SearcharxivSearch

arXiv subjects

Yuzhou Wu

Publications and source records attributed to Yuzhou Wu.

7 recordsLinked to original sources

Dense to MoE Adaptation for Compact Vision Language Action Policies

Vision language action (VLA) policies continue to grow in parameter count, making deployment on resource-constrained robot platforms difficult. The central goal is to reduce the number of LLM-side parameters retained in the deployed policy while preserving downstream task performance. Our approach, AdaDE, adapts selected dense feed forward blocks into mixture of experts (MoE) layers and derives expert retention masks from router statistics during fine tuning. The Dense2MoE conversion preserves the original dense FFN function at initialization, so expert deactivation can start without a separate recovery stage. Instead of using a fixed shutdown rule, expert masks are updated dynamically from router usage statistics, with staged training and expert protection to avoid early collapse. With 40% of the LLM parameters deactivated, AdaDE retains 95.7% average success in LIBERO and 42.0% average success across all 50 RobotWin2.0 tasks. These results suggest that dense to MoE adaptation with dynamic expert deactivation is a practical direction for reducing active VLA model size without severe performance loss.

cs.RO

What Makes Good Agentic Data? An ACE Lens on Data Generation for LLM Agents

LLM agents increasingly rely on generated interaction data to learn how to interact with external environments. Agentic data generation must maintain consistency among environments, tasks, interactions, and success signals while producing experience that is useful rather than merely abundant. Existing work spans many agent domains, but domain-centered organization and heterogeneous evaluation often obscure common generation mechanisms and conflate candidate construction with verification and selection. This work develops a two-level framework for the field. First, we represent agentic data as a common factorized object $(E,q,τ,v)$, comprising an environment specification, task signal, interaction realization, and optional verifier. We organize generation paradigms by their primary anchor and dependency structure. Second, we formulate generation as constrained distribution design through the Accuracy-Complexity-divErsity (ACE) lens. Accuracy establishes the feasible support of grounded and internally consistent data. Within this support, Complexity places learning mass relative to the capability of a declared learner and execution configuration, while divErsity controls coverage and redundancy of data. Using this framework, we explore how prior work verifies generated experience, constructs and calibrates difficulty, and expands behavioral coverage. The literature reveals a shift toward execution-grounded accuracy, learner-relative complexity, and diversity beyond surface variation or dataset size. We further discuss broader directions and emerging trends in agentic data generation through the ACE lens, including their implications for scaling, data sources, training regimes and adaptive learning. Overall, the central challenge is not simply to generate more data, but to continually allocate valid, informative, and non-redundant experience as agents and environments evolve.

cs.AI

EgoGenesis: Egocentric World-Action Modeling with Online Anchored Projective Memory and Action-3D RoPE

Egocentric video offers rich manipulation experience for embodied AI, yet collecting diverse egocentric data across scenes, objects, motions, and embodiments remains costly. We present \method, an egocentric world-action simulator that synthesizes controllable, high-quality manipulation videos to expand scarce real-world training data. \method{} builds on a pretrained video generation prior and introduces two geometry-aware conditioning mechanisms. Online Anchored Projective Memory (OAPM) preserves a first-frame 3D scene anchor while periodically refreshing a recent state during autoregressive generation. Action-3D Rotary Position Embedding (A3D-RoPE) encodes end-effector motion with camera-aware 3D rotary coordinates, injecting action geometry into skeleton-to-video cross-attention for precise control. Together, these components improve visual fidelity, geometric stability, and action alignment in long egocentric rollouts. Moreover, augmenting 400 real trajectories with 400 \method-generated trajectories improves out-of-distribution real-robot success from 77\% to 84\% on single-arm tasks and from 53\% to 70\% on dual-arm tasks, demonstrating that the synthesized data substantially improve downstream WAM generalization.

cs.CV

Reducing Temporal Redundancy for Efficient Vision-Language-Action Inference

Vision-Language-Action (VLA) models exhibit strong generalization for robotic manipulation, yet their high inference latency limits real time deployment. We identify two primary sources of temporal redundancy in existing VLA pipelines: repeated visual encoding of highly similar consecutive frames and multi step iterative sampling in diffusion based policies. To address this, we propose a system level acceleration strategy that reduces computation in both perception and action generation. On the perception side, we incrementally update only tokens corresponding to dynamic scene regions instead of re-encoding entire frames. On the policy side, we compress diffusion sampling into a compact 2-step schedule through efficiency oriented training while preserving action precision. Experiments on Libero, RobotWin, and Real Robot Platforms demonstrate over 2 times speedup while maintaining high performance, achieving up to 98% success rate on general manipulation benchmarks. Our codes will be released on Github.

cs.RO

IPCV: Information-Preserving Compression for MLLM Visual Encoders

Multimodal Large Language Models (MLLMs) deliver strong vision-language performance but at high computational cost, driven by numerous visual tokens processed by the Vision Transformer (ViT) encoder. Existing token pruning strategies are inadequate: LLM-stage token pruning overlooks the ViT's overhead, while conventional ViT token pruning, without language guidance, risks discarding textually critical visual cues and introduces feature distortions amplified by the ViT's bidirectional attention. To meet these challenges, we propose IPCV, a training-free, information-preserving compression framework for MLLM visual encoders. IPCV enables aggressive token pruning inside the ViT via Neighbor-Guided Reconstruction (NGR) that temporarily reconstructs pruned tokens to participate in attention with minimal overhead, then fully restores them before passing to the LLM. Besides, we introduce Attention Stabilization (AS) to further alleviate the negative influence from token pruning by approximating the K/V of pruned tokens. It can be directly applied to previous LLM-side token pruning methods to enhance their performance. Extensive experiments show that IPCV substantially reduces end-to-end computation and outperforms state-of-the-art training-free token compression methods across diverse image and video benchmarks. Our code is available at https://github.com/Perkzi/IPCV.

cs.CV

Assessing the Human-Likeness of LLM-Driven Digital Twins in Simulating Health Care System Trust

Serving as an emerging and powerful tool, Large Language Model (LLM)-driven Human Digital Twins are showing great potential in healthcare system research. However, its actual simulation ability for complex human psychological traits, such as distrust in the healthcare system, remains unclear. This research gap particularly impacts health professionals' trust and usage of LLM-based Artificial Intelligence (AI) systems in assisting their routine work. In this study, based on the Twin-2K-500 dataset, we systematically evaluated the simulation results of the LLM-driven human digital twin using the Health Care System Distrust Scale (HCSDS) with an established human-subject sample, analyzing item-level distributions, summary statistics, and demographic subgroup patterns. Results showed that the simulated responses by the digital twin were significantly more centralized with lower variance and had fewer selections of extreme options (all p<0.001). While the digital twin broadly reproduces human results in major demographic patterns, such as age and gender, it exhibits relatively low sensitivity in capturing minor differences in education levels. The LLM-based digital twin simulation has the potential to simulate population trends, but it also presents challenges in making detailed, specific distinctions in subgroups of human beings. This study suggests that the current LLM-driven Digital Twins have limitations in modeling complex human attitudes, which require careful calibration and validation before applying them in inferential analyses or policy simulations in health systems engineering. Future studies are necessary to examine the emotional reasoning mechanism of LLMs before their use, particularly for studies that involve simulations sensitive to social topics, such as human-automation trust.

cs.HC

Efficient Reinforcement Learning for StarCraft by Abstract Forward Models and Transfer Learning

Injecting human knowledge is an effective way to accelerate reinforcement learning (RL). However, these methods are underexplored. This paper presents our discovery that an abstract forward model (thought-game (TG)) combined with transfer learning (TL) is an effective way. We take StarCraft II as our study environment. With the help of a designed TG, the agent can learn a 99% win-rate on a 64x64 map against the Level-7 built-in AI, using only 1.08 hours in a single commercial machine. We also show that the TG method is not as restrictive as it was thought to be. It can work with roughly designed TGs, and can also be useful when the environment changes. Comparing with previous model-based RL, we show TG is more effective. We also present a TG hypothesis that gives the influence of different fidelity levels of TG. For real games that have unequal state and action spaces, we proposed a novel XfrNet of which usefulness is validated while achieving a 90% win-rate against the cheating Level-10 AI. We argue that the TG method might shed light on further studies of efficient RL with human knowledge.

cs.LG