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Yutong Wang

Publications and source records attributed to Yutong Wang.

At least 19 recordsLinked to original sources

LumiTac: Compact, High-Rate Six-Axis Optical Tactile Sensing for Human-Robot Interaction

Integrating six-axis tactile feedback into robotic interfaces requires compact sensors with accurate load measurement and rapid online reconstruction. This paper presents LumiTac, a low-profile, camera-free optoelectronic tactile sensor combining spatially distributed illumination with spectral encoding. Five photoemitters and five RGBW photoreceivers are mounted on opposing circuit boards coupled through translucent silicone. Load-induced interlayer motion modulates the internal light field under compression, shear, bending, and torsion. The sensing head measures 12 mm in diameter and 4.75 mm in thickness, weighs less than 2 g, and has a component cost of approximately USD 7. A compact multilayer perceptron reconstructs three force and three moment components from 20 optical channels. Independent testing yielded coefficients of determination (R-squared) of 0.9657-0.9941, with mean absolute errors of 0.054-0.190 N for forces and 0.304-1.419 mN m for moments. Online prediction achieved an average update rate of 303.57 Hz and a median software processing latency of 0.722 ms. Experiments involving combined loading, light weights, and rapid tapping evaluated load tracking, sensitivity to small forces, and transient response, respectively. Robotic demonstrations further validated its applicability to tactile-guided manipulation and physical human-robot interaction. This study paves the way for compact, high-rate optical tactile sensing in robotic manipulation and human-robot interaction.

cs.RO↗

Reap: Uncovering Monte Carlo proof search with a lightweight model

We present Reap, an open framework for learning and analyzing formal proof search in Lean4. Reap implements policy-value-guided Monte Carlo Tree Search directly in Lean, sharing proof-state transitions, AND-OR search, and replay verification between inference and training rollouts. Structured action logs expose how neural predictions and tactic execution interact during search. Using this framework, we train Reaper-1, a 1.7B-parameter policy-value model, through continued pre-training, supervised tactic learning, and iterative search-based reinforcement learning. Using a separate premise selector, the final system solves 79.9% of miniF2F-test at pass@32, establishing state-of-the-art performance among open provers of comparable size while remaining competitive with substantially larger models. Beyond improved solve rates, our results suggest that RL strengthens the prover's ability to organize proofs around useful intermediate results, favoring substantial advances over repeated local adjustments. This more directed proof construction is accompanied by increasingly elaborate tactic programs: fewer explicit search decisions are needed, while more work is performed within each decision. The resulting trade-off between search effort and tactic execution cost provides insight into how learning changes the prover's problem-solving strategy.

cs.AI↗

Auriga Technical Report: A Task-Agnostic Agent Harness for Zero-Shot Embodied Manipulation

Vision-language models can interpret instructions and plan manipulation tasks, yet struggle when acting directly as robot policies. On RoboDojo, a large planning-execution gap separates high-level task decisions from physical execution: removing arm execution raises GPT-6 Astra's success rate from 22.5% under the reference control interface to 76.2%. We present Auriga, a task-agnostic agent harness that closes 68.3% of this gap in zero-shot manipulation without target-task trials or resets. In Auriga, the model makes all task decisions over an explicit task belief and acts through either direct tool calls or synthesized multi-step Python programs, while the harness supplies calibrated 3D measurements, finger-referenced dual-arm control, and a single admission gateway to the robot. Before motion, the model inspects a visual trajectory preview while simulation is paused; during execution, the harness checks declared stage tolerances and grasp bounds, stopping the robot on divergence and returning the measured discrepancy for in-place recovery. Developed across 13 cross-task capability iterations and frozen for evaluation, Auriga ranks first on the RoboDojo leaderboard with a 57.7% success rate (64.0 Score), more than doubling the reference harness on the same model, and remains first under scene randomization while learned policies drop by up to 33.9%. On RoboCasa365, the same frozen harness reaches a 73.2% success rate, outperforming VLA-assisted agents by up to 23.1% on composite tasks. Project page: https://auriga.stelledge.com/ Code: https://github.com/lose4578/Auriga

cs.RO↗

Not Every Agent Needs the Strongest Model: Unified Prompt-Model Optimization for Heterogeneous LLM-based Multi-Agent Systems

Large language model (LLM)-based multi-agent systems (MAS) rely on role-specific prompts and execution models to solve complex tasks collaboratively. However, prompt optimization typically keeps model assignments fixed, leaving differences in role requirements and their associated inference costs outside the search. We present UniMASO, a Unified framework for heterogeneous Multi-Agent System Optimization through the joint adaptation of prompts and model assignments. UniMASO evaluates candidate updates through local, downstream, and global feedback, using cost-aware Pareto search to retain useful quality-cost trade-offs. Topology-aware co-evolution then coordinates these updates according to agent roles and dependencies. Cross-level trajectory memory further supplies historical successes and failures to guide subsequent optimization. Experiments on five benchmarks and five execution topologies show that UniMASO achieves competitive task performance at substantially lower deployment cost than the strongest homogeneous configurations. Under centralized execution, it improves the average score from 69.79 to 70.40 while reducing token-weighted deployment cost by 85.2% relative to DeepSeek-V4-Pro with MASPO. These results support joint prompt-model adaptation as an effective approach to efficient multi-agent collaboration. The code is available at https://github.com/Achilles008/UniMASO_main.

cs.MA↗

Gelfand-Kirillov dimensions and annihilator varieties of highest weight modules of exceptional Lie algebras

Let $L(λ)$ be an irreducible highest weight module of a complex simple Lie algebra of exceptional type, with highest weight $λ-ρ$, where $ρ$ is half the sum of positive roots. Its annihilator variety is the closure of a nilpotent orbit of dimension twice the Gelfand--Kirillov (GK) dimension of $L(λ)$. We develop an explicit algorithm that determines both invariants for any infinitesimal character. The GK dimension is reduced to evaluating Lusztig's $\mathbf{a}$-function on the integral Weyl group of $λ$. After decomposing the integral root system into irreducible factors, classical factors are treated by the Robinson--Schensted insertion algorithm and the H-algorithm, while exceptional factors are handled by positive index reduction and PyCox. The annihilator orbit is then recovered from the local special datum by Springer theory and Sommers duality. An implementation is available online and takes $λ$ as input to compute the GK dimension and annihilator variety of $L(λ)$.

math.RT↗

LSVD: Loss-Aware Low-Rank Approximation for Efficient Low-Precision Vision-Language Models

Vision-language models (VLMs) deliver strong multimodal reasoning capabilities, but their large computational cost and high parameter counts make deployment challenging on resource-constrained devices. Low-rank decomposition has emerged as a promising compression technique, yet existing methods often optimize local matrix reconstruction error, rely on uniform or heuristic rank allocation, and focus mainly on attention projections while leaving feed-forward networks underexplored. In this paper, we propose~\textit{LASER} (\textbf{L}oss-\textbf{A}ware \textbf{S}ingular-value d\textbf{E}composition and \textbf{R}ank allocation), a low-rank compression framework for efficient low-precision VLM inference. LASER derives a curvature-weighted SVD objective from a second-order approximation of the model loss and uses Kronecker-factored Fisher information to guide decomposition toward downstream performance rather than reconstruction alone. We further introduce a loss-aware cross-layer rank allocation strategy based on calibration gradients, enabling more effective parameter budgeting across layers. Finally, we extend low-rank compression to FFN layers through a hybrid scheme that combines SVD with quantization. The evaluation results show that LASER achieves more than $2.3\times$ decoding speedup over previous work while preserving strong accuracy under low-precision inference.

cs.LG↗

VDOT++: Unified Few-Step Video Generation via Unbalanced Optimal Transport Distillation

Video creation spans text-to-video (T2V), image-to-video (I2V), and condition-based generation, yet video diffusion models remain costly because they repeatedly evaluate large backbones during sampling. Distribution matching distillation (DMD) reduces this cost, but its reverse Kullback--Leibler (KL) objective can provide unstable or incomplete guidance when the student and teacher distributions have limited overlap. VDOT addressed this issue by adding optimal transport distillation (OTD), whose explicit coupling supplies geometric directions for condition-based generation. Balanced OTD, however, performs full-mass matching between the spatial tokens of each corresponding student--teacher frame pair. This assumption weakens for T2V and I2V, where one condition admits many valid outputs and spatial content need not align across different realizations. We present VDOT++, a unified distillation framework that applies the same training recipe separately to generators for the three task families. It makes OTD robust to output diversity through an asymmetric unbalanced formulation that allows unreliable student tokens to carry less mass while maintaining coverage of the teacher tokens. An $\ell_1$ ground cost further replaces mean-based aggregation with a more mode-preserving weighted median that limits the influence of distant transport targets. The two changes respectively determine whom to match and how the selected targets should be aggregated. We additionally combine distribution matching and adversarial refinement through sequential backward passes, and exploit the decoupled score networks for cross-scale distillation, where larger score networks improve a compact generator. Experiments on UVCBench, VBench, VBench-I2V, and the VACE benchmark show that the resulting four-step generators are competitive with many-step teachers and strong few-step baselines across all three task families.

cs.CV↗

Fly-by-Code: Embodied Coding Agents for Aerial Manipulation with Active Visual and Physical Feedback

Embodied coding agents construct robot policies from natural-language instructions by generating executable programs and refining them from execution feedback. This refinement assumes that execution feedback reveals whether the task succeeded and, after a failure, provides sufficient evidence to guide program revision. Aerial manipulation violates this assumption in two ways. Payload constraints restrict onboard camera coverage and leave task-critical outcomes outside the robot's view (partial observability), while strong dynamic coupling and limited control margins make physical interactions fragile (limited interaction robustness) and leave failure causes unresolved. Re-examining the same feedback cannot recover observations that were never collected or separate failure causes that the available evidence does not distinguish. To acquire this missing evidence, we introduce Active Feedback (AF), an active "View and Probe" framework. When execution feedback leaves unresolved questions, the agent synthesizes a separate diagnostic program that runs in simulation to inspect unseen outcomes from informative viewpoints (View) or test hypotheses about failure causes through targeted physical interactions (Probe). Across six simulated aerial manipulation tasks with 60 trials per condition, AF reduces false completion declarations from 25 to 5 and raises final task success from 31.7% to 75% compared with terminal feedback under the same coding-agent configuration and task-execution limit. Using shared robot APIs, task programs refined with AF in simulation run on a physical aerial manipulator without task-program source-code modification and complete multi-stage manipulation tasks in the real world. These results show that executable diagnosis fills gaps in execution feedback for embodied coding agents, improving both completion assessment and program refinement in aerial manipulation.

cs.RO↗

PulseQuant: Propagation-Guided Subspace Correction for 4-Bit Video Diffusion Transformers

Quantization errors in video diffusion transformers can be amplified or attenuated by subsequent denoising updates, making local reconstruction error an incomplete predictor of final impact. We introduce PulseQuant, a 4-bit post-training quantization method that combines trajectory sensitivity with activation geometry to guide offline calibration. Isolated block--step interventions estimate propagation risk, which prioritizes sensitive trajectory states during row-radius selection. With these radii fixed, response-subspace correction uses neighboring-code edits to reduce residual components along dominant activation directions. Both stages preserve the original 4-bit weight representation. Controlled interventions show that short-horizon propagated error predicts final latent error more reliably than immediate block-output error, supporting calibration beyond local reconstruction objectives. Evaluations on Wan models, Self Forcing, and MiniMax-H3 demonstrate improvements in key consistency and dense-reference metrics while remaining competitive on other attributes across model scales and generation paradigms.

cs.CV↗

Salt++: Context-Aligned Post-Training for Few-Step Streaming Multimodal Generation

Few-step streaming audio--video generation requires both causal modeling and step distillation, yet standard training recipes face two context-related challenges. Teacher forcing pairs clean history with a noisy target, but supervises predictive contextual representations only indirectly through velocity prediction. Meanwhile, directly reusing bidirectional score models in causal Distribution Matching Distillation (DMD) creates a mismatch between generation and scoring contexts. We address these challenges with Salt++, a two-stage post-training framework comprising Causal Self-Flow (CSF) and context-aligned autoregressive DMD. CSF exploits contextual information asymmetry by varying the history while keeping the noisy target fixed: a noise-mixed-history student aligns its intermediate representations with those of a clean-history exponential-moving-average teacher. This self-supervised signal encourages the student to extract semantic information and improves cross-modal alignment. Context-aligned AR DMD shares the causal mask and prefix across generator sampling, fake-score training, and real-score evaluation to match generated and reference distributions under a block-conditional KL objective. With calibrated teacher guidance, it performs clean-prefix few-step distillation and then adapts to generated histories without switching objectives or requiring separate consistency distillation. At 480p, Salt++ improves visual and motion quality by 57% and 45% over OmniForcing on JavisBench under the same 4-step causal setting. A separate scale-wise post-training stage extends Salt++ to 4-step $1664\times960$ generation, outperforming bidirectional LTX-2 on six of seven reported metrics. Project page: https://xingtongge.github.io/Saltpp

cs.CV↗

Drone Soccer: Learning to Manipulate with Multicopter Downwash

Although multicopter drones are traditionally designed for "perception-only" tasks, like mapping and exploration, recent work has sought to develop Unmanned Aerial Manipulators (UAMs) to solve mobile manipulation tasks. Aerial manipulation performance can be impacted by "downwash," the airflow produced by propellers, but current state-of-the-art UAMs either ignore downwash or treat it as a disturbance. Instead, is it possible to actively use downwash as a tool during manipulation? We design a drone soccer task to explore the feasibility of downwash-based manipulation. Specifically, we develop a simplified downwash dynamics model which we use to train an RL policy to dribble a soccer ball. We further demonstrate that our policy transfers to real world deployment. This work provides key insights into novel manipulation capabilities for multicopters.

cs.RO↗

MASRubric: Auditing Information Flow in Multi-Agent Systems with Failure-Distilled Pitfall Rubrics

While multi-agent systems (MAS) excel at complex reasoning, they are vulnerable to errors that intermediate agents introduce and downstream agents build upon. Auditing intermediate messages before they propagate requires an explicit standard, yet evaluation rubrics are typically authored by domain experts or written against a reference answer, neither of which is available for an unseen message at test time. We present MASRubric, a MAS information flow auditing framework with failure-distilled pitfall rubrics. Offline, trajectories on which the MAS has failed are automatically distilled into a reusable bank of pitfall criteria, each describing a recurrent error by its underlying misconception, the reasoning situations in which it arises, and the check that would expose it. Online, the criteria applicable to each intermediate message are retrieved from this off-the-shelf bank and checked one by one, and the resulting satisfaction rate decides whether the message is broadcast, returned to its author with diagnostic feedback for revision, or withheld. Empirical results demonstrate that MASRubric enhances MAS performance on both fixed and dynamic frameworks, achieving average accuracy gains of up to 2.83 points on math reasoning benchmarks and 1.74 points on code generation benchmarks. Further analysis shows that the retrieved criteria vary systematically with task types, and that the audit effort tracks task difficulty. Moreover, the bank transfers without re-mining to a system with a stronger backbone, which makes more adaptive and more efficient use of it. Our code and dataset are released at https://github.com/TonySY2/MASRubric.

cs.AI↗

BEAT: Rhythm-Elastic Alignment for Agentic Music-guided Movie Trailer Generation

Automatic movie trailer generation must select shots from a full-length film and synchronize them with background music. Existing methods either relegate music alignment to post-processing or enforce rigid one-to-one shot-music mappings, overlooking that professional editing rhythm is elastic: rapid cuts accompany high-energy passages while sustained shots span quieter bars. We introduce BEAT, a framework that addresses this gap with two core components: MuVA, a compact music-visual alignment encoder trained with Sinkhorn-regularized two-stage learning, and Bar-DP, an energy-adaptive dynamic programming algorithm that produces elastic many-to-one alignments following musical dynamics. These components are integrated into a five-phase agentic pipeline that grounds the core alignment in learned cross-modal features while coordinating higher-level creative decisions through structured text signals. To support comprehensive evaluation, we also introduce TrailerArena, a benchmark with 20+ metrics across four complementary dimensions. On TrailerArena, BEAT achieves state-of-the-art performance across shot selection, ordering, and perceptual quality, while producing fully composed trailers end-to-end.

cs.CV↗

TAGA: Terrain-aware Active Gaze Learning for Generalizable Agile Humanoid Locomotion

Agile humanoid locomotion across diverse challenging terrain demands both wide perceptual coverage and precise local geometry understanding. Motivated by the way humans selectively look at relevant terrain during locomotion, we introduce TAGA, a Terrain-aware Active Gaze learning framework for Attention-based humanoid control. By fusing vision, proprioception, and motion commands, our framework guides the model to learn anticipatory cues and actively attend to specific areas of the height scan, selectively using these informative regions for the downstream network. This adaptively increases the information density of observations under tight onboard computational constraints, thus enabling fine-grained perceptive locomotion over larger-scale terrains. We find that such gaze behaviors can naturally emerge through reinforcement learning alone, without requiring additional supervision or explicit guidance, significantly improving training efficiency. As a result, the trained policy demonstrates robust and generalizable locomotion in simulation and on hardware, including reliable terrain-aware foothold selection, elevated-platform traversal, competitive sparse-foothold traversal, and the largest reported real-world gap traversal distance of 1.2m among perceptive humanoid locomotion systems, while maintaining stability under severe perceptual disturbances and environmental interference.

cs.RO↗

AM-Bench: A Modular Simulation Suite and Benchmark for Aerial Manipulation Policy Learning

Standardized benchmarks have played a central role in advancing robot manipulation learning, yet most focus on ground-supported manipulation systems, which limits their applicability to dynamics-critical domains such as aerial manipulation (AM). AM presents distinct system-level challenges, including environmental disturbances, coupled dynamics between the manipulator and floating base, and constrained degrees of freedom. Consequently, task performance depends jointly on robot embodiment, low-level control, and high-level policy design. We introduce AM-Bench, a modular simulation suite and benchmark for multirotor-based AM policy learning. AM-Bench includes representative embodiments spanning underactuated, fully actuated, and overactuated systems, 12 tasks across contact, transport, and constrained interaction, configurable aerodynamic disturbances and actuator saturation, standard low-level controllers, and baseline policy-learning algorithms. Unlike prior manipulation benchmarks that primarily emphasize end-to-end policy performance, AM-Bench enables system-level evaluation of how embodiment, control, disturbances, and policy choices interact. We demonstrate its diagnostic value through three simulation studies spanning high-level policies, policy--control interfaces, and embodiments, together with real-world validation of modeled effects and a hardware test of the learning pipeline.

cs.RO↗

One-Layer Transformer Provably Learns Multiclass One-Nearest Neighbor in Context

We extend recent work establishing an equivalence between one-layer transformers and nearest-neighbor classifiers in the binary setting to the multiclass case. By leveraging the simplex encoding, we show that one-layer transformers with an argmax classification head behave identically to a one-nearest-neighbor classifier in the multiclass setting. This closes a gap left by prior work, whose multiclass result relied on a non-standard rounding-based approach rather than the typical argmax head used in practice.

cs.LG↗

SpectraTac: A Compact Camera-Free Optical Tactile Sensor with Distributed Color Sensing

Tactile sensing is essential for physical interaction in robotics and human--machine systems. However, combining rich tactile information with compact hardware, low cost, and low computational overhead remains challenging. This work presents SpectraTac, a compact, camera-free optical tactile sensor that combines active red--green--blue (RGB) illumination with spatially distributed color sensing. Contact deforms a compliant transparent elastomer and modulates its internal light field, producing spatially differentiated changes in color and intensity. Three distributed color sensors capture these responses as low-dimensional spatio-spectral features, avoiding cameras, imaging optics, and high-dimensional image processing. The device measures 19.2 mm in diameter and 4 mm in height, with a material cost below USD~5. A data-driven decoding framework simultaneously estimates three-dimensional (3D) force and the contact region from the optical measurements. For 3D force prediction, the sensor achieved mean absolute errors (MAEs) of 0.161, 0.164, and 0.429 N along the x-, y-, and z-axes, respectively. The nine-region contact-classification accuracy was 99.9%. We further evaluated real-time 3D force tracking and contact-region-based human--machine interaction through an interactive control task. These results indicate that distributed color-resolved optical sensing offers a compact, low-cost alternative to camera-based tactile sensing for robotics, wearable sensing, and interactive systems.

cs.RO↗

Category-based and Popularity-guided Video Game Recommendation: A Balance-oriented Framework

In recent years, the video game industry has experienced substantial growth, presenting players with a vast array of game choices. This surge in options has spurred the need for a specialized recommender system tailored for video games. However, current video game recommendation approaches tend to prioritize accuracy over diversity, potentially leading to unvaried game suggestions. In addition, the existing game recommendation methods commonly lack the ability to establish strict connections between games to enhance accuracy. Furthermore, many existing diversity-focused methods fail to leverage crucial item information, such as item category and popularity during neighbor modeling and message propagation. To address these challenges, we introduce a novel framework, called CPGRec, comprising three modules, namely accuracy-driven, diversity-driven, and comprehensive modules. The first module extends the state-of-the-art accuracy-focused game recommendation method by connecting games in a more stringent manner to enhance recommendation accuracy. The second module connects neighbors with diverse categories within the proposed game graph and harnesses the advantages of popular game nodes to amplify the influence of long-tail games within the player-game bipartite graph, thereby enriching recommendation diversity. The third module combines the above two modules and employs a new negative-sample rating score reweighting method to balance accuracy and diversity. Experimental results on the Steam dataset demonstrate the effectiveness of our proposed method in improving game recommendations. The dataset and source codes are anonymously released at: https://github.com/CPGRec2024/CPGRec.git.

cs.IR↗