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Haoyu Zhao

Publications and source records attributed to Haoyu Zhao.

At least 55 records · Page 3Linked to original sources

Contextual Drag: How Errors in the Context Affect LLM Reasoning

Central to many self-improvement pipelines for large language models (LLMs) is the assumption that models can improve by reflecting on past mistakes. We study a phenomenon termed contextual drag: the presence of failed attempts in the context biases subsequent generations toward structurally similar errors. Across evaluations of 11 proprietary and open-weight models on 8 reasoning tasks, contextual drag induces 10-20% performance drops, and iterative self-refinement in models with severe contextual drag can collapse into self-deterioration. Structural analysis using tree edit distance reveals that subsequent reasoning trajectories inherit structurally similar error patterns from the context. We demonstrate that neither external feedback nor successful self-verification suffices to eliminate this effect. While mitigation strategies such as fallback-behavior fine-tuning and context denoising yield partial improvements, they fail to fully restore baseline performance, positioning contextual drag as a persistent failure mode in current reasoning architectures.

cs.CL↗

DCDM: Divide-and-Conquer Diffusion Models for Consistency-Preserving Video Generation

Recent video generative models have demonstrated impressive visual fidelity, yet they often struggle with semantic, geometric, and identity consistency. In this paper, we propose a system-level framework, termed the Divide-and-Conquer Diffusion Model (DCDM), to address three key challenges: (1) intra-clip world knowledge consistency, (2) inter-clip camera consistency, and (3) inter-shot element consistency. DCDM decomposes video consistency modeling under these scenarios into three dedicated components while sharing a unified video generation backbone. For intra-clip consistency, DCDM leverages a large language model to parse input prompts into structured semantic representations, which are subsequently translated into coherent video content by a diffusion transformer. For inter-clip camera consistency, we propose a temporal camera representation in the noise space that enables precise and stable camera motion control, along with a text-to-image initialization mechanism to further enhance controllability. For inter-shot consistency, DCDM adopts a holistic scene generation paradigm with windowed cross-attention and sparse inter-shot self-attention, ensuring long-range narrative coherence while maintaining computational efficiency. We validate our framework on the test set of the CVM Competition at AAAI'26, and the results demonstrate that the proposed strategies effectively address these challenges.

cs.CV↗

Divide, Conquer and Unite: Hierarchical Style-Recalibrated Prototype Alignment for Federated Medical Segmentation

Federated learning enables multiple medical institutions to train a global model without sharing data, yet feature heterogeneity from diverse scanners or protocols remains a major challenge. Many existing works attempt to address this issue by leveraging model representations (e.g., mean feature vectors) to correct local training; however, they often face two key limitations: 1) Incomplete Contextual Representation Learning: Current approaches primarily focus on final-layer features, overlooking critical multi-level cues and thus diluting essential context for accurate segmentation. 2) Layerwise Style Bias Accumulation: Although utilizing representations can partially align global features, these methods neglect domain-specific biases within intermediate layers, allowing style discrepancies to build up and reduce model robustness. To address these challenges, we propose FedBCS to bridge feature representation gaps via domain-invariant contextual prototypes alignment. Specifically, we introduce a frequency-domain adaptive style recalibration into prototype construction that not only decouples content-style representations but also learns optimal style parameters, enabling more robust domain-invariant prototypes. Furthermore, we design a context-aware dual-level prototype alignment method that extracts domain-invariant prototypes from different layers of both encoder and decoder and fuses them with contextual information for finer-grained representation alignment. Extensive experiments on two public datasets demonstrate that our method exhibits remarkable performance.

cs.CV↗

CoV: Chain-of-View Prompting for Spatial Reasoning

Embodied question answering (EQA) in 3D environments often requires collecting context that is distributed across multiple viewpoints and partially occluded. However, most recent vision--language models (VLMs) are constrained to a fixed and finite set of input views, which limits their ability to acquire question-relevant context at inference time and hinders complex spatial reasoning. We propose Chain-of-View (CoV) prompting, a training-free, test-time reasoning framework that transforms a VLM into an active viewpoint reasoner through a coarse-to-fine exploration process. CoV first employs a View Selection agent to filter redundant frames and identify question-aligned anchor views. It then performs fine-grained view adjustment by interleaving iterative reasoning with discrete camera actions, obtaining new observations from the underlying 3D scene representation until sufficient context is gathered or a step budget is reached. We evaluate CoV on OpenEQA across four mainstream VLMs and obtain an average +11.56% improvement in LLM-Match, with a maximum gain of +13.62% on Qwen3-VL-Flash. CoV further exhibits test-time scaling: increasing the minimum action budget yields an additional +2.51% average improvement, peaking at +3.73% on Gemini-2.5-Flash. On ScanQA and SQA3D, CoV delivers strong performance (e.g., 116 CIDEr / 31.9 EM@1 on ScanQA and 51.1 EM@1 on SQA3D). Overall, these results suggest that question-aligned view selection coupled with open-view search is an effective, model-agnostic strategy for improving spatial reasoning in 3D EQA without additional training. Code is available on https://github.com/ziplab/CoV .

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↗

Towards Affordance-Aware Robotic Dexterous Grasping with Human-like Priors

A dexterous hand capable of generalizable grasping objects is fundamental for the development of general-purpose embodied AI. However, previous methods focus narrowly on low-level grasp stability metrics, neglecting affordance-aware positioning and human-like poses which are crucial for downstream manipulation. To address these limitations, we propose AffordDex, a novel framework with two-stage training that learns a universal grasping policy with an inherent understanding of both motion priors and object affordances. In the first stage, a trajectory imitator is pre-trained on a large corpus of human hand motions to instill a strong prior for natural movement. In the second stage, a residual module is trained to adapt these general human-like motions to specific object instances. This refinement is critically guided by two components: our Negative Affordance-aware Segmentation (NAA) module, which identifies functionally inappropriate contact regions, and a privileged teacher-student distillation process that ensures the final vision-based policy is highly successful. Extensive experiments demonstrate that AffordDex not only achieves universal dexterous grasping but also remains remarkably human-like in posture and functionally appropriate in contact location. As a result, AffordDex significantly outperforms state-of-the-art baselines across seen objects, unseen instances, and even entirely novel categories.

cs.RO↗

Coresets for Clustering Under Stochastic Noise

We study the problem of constructing coresets for $(k, z)$-clustering when the input dataset is corrupted by stochastic noise drawn from a known distribution. In this setting, evaluating the quality of a coreset is inherently challenging, as the true underlying dataset is unobserved. To address this, we investigate coreset construction using surrogate error metrics that are tractable and provably related to the true clustering cost. We analyze a traditional metric from prior work and introduce a new error metric that more closely aligns with the true cost. Although our metric is defined independently of the noise distribution, it enables approximation guarantees that scale with the noise level. We design a coreset construction algorithm based on this metric and show that, under mild assumptions on the data and noise, enforcing an $\varepsilon$-bound under our metric yields smaller coresets and tighter guarantees on the true clustering cost than those obtained via classical metrics. In particular, we prove that the coreset size can improve by a factor of up to $\mathrm{poly}(k)$, where $n$ is the dataset size. Experiments on real-world datasets support our theoretical findings and demonstrate the practical advantages of our approach.

cs.LG↗

AlgoTune: Can Language Models Speed Up General-Purpose Numerical Programs?

Despite progress in language model (LM) capabilities, evaluations have thus far focused on models' performance on tasks that humans have previously solved, including in programming (Jimenez et al., 2024) and mathematics (Glazer et al., 2024). We therefore propose testing models' ability to design and implement algorithms in an open-ended benchmark: We task LMs with writing code that efficiently solves computationally challenging problems in computer science, physics, and mathematics. Our AlgoTune benchmark consists of 154 coding tasks collected from domain experts and a framework for validating and timing LM-synthesized solution code, which is compared to reference implementations from popular open-source packages. In addition, we develop a baseline LM agent, AlgoTuner, and evaluate its performance across a suite of frontier models. AlgoTuner uses a simple, budgeted loop that edits code, compiles and runs it, profiles performance, verifies correctness on tests, and selects the fastest valid version. AlgoTuner achieves an average 1.72x speedup against our reference solvers, which use libraries such as SciPy, sk-learn and CVXPY. However, we find that current models fail to discover algorithmic innovations, instead preferring surface-level optimizations. We hope that AlgoTune catalyzes the development of LM agents exhibiting creative problem solving beyond state-of-the-art human performance.

cs.SE↗

Ineq-Comp: Benchmarking Human-Intuitive Compositional Reasoning in Automated Theorem Proving on Inequalities

LLM-based formal proof assistants (e.g., in Lean) hold great promise for automating mathematical discovery. But beyond syntactic correctness, do these systems truly understand mathematical structure as humans do? We investigate this question in context of mathematical inequalities -- specifically the prover's ability to recognize that the given problem simplifies by applying a known inequality such as AM/GM. Specifically, we are interested in their ability to do this in a compositional setting where multiple inequalities must be applied as part of a solution. We introduce Ineq-Comp, a benchmark built from elementary inequalities through systematic transformations, including variable duplication, algebraic rewriting, and multi-step composition. Although these problems remain easy for humans, we find that most provers -- including Goedel, STP, and Kimina-7B -- struggle significantly. DeepSeek-Prover-V2-7B shows relative robustness, but still suffers a 20% performance drop (pass@32). Even for DeepSeek-Prover-V2-671B model, the gap between compositional variants and seed problems exists, implying that simply scaling up the model size alone does not fully solve the compositional weakness. Strikingly, performance remains poor for all models even when formal proofs of the constituent parts are provided in context, revealing that the source of weakness is indeed in compositional reasoning. Our results expose a persisting gap between the generalization behavior of current AI provers and human mathematical intuition. All data and evaluation code can be found at https://github.com/haoyuzhao123/LeanIneqComp.

cs.AI↗

High-Fidelity Simulated Data Generation for Real-World Zero-Shot Robotic Manipulation Learning with Gaussian Splatting

The scalability of robotic learning is fundamentally bottlenecked by the significant cost and labor of real-world data collection. While simulated data offers a scalable alternative, it often fails to generalize to the real world due to significant gaps in visual appearance, physical properties, and object interactions. To address this, we propose RoboSimGS, a novel Real2Sim2Real framework that converts multi-view real-world images into scalable, high-fidelity, and physically interactive simulation environments for robotic manipulation. Our approach reconstructs scenes using a hybrid representation: 3D Gaussian Splatting (3DGS) captures the photorealistic appearance of the environment, while mesh primitives for interactive objects ensure accurate physics simulation. Crucially, we pioneer the use of a Multi-modal Large Language Model (MLLM) to automate the creation of physically plausible, articulated assets. The MLLM analyzes visual data to infer not only physical properties (e.g., density, stiffness) but also complex kinematic structures (e.g., hinges, sliding rails) of objects. We demonstrate that policies trained entirely on data generated by RoboSimGS achieve successful zero-shot sim-to-real transfer across a diverse set of real-world manipulation tasks. Furthermore, data from RoboSimGS significantly enhances the performance and generalization capabilities of SOTA methods. Our results validate RoboSimGS as a powerful and scalable solution for bridging the sim-to-real gap.

cs.RO↗

AccidentBench: Benchmarking Multimodal Understanding and Reasoning in Vehicle Accidents and Beyond

Rapid advances in multimodal models demand benchmarks that rigorously evaluate understanding and reasoning in safety-critical, dynamic real-world settings. We present AccidentBench, a large-scale benchmark that combines vehicle accident scenarios with Beyond domains, safety-critical settings in air and water that emphasize spatial and temporal reasoning (e.g., navigation, orientation, multi-vehicle motion). The benchmark contains approximately 2000 videos and over 19000 human-annotated question--answer pairs spanning multiple video lengths (short/medium/long) and difficulty levels (easy/medium/hard). Tasks systematically probe core capabilities: temporal, spatial, and intent understanding and reasoning. By unifying accident-centric traffic scenes with broader safety-critical scenarios in air and water, AccidentBench offers a comprehensive, physically grounded testbed for evaluating models under real-world variability. Evaluations of state-of-the-art models (e.g., Gemini-2.5 Pro and GPT-5) show that even the strongest models achieve only about 18% accuracy on the hardest tasks and longest videos, revealing substantial gaps in real-world temporal, spatial, and intent reasoning. AccidentBench is designed to expose these critical gaps and drive the development of multimodal models that are safer, more robust, and better aligned with real-world safety-critical challenges. The code and dataset are available at: https://github.com/SafeRL-Lab/AccidentBench

cs.LG↗

pFedSAM: Personalized Federated Learning of Segment Anything Model for Medical Image Segmentation

Medical image segmentation is crucial for computer-aided diagnosis, yet privacy constraints hinder data sharing across institutions. Federated learning addresses this limitation, but existing approaches often rely on lightweight architectures that struggle with complex, heterogeneous data. Recently, the Segment Anything Model (SAM) has shown outstanding segmentation capabilities; however, its massive encoder poses significant challenges in federated settings. In this work, we present the first personalized federated SAM framework tailored for heterogeneous data scenarios in medical image segmentation. Our framework integrates two key innovations: (1) a personalized strategy that aggregates only the global parameters to capture cross-client commonalities while retaining the designed L-MoE (Localized Mixture-of-Experts) component to preserve domain-specific features; and (2) a decoupled global-local fine-tuning mechanism that leverages a teacher-student paradigm via knowledge distillation to bridge the gap between the global shared model and the personalized local models, thereby mitigating overgeneralization. Extensive experiments on two public datasets validate that our approach significantly improves segmentation performance, achieves robust cross-domain adaptation, and reduces communication overhead.

cs.CV↗

TeleOpBench: A Simulator-Centric Benchmark for Dual-Arm Dexterous Teleoperation

Teleoperation is a cornerstone of embodied-robot learning, and bimanual dexterous teleoperation in particular provides rich demonstrations that are difficult to obtain with fully autonomous systems. While recent studies have proposed diverse hardware pipelines-ranging from inertial motion-capture gloves to exoskeletons and vision-based interfaces-there is still no unified benchmark that enables fair, reproducible comparison of these systems. In this paper, we introduce TeleOpBench, a simulator-centric benchmark tailored to bimanual dexterous teleoperation. TeleOpBench contains 30 high-fidelity task environments that span pick-and-place, tool use, and collaborative manipulation, covering a broad spectrum of kinematic and force-interaction difficulty. Within this benchmark we implement four representative teleoperation modalities-(i) MoCap, (ii) VR device, (iii) arm-hand exoskeletons, and (iv) monocular vision tracking-and evaluate them with a common protocol and metric suite. To validate that performance in simulation is predictive of real-world behavior, we conduct mirrored experiments on a physical dual-arm platform equipped with two 6-DoF dexterous hands. Across 10 held-out tasks we observe a strong correlation between simulator and hardware performance, confirming the external validity of TeleOpBench. TeleOpBench establishes a common yardstick for teleoperation research and provides an extensible platform for future algorithmic and hardware innovation. Codes is now available at https://github.com/cyjdlhy/TeleOpBench .

cs.RO↗

Repeating Words for Video-Language Retrieval with Coarse-to-Fine Objectives

The explosive growth of video streaming presents challenges in achieving high accuracy and low training costs for video-language retrieval. However, existing methods rely on large-scale pre-training to improve video retrieval performance, resulting in significant computational demands. Additionally, the fine-grained information in videos and texts remains underexplored. To alleviate these problems, we propose a novel framework to learn fine-grained features for better alignment and introduce an inference pipeline to improve performance without additional training. Specifically, we employ coarse-to-fine objectives to understand the semantic information of video-text pairs, including contrastive and matching learning. The fine-grained data used for training is obtained through the Granularity-Aware Representation module, which is designed based on similarity analysis between video frames and words in captions. Furthermore, we observe that the repetition of keywords in the original captions, referred to as "Repetition", can enhance retrieval performance and improve alignment between video and text. Based on this insight, we propose a novel and effective inference pipeline that incorporates a voting mechanism and a new Matching Entropy metric to achieve better retrieval performance without requiring additional pre-training. Experimental results on four benchmarks demonstrate that the proposed method outperforms previous approaches. Additionally, our inference pipeline achieves significant performance improvements, with a 2.1% increase in Recall@1 on the MSR-VTT dataset and a 1.6% increase on the DiDeMo dataset.

cs.CV↗

ShoulderShot: Generating Over-the-Shoulder Dialogue Videos

Over-the-shoulder dialogue videos are essential in films, short dramas, and advertisements, providing visual variety and enhancing viewers' emotional connection. Despite their importance, such dialogue scenes remain largely underexplored in video generation research. The main challenges include maintaining character consistency across different shots, creating a sense of spatial continuity, and generating long, multi-turn dialogues within limited computational budgets. Here, we present ShoulderShot, a framework that combines dual-shot generation with looping video, enabling extended dialogues while preserving character consistency. Our results demonstrate capabilities that surpass existing methods in terms of shot-reverse-shot layout, spatial continuity, and flexibility in dialogue length, thereby opening up new possibilities for practical dialogue video generation. Videos and comparisons are available at https://shouldershot.github.io.

cs.CV↗

Towards Synthesized and Editable Motion In-Betweening Through Part-Wise Phase Representation

Styled motion in-betweening is crucial for computer animation and gaming. However, existing methods typically encode motion styles by modeling whole-body motions, often overlooking the representation of individual body parts. This limitation reduces the flexibility of infilled motion, particularly in adjusting the motion styles of specific limbs independently. To overcome this challenge, we propose a novel framework that models motion styles at the body-part level, enhancing both the diversity and controllability of infilled motions. Our approach enables more nuanced and expressive animations by allowing precise modifications to individual limb motions while maintaining overall motion coherence. Leveraging phase-related insights, our framework employs periodic autoencoders to automatically extract the phase of each body part, capturing distinctive local style features. Additionally, we effectively decouple the motion source from synthesis control by integrating motion manifold learning and conditional generation techniques from both image and motion domains. This allows the motion source to generate high-quality motions across various styles, with extracted motion and style features readily available for controlled synthesis in subsequent tasks. Comprehensive evaluations demonstrate that our method achieves superior speed, robust generalization, and effective generation of extended motion sequences.

cs.CV↗

Goedel-Prover-V2: Scaling Formal Theorem Proving with Scaffolded Data Synthesis and Self-Correction

We introduce Goedel-Prover-V2, a series of open-source language models that set a new state-of-the-art in automated theorem proving. Built on the standard expert iteration and reinforcement learning pipeline, our approach incorporates three key innovations: (1) Scaffolded data synthesis: We generate synthetic tasks of increasing difficulty to train the model to master increasingly complex theorems; (2) Verifier-guided self-correction: We enable the model to iteratively revise its proofs by leveraging feedback from the Lean compiler; (3) Model averaging: We merge model checkpoints to mitigate the decrease in model output diversity in later stages of training. Our small model, Goedel-Prover-V2-8B, reaches 84.6% pass@32 on MiniF2F and outperforms DeepSeek-Prover-V2-671B under the same metric, despite being 80X smaller. Our flagship model, Goedel-Prover-V2-32B, achieves 88.1% on MiniF2F at pass@32 in standard mode and 90.4% in self-correction mode, outperforming prior SOTA by a large margin. Additionally, our flagship model solves 86 problems on PutnamBench at pass@184, securing the first place among open-source models on the leaderboard, surpassing DeepSeek-Prover-V2-671B's record of solving 47 problems by pass@1024 with a significantly smaller model size and compute budget. At the time of its release (July-August 2025), Goedel-Prover-V2 achieves the strongest overall performance among all open-source theorem provers. It also ranks among the top-performing models--including closed-source systems with publicly reported performance--under a constrained test-time compute budget. Our models, code, and data are released at https://github.com/Goedel-LM/Goedel-Prover-V2.

cs.LG↗

Efficient Physics Simulation for 3D Scenes via MLLM-Guided Gaussian Splatting

Recent advancements in 3D generation models have opened new possibilities for simulating dynamic 3D object movements and customizing behaviors, yet creating this content remains challenging. Current methods often require manual assignment of precise physical properties for simulations or rely on video generation models to predict them, which is computationally intensive. In this paper, we rethink the usage of multi-modal large language model (MLLM) in physics-based simulation, and present Sim Anything, a physics-based approach that endows static 3D objects with interactive dynamics. We begin with detailed scene reconstruction and object-level 3D open-vocabulary segmentation, progressing to multi-view image in-painting. Inspired by human visual reasoning, we propose MLLM-based Physical Property Perception (MLLM-P3) to predict mean physical properties of objects in a zero-shot manner. Based on the mean values and the object's geometry, the Material Property Distribution Prediction model (MPDP) model then estimates the full distribution, reformulating the problem as probability distribution estimation to reduce computational costs. Finally, we simulate objects in an open-world scene with particles sampled via the Physical-Geometric Adaptive Sampling (PGAS) strategy, efficiently capturing complex deformations and significantly reducing computational costs. Extensive experiments and user studies demonstrate our Sim Anything achieves more realistic motion than state-of-the-art methods within 2 minutes on a single GPU.

cs.CV↗