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Zheng Tian

Publications and source records attributed to Zheng Tian.

At least 19 recordsLinked to original sources

EmoStance: Response-Side Affective-Orientation Control for Empathetic Response Generation via Emoji Weak Supervision

Empathetic response generation requires models to decide not only what to say, but also how to respond to the previous speaker's affective situation. We formulate this as response-side affective-orientation control and use multi-annotator emoji distributions as weak affective--attitudinal evidence, rather than as output symbols or gold labels, to induce a latent control space that operationally approximates listener stance. We construct EmojiDialogue, an utterance-level extension of EmpatheticDialogues with emoji votes and confidence scores, and propose EmoStance, which models source-side affective expression, predicts a soft response-side orientation from dialogue context and speaker roles, and steers a frozen instruction-tuned LLM through continuous prefix embeddings. In blind pairwise evaluation with 20 annotators and 800 judgments, EmoStance achieves a 62.2% decisive win rate, with the clearest gains in contextual specificity and perceived responsiveness, while remaining complementary to external-knowledge methods. Code, annotation metadata, and reconstruction scripts are available in our GitHub repository: https://github.com/18277390221/EmoStance.

cs.AI

EcoGEO: Trajectory-Aware Evidence Ecosystems for Web-Enabled LLM Search Agents

Web-enabled LLM agents are changing how online information influences search outcomes. Existing Generative Engine Optimization (GEO) studies mainly focus on individual webpages. However, agentic web search is not a single-document setting: an agent may issue queries, crawl pages, follow links, reformulate searches, and synthesize evidence across multiple browsing steps. Influence therefore depends not only on page content, but also on how pages are organized, connected, and encountered along the agent's browsing trajectory. We study this shift through Ecosystem Generative Engine Optimization (EcoGEO), which treats GEO as an environment-level influence problem for web-enabled LLM agents. To instantiate this perspective, we propose TRACE, a Trajectory-Aware Coordinated Evidence Ecosystem. Given a recommendation query and a fictional target product, our method builds a controlled evidence environment that coordinates an agent-facing navigation entry page with heterogeneous support pages. These pages use shared terminology, internal links, and consistent product attributes to introduce, verify, and reinforce the target product. We evaluate our method on OPR-Bench, a benchmark for open-ended product recommendation. Experiments show that it consistently outperforms page-level GEO baselines in final target recommendation. Trajectory-level metrics further show increased initial target-result crawls, target-specific follow-up searches, and internal-link crawls, suggesting that the gains come from shaping the agent's evidence-acquisition process rather than merely adding more target-related content. Overall, our findings support an ecosystem research paradigm for GEO, where web-enabled LLM agents are studied in relation to the broader evidence environments that guide search, browsing, and answer synthesis.

cs.IR

Children's Intelligence Tests Pose Challenges for MLLMs? KidGym: A 2D Grid-Based Reasoning Benchmark for MLLMs

Multimodal Large Language Models (MLLMs) combine the linguistic strengths of LLMs with the ability to process multimodal data, enbaling them to address a broader range of visual tasks. Because MLLMs aim at more general, human-like competence than language-only models, we take inspiration from the Wechsler Intelligence Scales - an established battery for evaluating children by decomposing intelligence into interpretable, testable abilities. We introduce KidGym, a comprehensive 2D grid-based benchmark for assessing five essential capabilities of MLLMs: Execution, Perception Reasoning, Learning, Memory and Planning. The benchmark comprises 12 unique tasks, each targeting at least one core capability, specifically designed to guage MLLMs' adaptability and developmental potential, mirroring the stages of children's cognitive growth. Additionally, our tasks encompass diverse scenarios and objects with randomly generated layouts, ensuring a more accurate and robust evluation of MLLM capabilities. KidGym is designed to be fully user-customizable and extensible, allowing researchers to create new evaluation scenarios and adjust difficuly levels to accommodate the rapidly growing MLLM community. Through the evaluation of state-of-the-art MLLMs using KidGym, we identified significant insights into model capabilities and revealed several limitations of current models. We release our benchmark at: https://bobo-ye.github.io/KidGym/.

cs.CL

SpatialViz-Bench: A Cognitively-Grounded Benchmark for Diagnosing Spatial Visualization in MLLMs

Humans can imagine and manipulate visual images mentally, a capability known as spatial visualization. While many multi-modal benchmarks assess reasoning on visible visual information, the ability to infer unseen relationships through spatial visualization remains insufficiently evaluated as a spatial skill. This reliance on publicly sourced problems from IQ tests or math competitions risks data contamination and compromises assessment reliability. To this end, we introduce SpatialViz-Bench, a comprehensive multi-modal benchmark for spatial visualization with 12 tasks across 4 sub-abilities, comprising 1,180 programmatically generated problems, a scalable framework that allows for expansion to ensure fair and continuously reliable evaluations. Our evaluation of 27 Multi-modal Large Language Models (MLLMs) reveals wide performance variations, demonstrates the benchmark's strong discriminative power, and uncovers counter-intuitive findings: Chain-of-Thought (CoT) prompting paradoxically degrades accuracy on open-source models. Through statistical and qualitative analysis of error types, SpatialViz-Bench demonstrates that state-of-the-art MLLMs exhibit deficiencies in spatial visualization tasks, thereby addressing a significant lacuna in the field. The benchmark data and evaluation code are publicly available.

cs.CV

See-Control: A Multimodal Agent Framework for Smartphone Interaction with a Robotic Arm

Recent advances in Multimodal Large Language Models (MLLMs) have enabled their use as intelligent agents for smartphone operation. However, existing methods depend on the Android Debug Bridge (ADB) for data transmission and action execution, limiting their applicability to Android devices. In this work, we introduce the novel Embodied Smartphone Operation (ESO) task and present See-Control, a framework that enables smartphone operation via direct physical interaction with a low-DoF robotic arm, offering a platform-agnostic solution. See-Control comprises three key components: (1) an ESO benchmark with 155 tasks and corresponding evaluation metrics; (2) an MLLM-based embodied agent that generates robotic control commands without requiring ADB or system back-end access; and (3) a richly annotated dataset of operation episodes, offering valuable resources for future research. By bridging the gap between digital agents and the physical world, See-Control provides a concrete step toward enabling home robots to perform smartphone-dependent tasks in realistic environments.

cs.AI

UniTracker: Learning Universal Whole-Body Motion Tracker for Humanoid Robots

Achieving expressive and generalizable whole-body motion control is essential for deploying humanoid robots in real-world environments. In this work, we propose UniTracker, a three-stage training framework that enables robust and scalable motion tracking across a wide range of human behaviors. In the first stage, we train a teacher policy with privileged observations to generate high-quality actions. In the second stage, we introduce a Conditional Variational Autoencoder (CVAE) to model a universal student policy that can be deployed directly on real hardware. The CVAE structure allows the policy to learn a global latent representation of motion, enhancing generalization to unseen behaviors and addressing the limitations of standard MLP-based policies under partial observations. Unlike pure MLPs that suffer from drift in global attributes like orientation, our CVAE-student policy incorporates global intent during training by aligning a partial-observation prior to the full-observation encoder. In the third stage, we introduce a fast adaptation module that fine-tunes the universal policy on harder motion sequences that are difficult to track directly. This adaptation can be performed both for single sequences and in batch mode, further showcasing the flexibility and scalability of our approach. We evaluate UniTracker in both simulation and real-world settings using a Unitree G1 humanoid, demonstrating strong performance in motion diversity, tracking accuracy, and deployment robustness.

cs.RO

Multi-Modal Motion Retrieval by Learning a Fine-Grained Joint Embedding Space

Motion retrieval is crucial for motion acquisition, offering superior precision, realism, controllability, and editability compared to motion generation. Existing approaches leverage contrastive learning to construct a unified embedding space for motion retrieval from text or visual modality. However, these methods lack a more intuitive and user-friendly interaction mode and often overlook the sequential representation of most modalities for improved retrieval performance. To address these limitations, we propose a framework that aligns four modalities -- text, audio, video, and motion -- within a fine-grained joint embedding space, incorporating audio for the first time in motion retrieval to enhance user immersion and convenience. This fine-grained space is achieved through a sequence-level contrastive learning approach, which captures critical details across modalities for better alignment. To evaluate our framework, we augment existing text-motion datasets with synthetic but diverse audio recordings, creating two multi-modal motion retrieval datasets. Experimental results demonstrate superior performance over state-of-the-art methods across multiple sub-tasks, including an 10.16% improvement in R@10 for text-to-motion retrieval and a 25.43% improvement in R@1 for video-to-motion retrieval on the HumanML3D dataset. Furthermore, our results show that our 4-modal framework significantly outperforms its 3-modal counterpart, underscoring the potential of multi-modal motion retrieval for advancing motion acquisition.

cs.CV

Multi-Sensor Object Anomaly Detection: Unifying Appearance, Geometry, and Internal Properties

Object anomaly detection is essential for industrial quality inspection, yet traditional single-sensor methods face critical limitations. They fail to capture the wide range of anomaly types, as single sensors are often constrained to either external appearance, geometric structure, or internal properties. To overcome these challenges, we introduce MulSen-AD, the first high-resolution, multi-sensor anomaly detection dataset tailored for industrial applications. MulSen-AD unifies data from RGB cameras, laser scanners, and lock-in infrared thermography, effectively capturing external appearance, geometric deformations, and internal defects. The dataset spans 15 industrial products with diverse, real-world anomalies. We also present MulSen-AD Bench, a benchmark designed to evaluate multi-sensor methods, and propose MulSen-TripleAD, a decision-level fusion algorithm that integrates these three modalities for robust, unsupervised object anomaly detection. Our experiments demonstrate that multi-sensor fusion substantially outperforms single-sensor approaches, achieving 96.1% AUROC in object-level detection accuracy. These results highlight the importance of integrating multi-sensor data for comprehensive industrial anomaly detection.

cs.CV

Cross-Utterance Conditioned VAE for Speech Generation

Speech synthesis systems powered by neural networks hold promise for multimedia production, but frequently face issues with producing expressive speech and seamless editing. In response, we present the Cross-Utterance Conditioned Variational Autoencoder speech synthesis (CUC-VAE S2) framework to enhance prosody and ensure natural speech generation. This framework leverages the powerful representational capabilities of pre-trained language models and the re-expression abilities of variational autoencoders (VAEs). The core component of the CUC-VAE S2 framework is the cross-utterance CVAE, which extracts acoustic, speaker, and textual features from surrounding sentences to generate context-sensitive prosodic features, more accurately emulating human prosody generation. We further propose two practical algorithms tailored for distinct speech synthesis applications: CUC-VAE TTS for text-to-speech and CUC-VAE SE for speech editing. The CUC-VAE TTS is a direct application of the framework, designed to generate audio with contextual prosody derived from surrounding texts. On the other hand, the CUC-VAE SE algorithm leverages real mel spectrogram sampling conditioned on contextual information, producing audio that closely mirrors real sound and thereby facilitating flexible speech editing based on text such as deletion, insertion, and replacement. Experimental results on the LibriTTS datasets demonstrate that our proposed models significantly enhance speech synthesis and editing, producing more natural and expressive speech.

cs.SD

RACon: Retrieval-Augmented Simulated Character Locomotion Control

In computer animation, driving a simulated character with lifelike motion is challenging. Current generative models, though able to generalize to diverse motions, often pose challenges to the responsiveness of end-user control. To address these issues, we introduce RACon: Retrieval-Augmented Simulated Character Locomotion Control. Our end-to-end hierarchical reinforcement learning method utilizes a retriever and a motion controller. The retriever searches motion experts from a user-specified database in a task-oriented fashion, which boosts the responsiveness to the user's control. The selected motion experts and the manipulation signal are then transferred to the controller to drive the simulated character. In addition, a retrieval-augmented discriminator is designed to stabilize the training process. Our method surpasses existing techniques in both quality and quantity in locomotion control, as demonstrated in our empirical study. Moreover, by switching extensive databases for retrieval, it can adapt to distinctive motion types at run time.

cs.CV

S2DM: Sector-Shaped Diffusion Models for Video Generation

Diffusion models have achieved great success in image generation. However, when leveraging this idea for video generation, we face significant challenges in maintaining the consistency and continuity across video frames. This is mainly caused by the lack of an effective framework to align frames of videos with desired temporal features while preserving consistent semantic and stochastic features. In this work, we propose a novel Sector-Shaped Diffusion Model (S2DM) whose sector-shaped diffusion region is formed by a set of ray-shaped reverse diffusion processes starting at the same noise point. S2DM can generate a group of intrinsically related data sharing the same semantic and stochastic features while varying on temporal features with appropriate guided conditions. We apply S2DM to video generation tasks, and explore the use of optical flow as temporal conditions. Our experimental results show that S2DM outperforms many existing methods in the task of video generation without any temporal-feature modelling modules. For text-to-video generation tasks where temporal conditions are not explicitly given, we propose a two-stage generation strategy which can decouple the generation of temporal features from semantic-content features. We show that, without additional training, our model integrated with another temporal conditions generative model can still achieve comparable performance with existing works. Our results can be viewd at https://s2dm.github.io/S2DM/.

cs.CV

Language and Sketching: An LLM-driven Interactive Multimodal Multitask Robot Navigation Framework

The socially-aware navigation system has evolved to adeptly avoid various obstacles while performing multiple tasks, such as point-to-point navigation, human-following, and -guiding. However, a prominent gap persists: in Human-Robot Interaction (HRI), the procedure of communicating commands to robots demands intricate mathematical formulations. Furthermore, the transition between tasks does not quite possess the intuitive control and user-centric interactivity that one would desire. In this work, we propose an LLM-driven interactive multimodal multitask robot navigation framework, termed LIM2N, to solve the above new challenge in the navigation field. We achieve this by first introducing a multimodal interaction framework where language and hand-drawn inputs can serve as navigation constraints and control objectives. Next, a reinforcement learning agent is built to handle multiple tasks with the received information. Crucially, LIM2N creates smooth cooperation among the reasoning of multimodal input, multitask planning, and adaptation and processing of the intelligent sensing modules in the complicated system. Extensive experiments are conducted in both simulation and the real world demonstrating that LIM2N has superior user needs understanding, alongside an enhanced interactive experience.

cs.RO

Tri-Modal Motion Retrieval by Learning a Joint Embedding Space

Information retrieval is an ever-evolving and crucial research domain. The substantial demand for high-quality human motion data especially in online acquirement has led to a surge in human motion research works. Prior works have mainly concentrated on dual-modality learning, such as text and motion tasks, but three-modality learning has been rarely explored. Intuitively, an extra introduced modality can enrich a model's application scenario, and more importantly, an adequate choice of the extra modality can also act as an intermediary and enhance the alignment between the other two disparate modalities. In this work, we introduce LAVIMO (LAnguage-VIdeo-MOtion alignment), a novel framework for three-modality learning integrating human-centric videos as an additional modality, thereby effectively bridging the gap between text and motion. Moreover, our approach leverages a specially designed attention mechanism to foster enhanced alignment and synergistic effects among text, video, and motion modalities. Empirically, our results on the HumanML3D and KIT-ML datasets show that LAVIMO achieves state-of-the-art performance in various motion-related cross-modal retrieval tasks, including text-to-motion, motion-to-text, video-to-motion and motion-to-video.

cs.CV

ROMO: Retrieval-enhanced Offline Model-based Optimization

Data-driven black-box model-based optimization (MBO) problems arise in a great number of practical application scenarios, where the goal is to find a design over the whole space maximizing a black-box target function based on a static offline dataset. In this work, we consider a more general but challenging MBO setting, named constrained MBO (CoMBO), where only part of the design space can be optimized while the rest is constrained by the environment. A new challenge arising from CoMBO is that most observed designs that satisfy the constraints are mediocre in evaluation. Therefore, we focus on optimizing these mediocre designs in the offline dataset while maintaining the given constraints rather than further boosting the best observed design in the traditional MBO setting. We propose retrieval-enhanced offline model-based optimization (ROMO), a new derivable forward approach that retrieves the offline dataset and aggregates relevant samples to provide a trusted prediction, and use it for gradient-based optimization. ROMO is simple to implement and outperforms state-of-the-art approaches in the CoMBO setting. Empirically, we conduct experiments on a synthetic Hartmann (3D) function dataset, an industrial CIO dataset, and a suite of modified tasks in the Design-Bench benchmark. Results show that ROMO performs well in a wide range of constrained optimization tasks.

cs.LG

Boosting Studies of Multi-Agent Reinforcement Learning on Google Research Football Environment: the Past, Present, and Future

Even though Google Research Football (GRF) was initially benchmarked and studied as a single-agent environment in its original paper, recent years have witnessed an increasing focus on its multi-agent nature by researchers utilizing it as a testbed for Multi-Agent Reinforcement Learning (MARL). However, the absence of standardized environment settings and unified evaluation metrics for multi-agent scenarios hampers the consistent understanding of various studies. Furthermore, the challenging 5-vs-5 and 11-vs-11 full-game scenarios have received limited thorough examination due to their substantial training complexities. To address these gaps, this paper extends the original environment by not only standardizing the environment settings and benchmarking cooperative learning algorithms across different scenarios, including the most challenging full-game scenarios, but also by discussing approaches to enhance football AI from diverse perspectives and introducing related research tools. Specifically, we provide a distributed and asynchronous population-based self-play framework with diverse pre-trained policies for faster training, two football-specific analytical tools for deeper investigation, and an online leaderboard for broader evaluation. The overall expectation of this work is to advance the study of Multi-Agent Reinforcement Learning on Google Research Football environment, with the ultimate goal of benefiting real-world sports beyond virtual games.

cs.MA

On Realization of Intelligent Decision-Making in the Real World: A Foundation Decision Model Perspective

The pervasive uncertainty and dynamic nature of real-world environments present significant challenges for the widespread implementation of machine-driven Intelligent Decision-Making (IDM) systems. Consequently, IDM should possess the ability to continuously acquire new skills and effectively generalize across a broad range of applications. The advancement of Artificial General Intelligence (AGI) that transcends task and application boundaries is critical for enhancing IDM. Recent studies have extensively investigated the Transformer neural architecture as a foundational model for various tasks, including computer vision, natural language processing, and reinforcement learning. We propose that a Foundation Decision Model (FDM) can be developed by formulating diverse decision-making tasks as sequence decoding tasks using the Transformer architecture, offering a promising solution for expanding IDM applications in complex real-world situations. In this paper, we discuss the efficiency and generalization improvements offered by a foundation decision model for IDM and explore its potential applications in multi-agent game AI, production scheduling, and robotics tasks. Lastly, we present a case study demonstrating our FDM implementation, DigitalBrain (DB1) with 1.3 billion parameters, achieving human-level performance in 870 tasks, such as text generation, image captioning, video game playing, robotic control, and traveling salesman problems. As a foundation decision model, DB1 represents an initial step toward more autonomous and efficient real-world IDM applications.

cs.AI

An Empirical Study on Google Research Football Multi-agent Scenarios

Few multi-agent reinforcement learning (MARL) research on Google Research Football (GRF) focus on the 11v11 multi-agent full-game scenario and to the best of our knowledge, no open benchmark on this scenario has been released to the public. In this work, we fill the gap by providing a population-based MARL training pipeline and hyperparameter settings on multi-agent football scenario that outperforms the bot with difficulty 1.0 from scratch within 2 million steps. Our experiments serve as a reference for the expected performance of Independent Proximal Policy Optimization (IPPO), a state-of-the-art multi-agent reinforcement learning algorithm where each agent tries to maximize its own policy independently across various training configurations. Meanwhile, we open-source our training framework Light-MALib which extends the MALib codebase by distributed and asynchronized implementation with additional analytical tools for football games. Finally, we provide guidance for building strong football AI with population-based training and release diverse pretrained policies for benchmarking. The goal is to provide the community with a head start for whoever experiment their works on GRF and a simple-to-use population-based training framework for further improving their agents through self-play. The implementation is available at https://github.com/Shanghai-Digital-Brain-Laboratory/DB-Football.

cs.LG

Sim-to-Real Transfer for Quadrupedal Locomotion via Terrain Transformer

Deep reinforcement learning has recently emerged as an appealing alternative for legged locomotion over multiple terrains by training a policy in physical simulation and then transferring it to the real world (i.e., sim-to-real transfer). Despite considerable progress, the capacity and scalability of traditional neural networks are still limited, which may hinder their applications in more complex environments. In contrast, the Transformer architecture has shown its superiority in a wide range of large-scale sequence modeling tasks, including natural language processing and decision-making problems. In this paper, we propose Terrain Transformer (TERT), a high-capacity Transformer model for quadrupedal locomotion control on various terrains. Furthermore, to better leverage Transformer in sim-to-real scenarios, we present a novel two-stage training framework consisting of an offline pretraining stage and an online correction stage, which can naturally integrate Transformer with privileged training. Extensive experiments in simulation demonstrate that TERT outperforms state-of-the-art baselines on different terrains in terms of return, energy consumption and control smoothness. In further real-world validation, TERT successfully traverses nine challenging terrains, including sand pit and stair down, which can not be accomplished by strong baselines.

cs.RO