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Zihan Ding

Publications and source records attributed to Zihan Ding.

At least 37 records · Page 2Linked to original sources

Single-stream Policy Optimization

We revisit policy-gradient optimization for Large Language Models (LLMs) from a single-stream perspective. Prevailing group-based methods like GRPO reduce variance with on-the-fly baselines but suffer from critical flaws: frequent degenerate groups erase learning signals, and synchronization barriers hinder scalability. We introduce Single-stream Policy Optimization (SPO), which eliminates these issues by design. SPO replaces per-group baselines with a persistent, KL-adaptive value tracker and normalizes advantages globally across the batch, providing a stable, low-variance learning signal for every sample. Being group-free, SPO enables higher throughput and scales effectively in long-horizon or tool-integrated settings where generation times vary. Furthermore, the persistent value tracker naturally enables an adaptive curriculum via prioritized sampling. Experiments using Qwen3-8B show that SPO converges more smoothly and attains higher accuracy than GRPO, while eliminating computation wasted on degenerate groups. Ablation studies confirm that SPO's gains stem from its principled approach to baseline estimation and advantage normalization, offering a more robust and efficient path for LLM reasoning. Across five hard math benchmarks with Qwen3 8B, SPO improves the average maj@32 by +3.4 percentage points (pp) over GRPO, driven by substantial absolute point gains on challenging datasets, including +7.3 pp on BRUMO 25, +4.4 pp on AIME 25, +3.3 pp on HMMT 25, and achieves consistent relative gain in pass@$k$ across the evaluated $k$ values. SPO's success challenges the prevailing trend of adding incidental complexity to RL algorithms, highlighting a path where fundamental principles, not architectural workarounds, drive the next wave of progress in LLM reasoning.

cs.LG↗

ClutterDexGrasp: A Sim-to-Real System for General Dexterous Grasping in Cluttered Scenes

Dexterous grasping in cluttered scenes presents significant challenges due to diverse object geometries, occlusions, and potential collisions. Existing methods primarily focus on single-object grasping or grasp-pose prediction without interaction, which are insufficient for complex, cluttered scenes. Recent vision-language-action models offer a potential solution but require extensive real-world demonstrations, making them costly and difficult to scale. To address these limitations, we revisit the sim-to-real transfer pipeline and develop key techniques that enable zero-shot deployment in reality while maintaining robust generalization. We propose ClutterDexGrasp, a two-stage teacher-student framework for closed-loop target-oriented dexterous grasping in cluttered scenes. The framework features a teacher policy trained in simulation using clutter density curriculum learning, incorporating both a geometry and spatially-embedded scene representation and a novel comprehensive safety curriculum, enabling general, dynamic, and safe grasping behaviors. Through imitation learning, we distill the teacher's knowledge into a student 3D diffusion policy (DP3) that operates on partial point cloud observations. To the best of our knowledge, this represents the first zero-shot sim-to-real closed-loop system for target-oriented dexterous grasping in cluttered scenes, demonstrating robust performance across diverse objects and layouts. More details and videos are available at https://clutterdexgrasp.github.io/.

cs.RO↗

Game-Theoretic Multiagent Reinforcement Learning

Tremendous advances have been made in multiagent reinforcement learning (MARL). MARL corresponds to the learning problem in a multiagent system in which multiple agents learn simultaneously. It is an interdisciplinary field of study with a long history that includes game theory, machine learning, stochastic control, psychology, and optimization. Despite great successes in MARL, there is a lack of a self-contained overview of the literature that covers game-theoretic foundations of modern MARL methods and summarizes the recent advances. The majority of existing surveys are outdated and do not fully cover the recent developments since 2010. In this work, we provide a monograph on MARL that covers both the fundamentals and the latest developments on the research frontier. The goal of this monograph is to provide a self-contained assessment of the current state-of-the-art MARL techniques from a game-theoretic perspective. We expect this work to serve as a stepping stone for both new researchers who are about to enter this fast-growing field and experts in the field who want to obtain a panoramic view and identify new directions based on recent advances.

cs.MA↗

LLM Economist: Large Population Models and Mechanism Design in Multi-Agent Generative Simulacra

We present the LLM Economist, a novel framework that uses agent-based modeling to design and assess economic policies in strategic environments with hierarchical decision-making. At the lower level, bounded rational worker agents -- instantiated as persona-conditioned prompts sampled from U.S. Census-calibrated income and demographic statistics -- choose labor supply to maximize text-based utility functions learned in-context. At the upper level, a planner agent employs in-context reinforcement learning to propose piecewise-linear marginal tax schedules anchored to the current U.S. federal brackets. This construction endows economic simulacra with three capabilities requisite for credible fiscal experimentation: (i) optimization of heterogeneous utilities, (ii) principled generation of large, demographically realistic agent populations, and (iii) mechanism design -- the ultimate nudging problem -- expressed entirely in natural language. Experiments with populations of up to one hundred interacting agents show that the planner converges near Stackelberg equilibria that improve aggregate social welfare relative to Saez solutions, while a periodic, persona-level voting procedure furthers these gains under decentralized governance. These results demonstrate that large language model-based agents can jointly model, simulate, and govern complex economic systems, providing a tractable test bed for policy evaluation at the societal scale to help build better civilizations.

cs.MA↗

TopV-Nav: Unlocking the Top-View Spatial Reasoning Potential of MLLM for Zero-shot Object Navigation

The Zero-Shot Object Navigation (ZSON) task requires embodied agents to find a previously unseen object by navigating in unfamiliar environments. Such a goal-oriented exploration heavily relies on the ability to perceive, understand, and reason based on the spatial information of the environment. However, current LLM-based approaches convert visual observations to language descriptions and reason in the linguistic space, leading to the loss of spatial information. In this paper, we introduce TopV-Nav, an MLLM-based method that directly reasons on the top-view map with sufficient spatial information. To fully unlock the MLLM's spatial reasoning potential in top-view perspective, we propose the Adaptive Visual Prompt Generation (AVPG) method to adaptively construct semantically-rich top-view map. It enables the agent to directly utilize spatial information contained in the top-view map to conduct thorough reasoning. Besides, we design a Dynamic Map Scaling (DMS) mechanism to dynamically zoom top-view map at preferred scales, enhancing local fine-grained reasoning. Additionally, we devise a Potential Target Driven (PTD) mechanism to predict and to utilize target locations, facilitating global and human-like exploration. Experiments on MP3D and HM3D datasets demonstrate the superiority of our TopV-Nav.

cs.CV↗

Variable-Friction In-Hand Manipulation for Arbitrary Objects via Diffusion-Based Imitation Learning

Dexterous in-hand manipulation (IHM) for arbitrary objects is challenging due to the rich and subtle contact process. Variable-friction manipulation is an alternative approach to dexterity, previously demonstrating robust and versatile 2D IHM capabilities with only two single-joint fingers. However, the hard-coded manipulation methods for variable friction hands are restricted to regular polygon objects and limited target poses, as well as requiring the policy to be tailored for each object. This paper proposes an end-to-end learning-based manipulation method to achieve arbitrary object manipulation for any target pose on real hardware, with minimal engineering efforts and data collection. The method features a diffusion policy-based imitation learning method with co-training from simulation and a small amount of real-world data. With the proposed framework, arbitrary objects including polygons and non-polygons can be precisely manipulated to reach arbitrary goal poses within 2 hours of training on an A100 GPU and only 1 hour of real-world data collection. The precision is higher than previous customized object-specific policies, achieving an average success rate of 71.3% with average pose error being 2.676 mm and 1.902 degrees.

cs.RO↗

Generative Diffusion Modeling: A Practical Handbook

This handbook offers a unified perspective on diffusion models, encompassing diffusion probabilistic models, score-based generative models, consistency models, rectified flow, and related methods. By standardizing notations and aligning them with code implementations, it aims to bridge the "paper-to-code" gap and facilitate robust implementations and fair comparisons. The content encompasses the fundamentals of diffusion models, the pre-training process, and various post-training methods. Post-training techniques include model distillation and reward-based fine-tuning. Designed as a practical guide, it emphasizes clarity and usability over theoretical depth, focusing on widely adopted approaches in generative modeling with diffusion models.

cs.LG↗

Diffusion World Model: Future Modeling Beyond Step-by-Step Rollout for Offline Reinforcement Learning

We introduce Diffusion World Model (DWM), a conditional diffusion model capable of predicting multistep future states and rewards concurrently. As opposed to traditional one-step dynamics models, DWM offers long-horizon predictions in a single forward pass, eliminating the need for recursive queries. We integrate DWM into model-based value estimation, where the short-term return is simulated by future trajectories sampled from DWM. In the context of offline reinforcement learning, DWM can be viewed as a conservative value regularization through generative modeling. Alternatively, it can be seen as a data source that enables offline Q-learning with synthetic data. Our experiments on the D4RL dataset confirm the robustness of DWM to long-horizon simulation. In terms of absolute performance, DWM significantly surpasses one-step dynamics models with a $44\%$ performance gain, and is comparable to or slightly surpassing their model-free counterparts.

cs.LG↗

DiffuSolve: Diffusion-based Solver for Non-convex Trajectory Optimization

Optimal trajectory design is computationally expensive for nonlinear and high-dimensional dynamical systems. The challenge arises from the non-convex nature of the optimization problem with multiple local optima, which usually requires a global search. Traditional numerical solvers struggle to find diverse solutions efficiently without appropriate initial guesses. In this paper, we introduce DiffuSolve, a general diffusion model-based solver for non-convex trajectory optimization. An expressive diffusion model is trained on pre-collected locally optimal solutions and efficiently samples initial guesses, which then warm-starts numerical solvers to fine-tune the feasibility and optimality. We also present DiffuSolve+, a novel constrained diffusion model with an additional loss in training that further reduces the problem constraint violations of diffusion samples. Experimental evaluations on three tasks verify the improved robustness, diversity, and a 2$\times$ to 11$\times$ increase in computational efficiency with our proposed method, which generalizes well to trajectory optimization problems of varying challenges.

cs.RO↗

Dynamic Prompting of Frozen Text-to-Image Diffusion Models for Panoptic Narrative Grounding

Panoptic narrative grounding (PNG), whose core target is fine-grained image-text alignment, requires a panoptic segmentation of referred objects given a narrative caption. Previous discriminative methods achieve only weak or coarse-grained alignment by panoptic segmentation pretraining or CLIP model adaptation. Given the recent progress of text-to-image Diffusion models, several works have shown their capability to achieve fine-grained image-text alignment through cross-attention maps and improved general segmentation performance. However, the direct use of phrase features as static prompts to apply frozen Diffusion models to the PNG task still suffers from a large task gap and insufficient vision-language interaction, yielding inferior performance. Therefore, we propose an Extractive-Injective Phrase Adapter (EIPA) bypass within the Diffusion UNet to dynamically update phrase prompts with image features and inject the multimodal cues back, which leverages the fine-grained image-text alignment capability of Diffusion models more sufficiently. In addition, we also design a Multi-Level Mutual Aggregation (MLMA) module to reciprocally fuse multi-level image and phrase features for segmentation refinement. Extensive experiments on the PNG benchmark show that our method achieves new state-of-the-art performance.

cs.CV↗

Reinforcement Learning in High-frequency Market Making

This paper establishes a new and comprehensive theoretical analysis for the application of reinforcement learning (RL) in high-frequency market making. We bridge the modern RL theory and the continuous-time statistical models in high-frequency financial economics. Different with most existing literature on methodological research about developing various RL methods for market making problem, our work is a pilot to provide the theoretical analysis. We target the effects of sampling frequency, and find an interesting tradeoff between error and complexity of RL algorithm when tweaking the values of the time increment $Δ$ $-$ as $Δ$ becomes smaller, the error will be smaller but the complexity will be larger. We also study the two-player case under the general-sum game framework and establish the convergence of Nash equilibrium to the continuous-time game equilibrium as $Δ\rightarrow0$. The Nash Q-learning algorithm, which is an online multi-agent RL method, is applied to solve the equilibrium. Our theories are not only useful for practitioners to choose the sampling frequency, but also very general and applicable to other high-frequency financial decision making problems, e.g., optimal executions, as long as the time-discretization of a continuous-time markov decision process is adopted. Monte Carlo simulation evidence support all of our theories.

q-fin.TR↗

How to beat a Bayesian adversary

Deep neural networks and other modern machine learning models are often susceptible to adversarial attacks. Indeed, an adversary may often be able to change a model's prediction through a small, directed perturbation of the model's input - an issue in safety-critical applications. Adversarially robust machine learning is usually based on a minmax optimisation problem that minimises the machine learning loss under maximisation-based adversarial attacks. In this work, we study adversaries that determine their attack using a Bayesian statistical approach rather than maximisation. The resulting Bayesian adversarial robustness problem is a relaxation of the usual minmax problem. To solve this problem, we propose Abram - a continuous-time particle system that shall approximate the gradient flow corresponding to the underlying learning problem. We show that Abram approximates a McKean-Vlasov process and justify the use of Abram by giving assumptions under which the McKean-Vlasov process finds the minimiser of the Bayesian adversarial robustness problem. We discuss two ways to discretise Abram and show its suitability in benchmark adversarial deep learning experiments.

cs.LG↗

FightLadder: A Benchmark for Competitive Multi-Agent Reinforcement Learning

Recent advances in reinforcement learning (RL) heavily rely on a variety of well-designed benchmarks, which provide environmental platforms and consistent criteria to evaluate existing and novel algorithms. Specifically, in multi-agent RL (MARL), a plethora of benchmarks based on cooperative games have spurred the development of algorithms that improve the scalability of cooperative multi-agent systems. However, for the competitive setting, a lightweight and open-sourced benchmark with challenging gaming dynamics and visual inputs has not yet been established. In this work, we present FightLadder, a real-time fighting game platform, to empower competitive MARL research. Along with the platform, we provide implementations of state-of-the-art MARL algorithms for competitive games, as well as a set of evaluation metrics to characterize the performance and exploitability of agents. We demonstrate the feasibility of this platform by training a general agent that consistently defeats 12 built-in characters in single-player mode, and expose the difficulty of training a non-exploitable agent without human knowledge and demonstrations in two-player mode. FightLadder provides meticulously designed environments to address critical challenges in competitive MARL research, aiming to catalyze a new era of discovery and advancement in the field. Videos and code at https://sites.google.com/view/fightladder/home.

cs.MA↗

Constraint-Aware Diffusion Models for Trajectory Optimization

The diffusion model has shown success in generating high-quality and diverse solutions to trajectory optimization problems. However, diffusion models with neural networks inevitably make prediction errors, which leads to constraint violations such as unmet goals or collisions. This paper presents a novel constraint-aware diffusion model for trajectory optimization. We introduce a novel hybrid loss function for training that minimizes the constraint violation of diffusion samples compared to the groundtruth while recovering the original data distribution. Our model is demonstrated on tabletop manipulation and two-car reach-avoid problems, outperforming traditional diffusion models in minimizing constraint violations while generating samples close to locally optimal solutions.

cs.LG↗

V2X-PC: Vehicle-to-everything Collaborative Perception via Point Cluster

The objective of the collaborative vehicle-to-everything perception task is to enhance the individual vehicle's perception capability through message communication among neighboring traffic agents. Previous methods focus on achieving optimal performance within bandwidth limitations and typically adopt BEV maps as the basic collaborative message units. However, we demonstrate that collaboration with dense representations is plagued by object feature destruction during message packing, inefficient message aggregation for long-range collaboration, and implicit structure representation communication. To tackle these issues, we introduce a brand new message unit, namely point cluster, designed to represent the scene sparsely with a combination of low-level structure information and high-level semantic information. The point cluster inherently preserves object information while packing messages, with weak relevance to the collaboration range, and supports explicit structure modeling. Building upon this representation, we propose a novel framework V2X-PC for collaborative perception. This framework includes a Point Cluster Packing (PCP) module to keep object feature and manage bandwidth through the manipulation of cluster point numbers. As for effective message aggregation, we propose a Point Cluster Aggregation (PCA) module to match and merge point clusters associated with the same object. To further handle time latency and pose errors encountered in real-world scenarios, we propose parameter-free solutions that can adapt to different noisy levels without finetuning. Experiments on two widely recognized collaborative perception benchmarks showcase the superior performance of our method compared to the previous state-of-the-art approaches relying on BEV maps.

cs.CV↗

Consistency Models as a Rich and Efficient Policy Class for Reinforcement Learning

Score-based generative models like the diffusion model have been testified to be effective in modeling multi-modal data from image generation to reinforcement learning (RL). However, the inference process of diffusion model can be slow, which hinders its usage in RL with iterative sampling. We propose to apply the consistency model as an efficient yet expressive policy representation, namely consistency policy, with an actor-critic style algorithm for three typical RL settings: offline, offline-to-online and online. For offline RL, we demonstrate the expressiveness of generative models as policies from multi-modal data. For offline-to-online RL, the consistency policy is shown to be more computational efficient than diffusion policy, with a comparable performance. For online RL, the consistency policy demonstrates significant speedup and even higher average performances than the diffusion policy.

cs.LG↗

Enriching Phrases with Coupled Pixel and Object Contexts for Panoptic Narrative Grounding

Panoptic narrative grounding (PNG) aims to segment things and stuff objects in an image described by noun phrases of a narrative caption. As a multimodal task, an essential aspect of PNG is the visual-linguistic interaction between image and caption. The previous two-stage method aggregates visual contexts from offline-generated mask proposals to phrase features, which tend to be noisy and fragmentary. The recent one-stage method aggregates only pixel contexts from image features to phrase features, which may incur semantic misalignment due to lacking object priors. To realize more comprehensive visual-linguistic interaction, we propose to enrich phrases with coupled pixel and object contexts by designing a Phrase-Pixel-Object Transformer Decoder (PPO-TD), where both fine-grained part details and coarse-grained entity clues are aggregated to phrase features. In addition, we also propose a PhraseObject Contrastive Loss (POCL) to pull closer the matched phrase-object pairs and push away unmatched ones for aggregating more precise object contexts from more phrase-relevant object tokens. Extensive experiments on the PNG benchmark show our method achieves new state-of-the-art performance with large margins.

cs.CV↗

Survey of Consciousness Theory from Computational Perspective

Human consciousness has been a long-lasting mystery for centuries, while machine intelligence and consciousness is an arduous pursuit. Researchers have developed diverse theories for interpreting the consciousness phenomenon in human brains from different perspectives and levels. This paper surveys several main branches of consciousness theories originating from different subjects including information theory, quantum physics, cognitive psychology, physiology and computer science, with the aim of bridging these theories from a computational perspective. It also discusses the existing evaluation metrics of consciousness and possibility for current computational models to be conscious. Breaking the mystery of consciousness can be an essential step in building general artificial intelligence with computing machines.

q-bio.NC↗