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Zeyang Liu

Publications and source records attributed to Zeyang Liu.

At least 19 recordsLinked to original sources

OASIS: Observation-Action Space Alignment via SE(3) Trajectory Prediction for Robotic Manipulation

Recent vision-language-action (VLA) models and world action models (WAMs) advance robotic manipulation by enriching intermediate representations with auxiliary spatial features or future visual-state prediction. However, these representations largely remain within the observation space and do not share the rigid-body geometry of the action space, forcing the action decoder to implicitly recover this geometry. We propose OASIS, a visuomotor policy that aligns the intermediate representation with the action space via $SE(3)$ end-effector trajectory prediction. OASIS couples a 3D-aware feature encoder that fuses vision-language and metric-depth features with an $SE(3)$ trajectory predictor that produces a camera-frame end-effector trajectory. Conditioned on the predictor's pose-supervised hidden states, the action decoder generates action chunks consistent with rigid-body motion. Across simulation and real-world experiments, OASIS outperforms VLA and WAM baselines in success rate and out-of-distribution generalization. Our project page is available at https://npuhandsome.github.io/OASIS_web.

cs.RO

VoxAfford: Multi-Scale Voxel-Token Fusion for Open-Vocabulary 3D Affordance Detection

Open-vocabulary 3D affordance detection requires localizing interaction regions on point clouds given novel affordance descriptions. Recent methods extend multimodal large language models (MLLMs) with special output tokens that are decoded into segmentation masks. However, these tokens are produced through autoregressive generation, which models sequential dependencies rather than spatial neighborhood relations, leaving them semantically rich but spatially impoverished for 3D localization. We propose Voxel-enhanced Affordance detection (VoxAfford), which bypasses this bottleneck by injecting multi-scale geometric features from a frozen pre-trained 3D VQVAE encoder into the output tokens after generation. Each output token uses its affordance semantics as a query to retrieve relevant geometric patterns from its paired voxel scale via cross-attention, with a learned compatibility gate controlling the injection strength. The enhanced tokens are then aggregated into a spatially-aware affordance prompt through semantic-conditioned attention and propagated alongside per-point features to generate the final mask. Experiments on open-vocabulary affordance detection tasks show that VoxAfford achieves state-of-the-art performance with approximately an 8% improvement in mIoU, and real robot experiments confirm zero-shot transfer to novel objects.

cs.CV

AffordSim: A Scalable Data Generator and Benchmark for Affordance-Aware Robotic Manipulation

Many everyday robot manipulation skills are affordance-dependent, with success determined by whether the robot contacts the functional object region required by the subsequent action. Current simulation data generators obtain contacts from generic grasp estimators or per-object manual contact annotations, but generic estimators rank stable grasps without task semantics and often select contacts that are misaligned with the downstream action, while manual contact annotations must be rewritten for each new object and task. To solve these challenges, we introduce AffordSim, a scalable data generator and benchmark that integrates open-vocabulary 3D affordance prediction into simulation-based trajectory generation. Given a natural-language task description, AffordSim synthesizes a task-relevant scene, emits affordance queries, grounds them on object surfaces, samples region-conditioned grasps, and selects executable candidates with motion planning. It further randomizes object pose, texture, lighting, image noise, and cross-viewpoint backgrounds for sim-to-real transfer. We instantiate AffordSim as a 50-task benchmark across diverse manipulation skills, five robot embodiments, and 500+ rigid and articulated objects. AffordSim achieves 93% of the trajectory collection success rate of manual contact annotations on affordance-critical tasks and 89% on hard composite tasks. Vision-language-action policies trained on AffordSim data transfer zero-shot to a real Franka FR3, reaching 24% average success.

cs.RO

GeoBlock: Inferring Block Granularity from Dependency Geometry in Diffusion Language Models

Block diffusion enables efficient parallel refinement in diffusion language models, but its decoding behavior depends critically on block size. Existing block-sizing strategies rely on fixed rules or heuristic signals and do not account for the dependency geometry that determines which tokens can be safely refined together. This motivates a geometry view of diffusion decoding: \emph{regions with strong causal ordering require sequential updates, whereas semantically cohesive regions admit parallel refinement.} We introduce GeoBlock, a geometry-aware block inference framework that determines block granularity directly from attention-derived dependency geometry. Instead of relying on predefined schedules or local confidence heuristics, GeoBlock analyzes cross-token dependency patterns to identify geometrically stable refinement regions and dynamically determines appropriate block boundaries during decoding. By adapting block granularity to the dependency geometry, GeoBlock preserves the parallel efficiency of block diffusion while enforcing dependency-consistent refinement that exhibits autoregressive reliability. GeoBlock requires no additional training and integrates seamlessly into existing block diffusion architectures. Extensive experiments across multiple benchmarks show that GeoBlock reliably identifies geometry-consistent block boundaries and improves the accuracy of block diffusion with only a small additional computational budget.

cs.CL

Toward Reliable Sim-to-Real Predictability for MoE-based Robust Quadrupedal Locomotion

Reinforcement learning has shown strong promise for quadrupedal agile locomotion, even with proprioception-only sensing. In practice, however, sim-to-real gap and reward overfitting in complex terrains can produce policies that fail to transfer, while physical validation remains risky and inefficient. To address these challenges, we introduce a unified framework encompassing a Mixture-of-Experts (MoE) locomotion policy for robust multi-terrain representation with RoboGauge, a predictive assessment suite that quantifies sim-to-real transferability. The MoE policy employs a gated set of specialist experts to decompose latent terrain and command modeling, achieving superior deployment robustness and generalization via proprioception alone. RoboGauge further provides multi-dimensional proprioception-based metrics via sim-to-sim tests over terrains, difficulty levels, and domain randomizations, enabling reliable MoE policy selection without extensive physical trials. Experiments on a Unitree Go2 demonstrate robust locomotion on unseen challenging terrains, including snow, sand, stairs, slopes, and 30 cm obstacles. In dedicated high-speed tests, the robot reaches 4 m/s and exhibits an emergent narrow-width gait associated with improved stability at high velocity.

cs.RO

Low-SWaP Magneto-optical Trap using both Planar Optical and Magnetic Components

Compact, lightweight, and energy-efficient cold atom systems are crucial for advancing quantum technologies, yet their realization remains constrained by the bulky optical and magnetic components required in current atom trapping architectures. Here, we demonstrate a low-SWaP magneto-optical trap that seamlessly integrates planar optical and magnetic components into a unified platform. A monolithic dual-functional metasurface simultaneously polarized and shapes the cooling beam, replacing traditional lens-waveplate assemblies and converting a linearly polarized Gaussian beam into a circularly polarized flat-top beam. In parallel, a planar coil chip substitutes bulky anti-Helmholtz cols and generated the required quadrupole magnetic field with drastically reduced power consumption. Under D2 line cooling of 87Rb atoms, the fully planar system delivers nearly an order-of-magnitude improvement in trapping performance while operating at a fraction of the size, weight, and power of traditional systems. This compact, bulky-component-free approach offers a scalable, energy-efficient pathway toward chip-scale cold atom platforms.

physics.atom-ph

UniLayDiff: A Unified Diffusion Transformer for Content-Aware Layout Generation

Content-aware layout generation is a critical task in graphic design automation, focused on creating visually appealing arrangements of elements that seamlessly blend with a given background image. The variety of real-world applications makes it highly challenging to develop a single model capable of unifying the diverse range of input-constrained generation sub-tasks, such as those conditioned by element types, sizes, or their relationships. Current methods either address only a subset of these tasks or necessitate separate model parameters for different conditions, failing to offer a truly unified solution. In this paper, we propose UniLayDiff: a Unified Diffusion Transformer, that for the first time, addresses various content-aware layout generation tasks with a single, end-to-end trainable model. Specifically, we treat layout constraints as a distinct modality and employ Multi-Modal Diffusion Transformer framework to capture the complex interplay between the background image, layout elements, and diverse constraints. Moreover, we integrate relation constraints through fine-tuning the model with LoRA after pretraining the model on other tasks. Such a schema not only achieves unified conditional generation but also enhances overall layout quality. Extensive experiments demonstrate that UniLayDiff achieves state-of-the-art performance across from unconditional to various conditional generation tasks and, to the best of our knowledge, is the first model to unify the full range of content-aware layout generation tasks.

cs.CV

MInCo: Mitigating Information Conflicts in Distracted Visual Model-based Reinforcement Learning

Existing visual model-based reinforcement learning (MBRL) algorithms with observation reconstruction often suffer from information conflicts, making it difficult to learn compact representations and hence result in less robust policies, especially in the presence of task-irrelevant visual distractions. In this paper, we first reveal that the information conflicts in current visual MBRL algorithms stem from visual representation learning and latent dynamics modeling with an information-theoretic perspective. Based on this finding, we present a new algorithm to resolve information conflicts for visual MBRL, named MInCo, which mitigates information conflicts by leveraging negative-free contrastive learning, aiding in learning invariant representation and robust policies despite noisy observations. To prevent the dominance of visual representation learning, we introduce time-varying reweighting to bias the learning towards dynamics modeling as training proceeds. We evaluate our method on several robotic control tasks with dynamic background distractions. Our experiments demonstrate that MInCo learns invariant representations against background noise and consistently outperforms current state-of-the-art visual MBRL methods. Code is available at https://github.com/ShiguangSun/minco.

cs.LG

LexRAG: Benchmarking Retrieval-Augmented Generation in Multi-Turn Legal Consultation Conversation

Retrieval-augmented generation (RAG) has proven highly effective in improving large language models (LLMs) across various domains. However, there is no benchmark specifically designed to assess the effectiveness of RAG in the legal domain, which restricts progress in this area. To fill this gap, we propose LexRAG, the first benchmark to evaluate RAG systems for multi-turn legal consultations. LexRAG consists of 1,013 multi-turn dialogue samples and 17,228 candidate legal articles. Each sample is annotated by legal experts and consists of five rounds of progressive questioning. LexRAG includes two key tasks: (1) Conversational knowledge retrieval, requiring accurate retrieval of relevant legal articles based on multi-turn context. (2) Response generation, focusing on producing legally sound answers. To ensure reliable reproducibility, we develop LexiT, a legal RAG toolkit that provides a comprehensive implementation of RAG system components tailored for the legal domain. Additionally, we introduce an LLM-as-a-judge evaluation pipeline to enable detailed and effective assessment. Through experimental analysis of various LLMs and retrieval methods, we reveal the key limitations of existing RAG systems in handling legal consultation conversations. LexRAG establishes a new benchmark for the practical application of RAG systems in the legal domain, with its code and data available at https://github.com/CSHaitao/LexRAG.

cs.CL

DexDiff: Towards Extrinsic Dexterity Manipulation of Ungraspable Objects in Unrestricted Environments

Grasping large and flat objects (e.g. a book or a pan) is often regarded as an ungraspable task, which poses significant challenges due to the unreachable grasping poses. Previous works leverage Extrinsic Dexterity like walls or table edges to grasp such objects. However, they are limited to task-specific policies and lack task planning to find pre-grasp conditions. This makes it difficult to adapt to various environments and extrinsic dexterity constraints. Therefore, we present DexDiff, a robust robotic manipulation method for long-horizon planning with extrinsic dexterity. Specifically, we utilize a vision-language model (VLM) to perceive the environmental state and generate high-level task plans, followed by a goal-conditioned action diffusion (GCAD) model to predict the sequence of low-level actions. This model learns the low-level policy from offline data with the cumulative reward guided by high-level planning as the goal condition, which allows for improved prediction of robot actions. Experimental results demonstrate that our method not only effectively performs ungraspable tasks but also generalizes to previously unseen objects. It outperforms baselines by a 47% higher success rate in simulation and facilitates efficient deployment and manipulation in real-world scenarios.

cs.RO

Enhancing Decision Transformer with Diffusion-Based Trajectory Branch Generation

Decision Transformer (DT) can learn effective policy from offline datasets by converting the offline reinforcement learning (RL) into a supervised sequence modeling task, where the trajectory elements are generated auto-regressively conditioned on the return-to-go (RTG).However, the sequence modeling learning approach tends to learn policies that converge on the sub-optimal trajectories within the dataset, for lack of bridging data to move to better trajectories, even if the condition is set to the highest RTG.To address this issue, we introduce Diffusion-Based Trajectory Branch Generation (BG), which expands the trajectories of the dataset with branches generated by a diffusion model.The trajectory branch is generated based on the segment of the trajectory within the dataset, and leads to trajectories with higher returns.We concatenate the generated branch with the trajectory segment as an expansion of the trajectory.After expanding, DT has more opportunities to learn policies to move to better trajectories, preventing it from converging to the sub-optimal trajectories.Empirically, after processing with BG, DT outperforms state-of-the-art sequence modeling methods on D4RL benchmark, demonstrating the effectiveness of adding branches to the dataset without further modifications.

cs.LG

Grounded Answers for Multi-agent Decision-making Problem through Generative World Model

Recent progress in generative models has stimulated significant innovations in many fields, such as image generation and chatbots. Despite their success, these models often produce sketchy and misleading solutions for complex multi-agent decision-making problems because they miss the trial-and-error experience and reasoning as humans. To address this limitation, we explore a paradigm that integrates a language-guided simulator into the multi-agent reinforcement learning pipeline to enhance the generated answer. The simulator is a world model that separately learns dynamics and reward, where the dynamics model comprises an image tokenizer as well as a causal transformer to generate interaction transitions autoregressively, and the reward model is a bidirectional transformer learned by maximizing the likelihood of trajectories in the expert demonstrations under language guidance. Given an image of the current state and the task description, we use the world model to train the joint policy and produce the image sequence as the answer by running the converged policy on the dynamics model. The empirical results demonstrate that this framework can improve the answers for multi-agent decision-making problems by showing superior performance on the training and unseen tasks of the StarCraft Multi-Agent Challenge benchmark. In particular, it can generate consistent interaction sequences and explainable reward functions at interaction states, opening the path for training generative models of the future.

cs.AI

Imagine, Initialize, and Explore: An Effective Exploration Method in Multi-Agent Reinforcement Learning

Effective exploration is crucial to discovering optimal strategies for multi-agent reinforcement learning (MARL) in complex coordination tasks. Existing methods mainly utilize intrinsic rewards to enable committed exploration or use role-based learning for decomposing joint action spaces instead of directly conducting a collective search in the entire action-observation space. However, they often face challenges obtaining specific joint action sequences to reach successful states in long-horizon tasks. To address this limitation, we propose Imagine, Initialize, and Explore (IIE), a novel method that offers a promising solution for efficient multi-agent exploration in complex scenarios. IIE employs a transformer model to imagine how the agents reach a critical state that can influence each other's transition functions. Then, we initialize the environment at this state using a simulator before the exploration phase. We formulate the imagination as a sequence modeling problem, where the states, observations, prompts, actions, and rewards are predicted autoregressively. The prompt consists of timestep-to-go, return-to-go, influence value, and one-shot demonstration, specifying the desired state and trajectory as well as guiding the action generation. By initializing agents at the critical states, IIE significantly increases the likelihood of discovering potentially important under-explored regions. Despite its simplicity, empirical results demonstrate that our method outperforms multi-agent exploration baselines on the StarCraft Multi-Agent Challenge (SMAC) and SMACv2 environments. Particularly, IIE shows improved performance in the sparse-reward SMAC tasks and produces more effective curricula over the initialized states than other generative methods, such as CVAE-GAN and diffusion models.

cs.LG

Greedy based Value Representation for Optimal Coordination in Multi-agent Reinforcement Learning

Due to the representation limitation of the joint Q value function, multi-agent reinforcement learning methods with linear value decomposition (LVD) or monotonic value decomposition (MVD) suffer from relative overgeneralization. As a result, they can not ensure optimal consistency (i.e., the correspondence between individual greedy actions and the maximal true Q value). In this paper, we derive the expression of the joint Q value function of LVD and MVD. According to the expression, we draw a transition diagram, where each self-transition node (STN) is a possible convergence. To ensure optimal consistency, the optimal node is required to be the unique STN. Therefore, we propose the greedy-based value representation (GVR), which turns the optimal node into an STN via inferior target shaping and further eliminates the non-optimal STNs via superior experience replay. In addition, GVR achieves an adaptive trade-off between optimality and stability. Our method outperforms state-of-the-art baselines in experiments on various benchmarks. Theoretical proofs and empirical results on matrix games demonstrate that GVR ensures optimal consistency under sufficient exploration.

cs.MA

SeSQL: Yet Another Large-scale Session-level Chinese Text-to-SQL Dataset

As the first session-level Chinese dataset, CHASE contains two separate parts, i.e., 2,003 sessions manually constructed from scratch (CHASE-C), and 3,456 sessions translated from English SParC (CHASE-T). We find the two parts are highly discrepant and incompatible as training and evaluation data. In this work, we present SeSQL, yet another large-scale session-level text-to-SQL dataset in Chinese, consisting of 5,028 sessions all manually constructed from scratch. In order to guarantee data quality, we adopt an iterative annotation workflow to facilitate intense and in-time review of previous-round natural language (NL) questions and SQL queries. Moreover, by completing all context-dependent NL questions, we obtain 27,012 context-independent question/SQL pairs, allowing SeSQL to be used as the largest dataset for single-round multi-DB text-to-SQL parsing. We conduct benchmark session-level text-to-SQL parsing experiments on SeSQL by employing three competitive session-level parsers, and present detailed analysis.

cs.CL

Greedy-based Value Representation for Optimal Coordination in Multi-agent Reinforcement Learning

Due to the representation limitation of the joint Q value function, multi-agent reinforcement learning methods with linear value decomposition (LVD) or monotonic value decomposition (MVD) suffer from relative overgeneralization. As a result, they can not ensure optimal consistency (i.e., the correspondence between individual greedy actions and the maximal true Q value). In this paper, we derive the expression of the joint Q value function of LVD and MVD. According to the expression, we draw a transition diagram, where each self-transition node (STN) is a possible convergence. To ensure optimal consistency, the optimal node is required to be the unique STN. Therefore, we propose the greedy-based value representation (GVR), which turns the optimal node into an STN via inferior target shaping and further eliminates the non-optimal STNs via superior experience replay. In addition, GVR achieves an adaptive trade-off between optimality and stability. Our method outperforms state-of-the-art baselines in experiments on various benchmarks. Theoretical proofs and empirical results on matrix games demonstrate that GVR ensures optimal consistency under sufficient exploration.

cs.MA

Multi-Agent Intention Sharing via Leader-Follower Forest

Intention sharing is crucial for efficient cooperation under partially observable environments in multi-agent reinforcement learning (MARL). However, message deceiving, i.e., a mismatch between the propagated intentions and the final decisions, may happen when agents change strategies simultaneously according to received intentions. Message deceiving leads to potential miscoordination and difficulty for policy learning. This paper proposes the leader-follower forest (LFF) to learn the hierarchical relationship between agents based on interdependencies, achieving one-sided intention sharing in multi-agent communication. By limiting the flowings of intentions through directed edges, intention sharing via LFF (IS-LFF) can eliminate message deceiving effectively and achieve better coordination. In addition, a twostage learning algorithm is proposed to train the forest and the agent network. We evaluate IS-LFF on multiple partially observable MARL benchmarks, and the experimental results show that our method outperforms state-of-the-art communication algorithms.

cs.MA

POSSCORE: A Simple Yet Effective Evaluation of Conversational Search with Part of Speech Labelling

Conversational search systems, such as Google Assistant and Microsoft Cortana, provide a new search paradigm where users are allowed, via natural language dialogues, to communicate with search systems. Evaluating such systems is very challenging since search results are presented in the format of natural language sentences. Given the unlimited number of possible responses, collecting relevance assessments for all the possible responses is infeasible. In this paper, we propose POSSCORE, a simple yet effective automatic evaluation method for conversational search. The proposed embedding-based metric takes the influence of part of speech (POS) of the terms in the response into account. To the best knowledge, our work is the first to systematically demonstrate the importance of incorporating syntactic information, such as POS labels, for conversational search evaluation. Experimental results demonstrate that our metrics can correlate with human preference, achieving significant improvements over state-of-the-art baseline metrics.

cs.IR