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Fan Wu

Publications and source records attributed to Fan Wu.

3 recordsLinked to original sources

TROVE: Adaptive Agent Skill Orchestration via Trace-Grounded Route Validation and Editing

Agents tend to optimize, select, or constrain execution structures before decisive runtime outcomes are observed. However, such pre-execution commitment creates an orchestration bottleneck: when intermediate evidence invalidates the pending continuation, agents must either execute stale steps or replan broadly, compounding errors, wasting computation, and discarding progress. We thus propose Trace-grounded Route Orchestration via Validation and Editing (TROVE), which revises only what runtime evidence invalidates. Offline, TROVE distills evaluated workflow-search traces into atomic and composite skills and an outcome-conditioned transition graph, preserving stable fragments while exposing outcome-dependent decisions. Online, it treats a planned route as provisional: after committing one top-level skill, the controller retains a valid continuation, inserts a trace-supported local response, or replaces only the invalid suffix. Evaluation across code-generation, question-answering, and math reasoning benchmarks with different LLM backbones show that TROVE delivers a stronger quality-efficiency trade-off than existing baselines of dataset-level optimization, query-level architecture selection, and graph-constrained scheduling. Quality gains are largest when outcomes change the appropriate continuation, whereas early termination yields substantial efficiency gains on near-saturated tasks. Ablations further show that composite skills capture most offline benefits, insertion enables local correction, and suffix replacement primarily improves efficiency. These findings establish selective route editing as a general principle for adaptive agent orchestration.

cs.AI

AnyWorld: Factorized Egocentric World Models for Cross-Embodiment Generalization

Collecting contact-rich robot experiences at scale remains a major bottleneck for generalizable manipulation. Beyond data quantity, robot learning also requires diverse experiences across embodiments, viewpoints, and scenes. Human egocentric videos provide abundant physical interactions, but each video captures only a narrow slice of experience under a single body, camera trajectory, and environment. We propose AnyWorld, a cross-embodiment world modeling framework that expands a single human interaction into diverse robot-native rollouts without paired human-robot demonstrations. Our model factorizes an interaction into action, camera, and embodiment: action controls capture the motion structure, camera controls specify viewpoint evolution, and the target embodiment context defines the acting body and its interaction geometry. This formulation enables independent recomposition of embodiment, viewpoint, and scene factors, allowing a single model to generate many robot-domain experiences while preserving the underlying dynamics and object interactions. We train the model with large-scale human interaction pretraining followed by mixed-embodiment fine-tuning. Experiments show that our model supports controllable recomposition across embodiments, viewpoints, and scenes, and we further demonstrate that the generated data can improve manipulation performance on the RoboCasa GR1 tabletop benchmark and a real IRON humanoid robot. Beyond aggregate gains, we test whether unpaired human experience can be recomposed into robot-native video-action pairs that target a policy gap. Controlled IRON interventions correct a spurious completion prior and establish language-grounded spatial target selection; an action-only counterfactual intervention fails to learn the latter reliably, showing that both action calibration and visual recomposition are necessary.

cs.RO

ECHO: Dyadic 3D Facial Motion Generation with Asymmetric Deterministic Articulation and Stochastic Reaction

We propose ECHO for dyadic 3D facial motion generation under a strict dual-stream audio-only setting, formulating the problem as an asymmetric task involving speech-constrained articulation and one-to-many listener reactions. To address this asymmetry, ECHO decomposes motion into a deterministic anchor that captures stable speech-correlated structure and a stochastic residual that models the remaining one-to-many interaction dynamics. On top of this backbone, Motion Memory acts as a training-only regularizer during brief late-stage fine-tuning to provide local priors for weakly conditioned listening windows, while semantic-group scaling controls residual injection across expression, jaw, and neck. This design balances speaking-side articulatory fidelity with listening-side realism and diversity in a single generation process. Results from unified, state-wise, and ablation evaluations show that conversational 3D motion benefits from decomposing stable and uncertain components rather than applying stochasticity uniformly. ECHO provides a practical formulation and technical basis for deployable conversational digital humans under strict audio-only conditions.

cs.GR