Search arXiv⌕ Search

arXiv subjects

Hao Tang

Publications and source records attributed to Hao Tang.

At least 19 recordsLinked to original sources

HGWM: Hierarchical Graph-Guided World Model for Zero-Shot Object Navigation via Graph Matching

Zero-shot object navigation requires an embodied agent to choose where to search while retaining evidence from previous observations. HGWM couples an LLM-generated room-anchor prior with persistent spatial-semantic memory. A coarse stage assigns visual-semantic scores to candidate headings on a 0-10 scale; a fine stage measures symbolic compatibility between observed objects, room context, and the goal prior. Phase-dependent fusion combines these scores with an LLM direction recommendation before local action selection. On HM3D v0.1, the reported HGWM configuration achieves 62.6% success rate (SR) and 31.5% success weighted by path length (SPL), compared with 58.1% and 31.2% for WMNav. On MP3D, the corresponding values are 46.8% and 17.9%, compared with 45.4% and 17.2%. The results indicate higher success point estimates and modest path-efficiency gains. On HM3D v0.2, the full model obtains 74.4% SR and 31.9% SPL. Additional component ablations reduce SR by 0.9-2.3 percentage points and SPL by 0.6-1.5 points. These are author-reported aggregate measurements. The accompanying implementation repairs pass offline tests; episode-level rerun records are not available. Evaluation is confined to simulation.

cs.RO↗

DailyBench: A Unified Benchmark for AI-Generated and Manipulated Images from Modern Generative Models

Recent advances in generative models have shifted AI-generated image detection from identifying easily distinguishable, fully synthetic images to identifying highly realistic content generated by both modern generation and manipulation pipelines. However, existing detection benchmarks are often built with outdated generative models and primarily emphasize full-image synthesis, creating a growing mismatch between benchmark data and the images encountered in real-world generation and editing scenarios. To bridge this gap, we introduce DailyBench, a high-quality unified benchmark for evaluating whether AI-generated image detectors can generalize across both modern full-image synthesis and object-level manipulation. DailyBench contains two complementary subsets: FakeBench, which includes high-quality images synthesized by recent open-source and commercial generative models, and ManipulationBench, which introduces challenging object-level edits applied to real images using advanced image-conditional models. This design makes DailyBench a realistic testbed for studying both generator-level generalization and manipulation-aware detection under subtle local edits. Experiments on DailyBench reveal substantial robustness gaps in current detectors: methods reporting 91-96% balanced accuracy on GenImage drop to 52-79% on FakeBench and 43-67% on ManipulationBench. These results show that existing detectors remain poorly generalized to realistic synthesis and manipulation, highlighting DailyBench as a rigorous testbed for developing robust and manipulation-aware AI-generated image detection methods. The project is available at https://dailybench.github.io/

cs.CV↗

IQuest-Q1: Advancing Foundation Capabilities for Agentic CLI Systems

We present IQuest-Q1, a sparse Mixture-of-Experts (MoE) agentic foundation model with 320B total parameters (15B activated). IQuest-Q1 is developed through a three-stage process: (1) stable and efficient pre-training, combining Stable SplitNorm, Muon, and muP with a two-stage curriculum whose second stage increases the coding-data mixture, preserving a wide stability margin between safe and optimal learning rates; (2) fine-grained mid-training, expanding the data mixture across domains and formats and progressively extending the context; and (3) multi-scaffold with multi-version post-training, combining SFT, domain-specialized RL, and MOPD across various scaffolds to integrate complementary training signals and strengthen agentic coding capabilities. Furthermore, model merging combines different experts and checkpoints from different stages while mitigating conflicts among their parameter updates. The resulting IQuest-Q1 demonstrates capabilities in both coding and general tasks. We release IQuest-Q1 as an open-source model to support community research and development.

cs.CL↗

Uncovering Audio-Text Alignment in Large Audio-Language Models through Cross-Modal Concept Neurons

While the language model backbone is pretrained on text alone, large audio-language models (LALMs) can, to a great extent, recognize acoustic attributes, such as emotion, speaker gender, and spoken language. However, it is unclear how the audio representation is integrated, if at all, with the other text representation before the model produces text. We hypothesize that there is a shared subspace where the audio and text representations are aligned. To test this hypothesis, we identify cross-modal neurons that are responsible for representing both audio and text. We find alignment between audio and text neurons to various degrees across three LALMs and four acoustic attribute types. Causal interventions, steering and deactivating the neurons, confirm that the cross-modal neurons are not just necessary for prediction but can also be manipulated.

cs.SD↗

CoEvolve: Self-Evolving Code Policies from Skills to Strategies for Humanoid Robots

Recent advances in Vision-Language-Action (VLA) models and World Action Models (WAMs) have expanded the manipulation and whole body capabilities of individual robots. Yet a single robot remains limited by its embodiment, and many real world tasks require capabilities that can only emerge through cooperation. Existing multi robot frameworks largely emphasize task decomposition, allocation, and replanning, while providing limited support for adapting executable coordination when physical execution deviates from the intended behavior. We present CoEvolve, a framework that represents team coordination as executable code over fixed robot motor skills. CoEvolve introduces Verifier Guided Coordination Evolution, where a multimodal foundation model instantiates coordination strategies through motion primitives, semantic objectives, temporary robot roles, and bounded execution parameters. Physical verification evaluates each executed transition, rejected behaviors trigger structured coordination revision from an accepted checkpoint, and verified experience is retained to guide subsequent decisions. We evaluate CoEvolve with two simulated Unitree G1 humanoids transporting a freely supported rigid payload through constrained corridors. Across 15 base task runs with three multimodal backbone families, CoEvolve completes 8 tasks, with every backbone achieving end to end success. Additional evaluations yield verified placement on two additional corridor layouts and after both same-backbone and cross-backbone experience initialization, while exposing persistent limitations in motion precision and contact stability. These results support executable coordination as a practical interface for adapting long horizon multi robot collaboration under shared physical constraints.

cs.RO↗

Mitigating Task Objective Conflicts for Continual Learning in Unified Multimodal Models

Recent advances in unified autoregressive (AR) models have enabled multimodal understanding (MMU) and text-to-image generation (T2I) within a single architecture. However, in continual learning settings, their divergent objectives can induce task interference, hindering knowledge preservation and adaptation to new tasks. In this work, we investigate \textbf{T}ask \textbf{O}bjective \textbf{C}onflict (TOC) through theoretical and empirical analyses, revealing conflicting optimization directions at the task level but complementary interactions at the token level. These findings suggest that continual adaptation requires mitigating task interference while preserving beneficial cross-task knowledge sharing. To this end, we propose \textbf{UniDecouple}, a selective decoupling framework based on a \textbf{T}ask-\textbf{A}ware \textbf{M}ixture-\textbf{o}f-\textbf{E}xperts (TA-MoE) architecture. Specifically, UniDecouple retains shared attention layers to preserve common contextual dependencies while introducing task-specific feed-forward network (FFN) experts to mitigate optimization conflicts. Furthermore, hierarchical expert routing enables adaptive expert selection, while hybrid expert collaboration leverages shared experts to facilitate cross-task knowledge transfer. A two-stage training strategy further balances task specialization and coordinated adaptation. Extensive experiments and ablation studies demonstrate that UniDecouple improves both multimodal understanding and image generation performance under a comparable per-token activation budget, achieving a favorable balance between knowledge preservation and task adaptation in continual learning.

cs.CV↗

Text-to-Image Synthesis: A Decade Survey

Text-to-image synthesis (T2I) focuses on generating high-quality images from textual descriptions In this survey, we review 490 papers on T2I spanning the past decade, with representative advances covered through 2026. We start by briefly introducing how GANs, autoregressive models, and diffusion models have been used for image generation, and we additionally examine the shared components whose evolution has driven recent progress. Building on this foundation, we discuss the development of these models for T2I and organize cutting-edge research by problem rather than by chronology alone, covering controllability, personalized and identity-preserving generation, instruction-based image editing, preference alignment and post-training with human and AI feedback, efficiency, safety, and consistency in content and spatial relationships. We further review unified multimodal understanding-and-generation models, summarize the datasets and evaluation metrics commonly used in T2I research, and provide a comparative discussion of the three paradigms together with their respective trade-offs. Finally, we discuss the potential applications of T2I within AIGC, along with the challenges and forward-looking research opportunities in this field.

cs.CV↗

Periodic conditional measurements on a photonic chip

Quantum measurements not only extract information but also reshape quantum evolution through measurement backaction. Here, we investigate periodic conditional measurements, in which coherent evolution is repeatedly interrupted by local measurements. We show that the bright and dark modes of the conditional evolution operator provide a unified spectral description of both the post-selected final state along no-detection trajectories and the statistics of detection events. Using a three-dimensional photonic chip, we demonstrate on-demand state engineering through dark-mode preservation and bright-mode selection, enabling the protection of topological corner states and excited-state shelving. We further observe the predicted transition of the total detection probability on an effectively infinite one-dimensional lattice and identify its microscopic origin in Floquet near-dark modes. These results establish periodic conditional measurements as a general framework for engineering conditional quantum states and manipulating event-detection statistics in monitored quantum dynamics.

quant-ph↗

Code2Worlds-2: Physically Plausible Agent Harness for Embodied World Simulation

Recent coding large language models (LLMs) can synthesize dynamic 4D worlds from natural language, but the resulting content remains a visual artifact. It lacks physical semantics such as the collision geometry, mass, friction, inertia, and joint structure, required to enable it to simulate the physical world, and its dynamics are scripted to look plausible rather than designed to execute. What is needed is an executable world: one that a physics engine can load and step, resolving contact physically. We present Code2Worlds-2, an extension of Code2Worlds that turns 4D world generation into an embodied world simulation. We keep the original dual-stream generation pipeline intact and append two modules. First, a SimReady Scene Compiler that turns a generated visual scene into a simulator-compatible representation: it assigns collision meshes via convex decomposition, estimates physical attributes with a vision-language model, infers a lightweight support graph, instantiates the engine's contact, friction, and dynamics constraints, and applies a gravity settling pass, before exporting the scene as MuJoCo MJCF. Second, a Simulator-in-the-Loop 4D Refiner that implements an automated agent harness-a compile, simulate, critique and refine loop-that converts visual dynamics into executable rigid and articulated dynamics and evolves the physical settings rather than only the code, replacing the purely visual motion critic with a simulator critic that inspects penetration depth, collision pairs, stability, contact forces, joint limits, and robot reachability. We further propose SimCode4D, a state-based benchmark with five task templates for evaluating embodied simulation. Experiments on SimCode4D and across natural, indoor, industrial, urban, and service scenes show that Code2Worlds-2 produces physically plausible, simulator-compatible, and robot-interactable scenes.

cs.RO↗

RCR-Router: Efficient Role-Aware Context Routing for Multi-Agent LLM Systems with Structured Memory

Large language model (LLM) agents are increasingly organized into multi-agent systems for complex reasoning and decision-making tasks. However, scaling such systems can substantially increase inference cost, especially when multiple agents repeatedly process overlapping or role-irrelevant context. Many existing multi-agent frameworks focus on orchestration and role specialization, but still rely on full-context sharing or static context routing, leading to redundant token consumption, increased runtime, and inefficient memory utilization. We present \emph{Role-Conditioned Context Routing (RCR)}, an execution-time layer that allocates role-relevant shared-memory items to agents under token budgets. Given a structured shared memory and a set of role-specialized agents, RCR selectively routes task-relevant memory items to each agent according to its role, optional task-stage metadata, and token budget. RCR integrates role-conditioned relevance scoring, token-budgeted memory selection, and iterative memory updates to reduce redundant context exposure during multi-agent execution. Experiments on multi-hop QA, embodied reasoning (ALFWorld), and web-based decision-making (WebShop) show that RCR reduces token usage by 35\% on average and runtime by 38\% on average relative to Full-Context, while maintaining or improving task performance.

cs.CL↗

PWM: Personalized World Models with Online Reinforcement Learning

Pretrained world models can generate diverse environments, yet users often want to explore a particular scene specified by their own video. This requires learning the scene's visual identity while retaining the quality of action-conditioned generation. We introduce Personalized World Models (PWM), a framework for customizing interactive world models from short scene videos through online reinforcement learning. In PWM, the support trajectory and its associated controls provide reward feedback on continuations sampled from the current policy. In the GRPO instantiation, group-relative optimization updates a compact LoRA adapter using a unified reward for scene appearance, visual continuity, and motion, while base-policy anchoring regularizes changes to the pretrained generation prior of a frozen Yume-5B backbone. The same adaptation procedure is applied across real and rendered environments. We also instantiate PWM with DiffusionNFT as an alternative reward-guided optimization method for learning the scene-specific adapter. We also introduce PWM-Bench, comprising 150 customization tasks across Indoor, Outdoor, and Gaming, with paired evaluation on held-out continuations. The GRPO and DiffusionNFT instantiations of PWM improve customization over native Yume in 71.3% and 65.3% of the evaluated scenes, respectively, with positive mean gains across all three domains. For the GRPO instantiation, matched SFT comparisons further demonstrate higher mean customization gains and better mean image-quality scores in every domain, while retaining frame-level visual quality close to the pretrained model.

cs.CV↗

Deep Speech Representations Track Word Timing along a Low-Dimensional Circular Trajectory

Speech timing is fundamental for speech models to recognize words accurately, but how word-timing information is represented in speech models remains underexplored. We study this question using the framework of representational geometry, which investigates whether and how concepts are represented in low-dimensional subspaces of the representation space. Prior work in cognitive neuroscience has shown that when HuBERT feature sequences are averaged across words of the same duration, they form near-circular trajectories from word onset to word offset in a two-dimensional "temporal subspace." Here we show that this circular structure of word timing is a general property of deep speech representations, by demonstrating its emergence in nine additional speech models covering both supervised and self-supervised. We then move beyond averaged word segments and show that in HuBERT, the circular trajectories are consistent enough at the level of individual words to perform word segmentation. Our approach, Rotary Segmentation (RoSeg), achieves 64.3% boundary F-score on Librispeech by detecting word boundaries when cycles complete in the temporal subspace. Although supervision is needed to identify a good subspace, nevertheless this result demonstrates much stronger implicit word knowledge in HuBERT than has previously been shown.

cs.CL↗

Geometry-Centered 3D Latent World Models for Growing Surfaces

Many physical systems do not merely move or deform; they grow, adding material and changing the geometry that a world model must represent. Existing world models are typically optimized for pixel prediction, reward prediction, or fixed-support physical dynamics, leaving open how to model systems whose underlying physical support expands over time and whose future morphology depends on hidden material response. We introduce FOLIAGE, a geometry-centered latent world model for growing surfaces. Within a fixed state budget, FOLIAGE represents mature regions as a compact scaffold while allocating higher-resolution state to regions predicted to drive near-future growth. This focuses representation and computation where new material and geometric change occur while retaining compact global context. FOLIAGE further separates observation, action, and privileged physics: heterogeneous RGB, point-cloud, and mesh observations are fused into a deployable geometric state; material controls condition the latent dynamics; and hidden physical energies guide training but are not required at deployment. To evaluate this setting, we introduce SURF-GARDEN and SURF-BENCH, providing controlled counterfactual branches, dense cross-modal correspondences, hidden physical signals, and stress tests for growing-geometry state learning. FOLIAGE reduces inverse-material error by $\approx40\%$ and 5-step mesh forecasting Chamfer error by $\approx30\%$ relative to strong baselines, while improving cross-modal retrieval by +14 mAP points. Stress tests show graceful degradation under sensor loss and correspondence corruption. On temporal 3D plant scans, FOLIAGE also improves passive future-geometry forecasting, while transfer experiments show that the learned geometry-centered state remains useful beyond the simulator.

cs.CV↗

RFPO: Rectified Flow Policy Optimization for Embodied Control

Flow-based policies provide an expressive framework for continuous robot control, but their iterative ODE integration incurs substantial inference cost. Naively reducing the integration budget can severely degrade control, since policies optimized under full-step execution are not explicitly constrained to remain reliable under coarse numerical integration. We refer to this mismatch as the few-step discretization gap. To address this problem, we introduce RFPO, a flow-policy optimization framework for reliable few-step execution. Reward-aware online Reflow rectifies student-induced transport paths during on-policy learning, making the resulting policy more robust to coarse integration. A frozen Gaussian PPO controller supplies complementary action-space supervision at full and intermediate integration budgets, while the deployed policy remains a single flow student executed with one Euler step. Across Unitree Go2, Boston Dynamics Spot, Unitree H1, and Unitree G1, RFPO consistently preserves full-step control performance under one-step execution, with one-step returns remaining within 2.4% of their corresponding 64-step values across both zero and random initialization. On Unitree Go2, one-step execution retains 98.5% of the 64-step reward while reducing onboard mean inference latency from 4.39 ms to 0.08 ms, yielding a 54.9x speedup. Real-robot experiments further validate stable one-step locomotion. Code: https://github.com/AIGeeksGroup/RFPO. Website: https://aigeeksgroup.github.io/RFPO.

cs.RO↗

Reconstructing the Dynamic World: A Representation-Centric View of 4D Scene Reconstruction

4D scene reconstruction aims to recover the evolving geometry, appearance, and motion of dynamic environments from visual observations. Despite substantial progress in neural scene representations, reconstructing dynamic scenes remains challenging due to non-rigid motion, occlusions, temporal inconsistencies, and the trade-offs between reconstruction fidelity and computational efficiency. Recent advances in Neural Radiance Fields (NeRF) and 3D Gaussian Splatting (3DGS) have introduced diverse approaches to representing and reconstructing dynamic scenes, yet their relationships, underlying design choices, and evaluation protocols remain fragmented. In this paper, we present a unified perspective on 4D scene reconstruction, organizing existing methods around their scene representations, temporal modeling strategies, reconstruction pipelines, and optimization objectives. Through this framework, we examine how different design choices affect geometric fidelity, appearance consistency, motion representation, and computational efficiency. We further consolidate commonly used datasets and evaluation metrics, identify limitations in current experimental practices, and discuss open challenges in reconstructing complex, dynamic real-world environments. By connecting methodological developments with their underlying assumptions and evaluation evidence, this work provides a structured foundation for understanding existing approaches and identifying future research directions. An evolving collection of relevant papers and resources is available at https://github.com/ZiyangYan/Awesome-4D-Scene-Reconstruction.

cs.CV↗

Code2Games: Enabling Coding Agents for Gaming World Generation

Generating a high-quality gaming world from a natural-language game intent requires joint reasoning about scene structure, spatial layout, gameplay objectives, interactive entities, and executable gameplay logic. Existing coding agents can generate individual assets, scenes, or scripts, but often struggle to maintain consistency across these components. We propose Code2Games, an agentic framework that builds a structured gaming world upon a base Blender world generated from the same game intent. Code2Games coordinates scene analysis, gameplay planning, constrained gaming-world generation, and gaming-engine customization through a shared scene-gameplay representation with persistent element correspondence. After world generation, Code2Games adapts the generated world to Unreal Engine 5 and employs an execution-guided reconstruction process that uses compilation diagnostics, runtime feedback, and gameplay test results to resolve inconsistencies arising during engine adaptation. To systematically evaluate gaming-world generation, we introduce the GameCode4D benchmark, which comprises ten fixed game prompts spanning different levels of scene and gameplay complexity. We evaluate the generated results across four dimensions: visual quality, interactive fidelity, multimodal artifact quality, and playable-game quality. Experiments demonstrate that, compared with direct gaming-world generation by coding agents and existing baseline methods, Code2Games consistently improves the visual quality and interactive fidelity of generated gaming worlds, as well as the quality of the resulting games after engine adaptation.

cs.CV↗

PaLoRA: Paced Low-Rank Adaptation for Continual Learning

LoRA-based continual learning methods mitigate catastrophic forgetting through various mechanisms, yet nearly all complement these with small learning rates as a heuristic to restrict gradient scaling magnitude. Such fixed heuristics lack theoretical guidance on how the strength of this restriction should evolve as tasks accumulate. We reveal that even under directional constraints such as nullspace projection, finite-precision updates inevitably leak into the subspace of accumulated prior knowledge along multiple directions. While small learning rates attenuate such leakage, they cannot prevent the accumulated forgetting from intensifying as the effective rank of historical knowledge grows. We show that the optimal magnitude restriction should adaptively increase with this effective rank to balance stability and plasticity, i.e., preservation of previous knowledge and acquisition of new task information. Under an anisotropic leakage model, we derive a pacing law $s^*=\sqrt{R/c}$ that characterizes the optimal scaling of gradient steps, i.e., the magnitude restriction itself, where $R$ is the effective rank of past updates. Based on this insight, we propose PaLoRA, which compresses historical knowledge via adaptive SVD truncation, projects gradients onto the nullspace of prior tasks, and applies rank-aware adaptive pacing. Experiments demonstrate consistent improvements over prior methods, with particularly strong performance in long-horizon settings, achieving substantial gains of 4% accuracy on challenging 50-task ImageNet-A and ImageNet-R benchmarks.

cs.LG↗

Coupled-cluster molecular properties across the main group that extrapolate beyond training size

Coupled-cluster theory defines the accuracy standard for molecular electronic-structure properties but scales too steeply for routine application, whereas density-functional theory is affordable yet systematically biased. We resolve this trade-off with a single equivariant network, HARP (Hamiltonian Read-out for Properties), that predicts an effective one-electron Hamiltonian from one inexpensive B3LYP/def2-SVP calculation and derives a broad suite of properties from it (energy, optical gap, dipole, quadrupole, polarizability, Mulliken atomic charges, and Mayer bond orders) at coupled-cluster accuracy across nine main-group elements, including the under-served phosphorus, sulfur, and chlorine chemistries. The model is trained on a new in-house dataset of multi-property labels computed at the CCSD(T) level for all nine elements. On a held-out test set, it reduces the error of every property by a factor of 3.8 to 270 relative to semi-local, hybrid, and double-hybrid DFT (referenced to composite CCSD(T)/cc-pVTZ), while adding only ~0.1 s wall time per molecule, delivering coupled-cluster-quality predictions at the cost of a single DFT calculation. Critically, deriving every property from a predicted Hamiltonian rather than pooling per-atom features builds the correct size-scaling into the model architecture: on pi-conjugated oligothiophenes it matches finite-field CCSD polarizability to ~1% and the EOM-CCSD optical gap to ~3% at the largest sizes where those references remain affordable (44 and 37 atoms, where a single CCSD field point already costs ~500x the model's entire inference) and extrapolates the corrected trends to 58-atom chains, a regime where pooling-based architectures fail by construction. Accurate extrapolation is therefore set by the model's inductive bias rather than by the training data.

physics.chem-ph↗