Search arXivSearch

arXiv · 2609.11495

Combining Synthetic and Real Data for Low-Resource Historical OCR: A Manchu Case Study

Abstract

Manchu, now critically endangered, was one of the principal languages of the Qing empire (1636-1912), and its extensive archival record is increasingly digitized but remains difficult to search and analyze at scale. Previous work showed that vision-language models (VLMs) trained only on synthetic Manchu word images can reach 87.4% word accuracy on real Qing manuscripts and prints, leaving a substantial synthetic-to-real gap. This study examines how synthetic and real historical training data should be combined for low-resource OCR. Using 60,000 synthetic and 20,306 real historical word images, we evaluate three pretrained VLMs and a compact convolutional recurrent neural network (CRNN) under four regimes: synthetic-only, real-only, joint synthetic-real, and sequential synthetic-to-real training, following a common checkpoint-selection and archival evaluation protocol. Introducing real training images raises the leading configurations to between 95.09% and 96.28% word accuracy, while no synthetic-only configuration exceeds 87.92%. Synthetic supplementation substantially improves all three VLMs, whereas its marginal effect for the CRNN is sensitive to the training objective. Joint and sequential training yield broadly similar archival accuracy under the tested practical pipelines. A compact CRNN also reaches the leading performance range once real images are available, showing that model scale alone does not determine recognition accuracy. Finally, complementary errors among strong recognizers allow voting to raise accuracy to 98.27% without additional training, while an eighteenth-century Manchu dictionary provides a principled rule for adjudicating disagreements.

Explore related subjects

Keep this discovery

Explore connections, maps & timelines

BibTeXRIS

Yan Hon Michael Chung, Hanlin Wang. 2026-09-10. Combining Synthetic and Real Data for Low-Resource Historical OCR: A Manchu Case Study. https://arxiv.org/abs/2609.11495

Cite the original work for its findings. Save a collection to share your selection of sources.

KEEP EXPLORING

Related papers

Rollout Total Correlation for Deep Reinforcement Learning

Learning task-relevant representations is crucial for reinforcement learning. Recent approaches aim to learn such representations by improving the temporal consistency in the observed transitions. However, they only consider individual transitions and can fail to achieve long-term consistency. Instead, we argue that capturing aspects of the state that correlate with other states and actions of the trajectory---even more distant in the future---could further help in extracting task-relevant information. Hence, in this paper we investigate how to learn representations by maximizing the rollout total correlation, the correlation among all learned representations and actions within the trajectories produced by the agent. For improving rollout total correlation, we propose to combine two complementary lower bounds based on a generative and a discriminative model, combined with a simple and effective technique of chunk-wise mini-batching. Furthermore, we propose an intrinsic reward based on the learned representation for better exploration. Experimental evaluations on a set of challenging image-based simulated control tasks show that our method achieves better sample efficiency, and robustness to both white noise and natural video backgrounds compared to leading baselines.

cs.LG

Reward Shaping to Mitigate Reward Hacking in RLHF

Reinforcement learning from human feedback (RLHF) is widely used to align large language models (LLMs) with human preferences. However, RLHF remains vulnerable to \emph{reward hacking}, whereby a policy exploits imperfections in the reward function instead of learning the intended behavior, thereby undermining alignment. Although reward shaping can stabilize RLHF training and partially mitigate reward hacking, shaping methods and their underlying design principles have not been systematically investigated. To address this gap, we conduct a comprehensive study of prevalent reward-shaping techniques. Our analysis identifies two key design principles: (1) the reinforcement-learning reward should be bounded, and (2) it should grow rapidly at first and then gradually saturate. Motivated by these principles, we propose Preference as Reward (PAR), a novel method that uses the latent preferences encoded in the reward model as the reinforcement-learning signal. We further show that PAR possesses two variance-reduction properties that stabilize RLHF training and substantially widen the practical window for early stopping. Our evaluation consists of two parts. First, we compare PAR with several other reward-shaping strategies using Proximal Policy Optimization (PPO) as the reinforcement-learning algorithm and Gemma2-2B as the base model. Second, we compare PAR with the vanilla baseline (i.e., unshaped reward) across four base models and four reinforcement-learning algorithms. In the first set of experiments, PAR consistently outperforms other reward-shaping methods and also reflects high data efficiency and robustness. The second set of experiments shows that PAR is particularly effective for actor-critic RL algorithms when value estimates become unstable and demonstrates its effectiveness across different base models. The code is available at https://github.com/PorUna-byte/PAR.

cs.LG

Trajectory Entropy Reinforcement Learning for Robust Robot Motor Skill Learning

Simplicity is a critical inductive bias for designing data-driven controllers, especially when robustness is important. Despite the impressive results of deep reinforcement learning in complex control tasks, it is prone to capturing intricate and spurious correlations between observations and actions, leading to failure under slight perturbations to the environment. To tackle this problem, in this work we introduce a novel inductive bias towards simple policies in reinforcement learning. The simplicity inductive bias is introduced by minimizing the entropy of entire action trajectories, corresponding to the number of bits required to describe information in action trajectories after the agent observes state trajectories. Our reinforcement learning agent, Trajectory Entropy Reinforcement Learning, is optimized to minimize the trajectory entropy while maximizing rewards. We show that the trajectory entropy can be effectively estimated by learning a variational parameterized action prediction model, and use the prediction model to construct an information-regularized reward function. Furthermore, we construct a practical algorithm that enables the joint optimization of models, including the policy and the prediction model. Experimental evaluations on several high-dimensional locomotion tasks show that our learned policies produce more cyclical and consistent action trajectories, and achieve superior performance, and robustness to noise and dynamic changes than the state-of-the-art.

cs.LG