Go1, but features custom hardware components and a different control architecture. We transfer and extend previous reinforcement learning (RL)-based control methods to the Ask1 robot, demonstrating the applicability of our approach in real-world scenarios. By eliminating the need for Adversarial Motion Priors (AMP) and reference trajectories, we introduce a novel reward function to guide the robot's motion style. We demonstrate the generalization capability of the proposed RL algorithm by training it on both the Go1 and Ask1 robots. Simulation and real-world experiments validate the effectiveness of this method, showing that Ask1, like the Go1, is capable of navigating various rugged terrains.

cs.RO

Experience-Learning Inspired Two-Step Reward Method for Efficient Legged Locomotion Learning Towards Natural and Robust Gaits

Multi-legged robots offer enhanced stability in complex terrains, yet autonomously learning natural and robust motions in such environments remains challenging. Drawing inspiration from animals' progressive learning patterns, from simple to complex tasks, we introduce a universal two-stage learning framework with two-step reward setting based on self-acquired experience, which efficiently enables legged robots to incrementally learn natural and robust movements. In the first stage, robots learn through gait-related rewards to track velocity on flat terrain, acquiring natural, robust movements and generating effective motion experience data. In the second stage, mirroring animal learning from existing experiences, robots learn to navigate challenging terrains with natural and robust movements using adversarial imitation learning. To demonstrate our method's efficacy, we trained both quadruped robots and a hexapod robot, and the policy were successfully transferred to a physical quadruped robot GO1, which exhibited natural gait patterns and remarkable robustness in various terrains.

cs.RO

GLM-130B: An Open Bilingual Pre-trained Model

We introduce GLM-130B, a bilingual (English and Chinese) pre-trained language model with 130 billion parameters. It is an attempt to open-source a 100B-scale model at least as good as GPT-3 (davinci) and unveil how models of such a scale can be successfully pre-trained. Over the course of this effort, we face numerous unexpected technical and engineering challenges, particularly on loss spikes and divergence. In this paper, we introduce the training process of GLM-130B including its design choices, training strategies for both efficiency and stability, and engineering efforts. The resultant GLM-130B model offers significant outperformance over GPT-3 175B (davinci) on a wide range of popular English benchmarks while the performance advantage is not observed in OPT-175B and BLOOM-176B. It also consistently and significantly outperforms ERNIE TITAN 3.0 260B -- the largest Chinese language model -- across related benchmarks. Finally, we leverage a unique scaling property of GLM-130B to reach INT4 quantization without post training, with almost no performance loss, making it the first among 100B-scale models and more importantly, allowing its effective inference on 4$\times$RTX 3090 (24G) or 8$\times$RTX 2080 Ti (11G) GPUs, the most affordable GPUs required for using 100B-scale models. The GLM-130B model weights are publicly accessible and its code, training logs, related toolkit, and lessons learned are open-sourced at \url{https://github.com/THUDM/GLM-130B/}.

cs.CL

Learning Multiple Gaits within Latent Space for Quadruped Robots

Learning multiple gaits is non-trivial for legged robots, especially when encountering different terrains and velocity commands. In this work, we present an end-to-end training framework for learning multiple gaits for quadruped robots, tailored to the needs of robust locomotion, agile locomotion, and user's commands. A latent space is constructed concurrently by a gait encoder and a gait generator, which helps the agent to reuse multiple gait skills to achieve adaptive gait behaviors. To learn natural behaviors for multiple gaits, we design gait-dependent rewards that are constructed explicitly from gait parameters and implicitly from conditional adversarial motion priors (CAMP). We demonstrate such multiple gaits control on a quadruped robot Go1 with only proprioceptive sensors.

cs.RO

CodeGeeX: A Pre-Trained Model for Code Generation with Multilingual Benchmarking on HumanEval-X

Large pre-trained code generation models, such as OpenAI Codex, can generate syntax- and function-correct code, making the coding of programmers more productive and our pursuit of artificial general intelligence closer. In this paper, we introduce CodeGeeX, a multilingual model with 13 billion parameters for code generation. CodeGeeX is pre-trained on 850 billion tokens of 23 programming languages as of June 2022. Our extensive experiments suggest that CodeGeeX outperforms multilingual code models of similar scale for both the tasks of code generation and translation on HumanEval-X. Building upon HumanEval (Python only), we develop the HumanEval-X benchmark for evaluating multilingual models by hand-writing the solutions in C++, Java, JavaScript, and Go. In addition, we build CodeGeeX-based extensions on Visual Studio Code, JetBrains, and Cloud Studio, generating 4.7 billion tokens for tens of thousands of active users per week. Our user study demonstrates that CodeGeeX can help to increase coding efficiency for 83.4% of its users. Finally, CodeGeeX is publicly accessible and in Sep. 2022, we open-sourced its code, model weights (the version of 850B tokens), API, extensions, and HumanEval-X at https://github.com/THUDM/CodeGeeX.

cs.LG

Theoretical prediction of Curie temperature in two-dimensional ferromagnetic monolayer

Theoretical prediction of Curie temperature (TC) is of vital importance for designing the spintronic devices in two-dimensional (2D) ferromagnetic materials. Herein, based on the extensive investigation of Monte Carlo simulations, we summary and propose an improved method to estimate TC more precisely, which includes the different contributions of multiple near-neighbor interactions. Taking monolayer CrI3 as an example, the trends of TC with biaxial strain are investigated via Monte Carlo simulations, mean-field formulas and our method. Besides, our method is not only accurate and convenient to predicting the TC in 2D ferromagnetic honeycomb lattice CrI3 but it can be extended for predicting the TC of other 2D lattices. Our work paves the way to accelerate the prediction and discovery of novel 2D ferromagnets for spintronic applications.

cond-mat.mtrl-sci

Strain-tunable Dzyaloshinskii--Moriya interaction and skyrmions in two-dimensional Janus Cr$_{2}$X$_{3}$Y$_{3}$ (X, Y = Cl, Br, I, X $\neq$ Y) trihalide monolayers

Recently, great effort has been devoted to the search for two-dimensional (2D) ferromagnetic materials with inherent strong Dzyaloshinskii--Moriya interaction (DMI). Here, through a first-principles approach, we systematically investigate the effect of biaxial strain on the DMI, the Heisenberg exchange interaction, and the magnetic anisotropy energy (MAE) of Janus Cr$_{2}$X$_{3}$Y$_{3}$ (X, Y = Cl, Br, I, X $\neq$ Y) monolayers. Both DMI and MAE can be significantly enhanced by tensile strain, while a reversal of the chirality of DMI in Cr$_{2}$Cl$_{3}$Br$_{3}$ and a switch of MAE from off-plane to in-plane in Cr$_{2}$I$_{3}$Cl$_{3}$ are induced by a compressive strain of $2\%$. Microscopically, DMI and MAE are associated mainly with the large spin--orbit coupling of the heavy nonmagnetic halogen atoms rather than that of the magnetic Cr atoms. In particular, the peculiar magnetic transition of Cr$_{2}$I$_{3}$Cl$_{3}$ is explained by competition between direct exchange and superexchange interactions. Micromagnetic simulations show that a small external magnetic field of 65~mT stabilizes a skyrmion with a diameter of 9.8~nm in the Cr$_2$I$_3$Cl$_3$ monolayer. Our results will provide guidance for further research on DMI and skyrmions in 2D Janus materials, as well as a basis for the potential applications in spintronic devices.

cond-mat.mtrl-sci

Enhanced Curie temperature and skyrmion stability in room temperature ferromagnetic semiconductor CrISe monolayer

We report CrISe monolayer as a room temperature ferromagnetic semiconductor with the Curie temperature ($T_C$), magnetic anisotropy energy (MAE) and band gap being 322 K, 113 $μ$eV and 0.67 eV, respectively. The $T_C$ and MAE can be further enhanced up to 385 K and 313 $μ$eV by tensile strain. More interestingly, the magnetic easy axis can be switched between off-plane and in-plane by compressive strain. Particularly, due to the broken inversion symmetry and strong spin-orbit coupling of Se atoms, a large Dzyaloshinskii-Moriya interaction (DMI) of 2.40 meV is obtained. More importantly, by micromagnetic simulations, stable skyrmions with sub-10 nm radius are stabilized by the large DMI above room temperature in a wide range of strain from $-2\%$ to $6\%$. Our work demonstrates CrISe as a promising candidate for next-generation skyrmion-based information storage devices and provides guidance for the research of DMI and skyrmions in room temperature ferromagnetic semiconductors.

cond-mat.mtrl-sci