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Weixin Li

Publications and source records attributed to Weixin Li.

At least 19 recordsLinked to original sources

TerraTransfer++: Demonstration-Free End-to-End Planner

End-to-end autonomous driving has achieved state-of-the-art performance on benchmarks and real-world deployments. Its standard training recipe, however, is expensive across all existing paradigms: imitation learning requires fleet-scale driving logs whose behavior distribution only thinly covers the safety-critical tail; closed-loop reinforcement learning in a photorealistic simulator, while offering diverse behaviors, is bottlenecked by sample-efficiency, per-step cost of rendering, and a forward pass through a large vision backbone. Self-play in vectorized simulators changes the economics: at millions of rollout steps per second, one can obtain a state distribution with natural diversity in collisions, near-misses, and recoveries that no driving log contains, and a highly reactive policy emerges from a basic driving-quality reward. Our approach exploits this asymmetry. We pretrain a single policy by self-play, distill its rollouts into a flow-matching trajectory teacher that also plans, and train lightweight adapters on a frozen pretrained vision backbone to reproduce the latent space of either teacher through the action KL divergence, a batch-relational low-rank structural loss, and, for the planner, a trajectory-matching loss. Every target traces back to the self-play policy, so alignment never supervises against a logged trajectory: a paired dataset of (image, scene-state) frames suffices, with no need for the curated expert demonstrations that imitation pretraining is built on. From this one self-play teacher we obtain two end-to-end students: a closed-loop policy that outperforms every published imitation-based end-to-end method on the photorealistic 3D Gaussian splatting closed-loop benchmark HUGSim, and a planner that reaches 59.4 EPDMS on NAVSIM navhard, above every published method including DriveZero-Scale (57.1), and 95.5 PDMS on navtest, without human demonstrations.

cs.RO↗

From Predictive Geometry to Action: Learning Complementary Predictive Representations for Embodied Manipulation

Effective manipulation requires a policy to capture not only about the current scene geometry, but also about how that geometry will evolve under interaction. Existing approaches either augment policies with geometric information from current observations or introduce future prediction as auxiliary supervision, leaving open how predictive geometry should be represented for action generation. Therefore, we propose a two-stage framework, which learns complementary predictive representations from multi-view video clips. During pretraining, a frozen 3D foundation model provides dense geometric features that are compressed into predictive geometric representations and optimized to preserve scene structure and its temporal evolution. Action supervision is then applied to geometric transitions to extract a complementary motor representation that emphasizes action-relevant transitions. During downstream post-training, predictive geometry is transferred through geometry queries, while the motor representation guides intermediate features along the action-generation pathway. Future observations are used only as privileged supervision during training and are not required at inference time. Across LIBERO, LIBERO-Plus, SimplerEnv, and real-world bimanual and single-arm tasks, our approach consistently improves downstream policies, including an absolute gain of 10.4 percentage points on the WidowX evaluation. We further demonstrate transfer across multiple VLA architectures and WAMs, with improvements in both future-world and action prediction. The code will be available at https://github.com/xuxiaoxxxx/CPR.

cs.RO↗

SHRED: Self-Play for Heterogeneous Road-Users without Expert Demonstrations

Realistic traffic simulation and autonomous planning both depend on modeling interactions among heterogeneous road users whose dynamics, constraints, and behaviors differ fundamentally. Existing approaches predominantly learn realistic interaction behavior from large-scale human driving demonstrations. In this work, we ask whether such behavior can instead emerge purely through self-play. We present SHRED, a framework that jointly trains vehicles, pedestrians, and cyclists through large-scale heterogeneous self-play from random initialization, without demonstrations or logged-trajectory replay. SHRED combines type-specific dynamics and objectives with procedural scenario generation and per-agent randomization, allowing diverse behaviors to emerge through closed-loop interaction. On the Waymo Open Sim Agents Challenge (WOSAC), SHRED jointly controls all three road-user types and outperforms both the closest demonstration-free self-play baseline and prior self-play methods that use demonstration-trained reference policies. Policies trained only on nuPlan map geometry retain comparable realism under zero-shot evaluation on Waymo. For planning, SHRED outperforms all compared planners on the interaction-heavy InterPlan benchmark. Controlled ablations show that heterogeneity in self-play improves both traffic realism and planning performance, with particularly large planning gains in interaction-heavy scenarios. Together, these results establish heterogeneous procedural self-play as a scalable, demonstration-free paradigm for learning realistic and interactive traffic behavior.

cs.LG↗

Towards Long-horizon Embodied Agents with Tool-Aligned Vision-Language-Action Models

Vision-language-action (VLA) models are effective robot action executors, but they remain limited on long-horizon tasks due to the dual burden of extended closed-loop planning and diverse physical operations. We therefore propose VLAs-as-Tools, a strategy that distributes this burden across a high-level vision language model (VLM) agent for temporal reasoning and a family of specialized VLA tools for diverse local physical operations. The VLM handles scene analysis, global planning, and recovery, while each VLA tool executes a bounded subtask. To tightly couple agent planning with VLA tool execution in long-horizon tasks, we introduce a VLA tool-family interface that exposes explicit tool selection and in-execution progress feedback, enabling efficient event-triggered agent replanning without continuous agent polling. To obtain diverse specialized VLA tools that faithfully follow agent invocations, we further propose Tool-Aligned Post-Training (TAPT), which constructs invocation-aligned training units for instruction following and adopts tool-family residual adapters for efficient tool specialization. Across five simulated benchmarks, VLAs-as-Tools improves the success rate of pi05 by 8.9 percentage points on average and enhances invocation fidelity by 15.0 points in Non-biased Rate. On three real-world Franka tasks, it improves success rate from 16.7% to 58.3% under matched data and compute. Code will be released.

cs.RO↗

Beyond Spatial Benchmarks: From Spatial Reasoning to Navigation

Does progress on spatial reasoning benchmarks translate into better navigation? Existing benchmarks test isolated inferences from images or videos, with little connection to downstream navigation. Our analysis reveals a gap between benchmark-oriented spatial specialization and navigation performance, and shows how aligning spatial supervision with navigation goals, phases, and decision learning improves navigation. Guided by these findings, we build \textsc{Spatial-Nav-100K} and fine-tune in two stages, \textit{i.e.} first learning a shared spatial-navigation foundation, and then specializing each phase with the abilities it relies on. We further introduce Spatial-NPD, where a teacher conditioned on spatial priors produces grounded action preferences and distills them into a student policy, so no explicit spatial reasoning is needed at inference. With 45 A100 GPU-hours of policy training, our 8B model reaches SR/SPL of 77.4/35.4 on HM3D-v0.2, 60.2/30.5 on HM3D-v0.1, and 47.9/20.6 on train-unseen MP3D. It outperforms several systems that rely on closed-source models or thousands of GPU-hours of training, at 148 ms per action step. All code and datasets will be publicly available at https://github.com/ylwhxht/Spatial-Nav.

cs.CV↗

Increase of Magnetic Trap Loading Efficiency for $^{39}\mathrm{K}$ Bose--Einstein Condensation Experiments

During the experimental sequence, a large atom number is important for the creation of high-quality Bose--Einstein condensates. We report an experimental increase of about 15% in magnetic-trap (MT) loading efficiency by optimizing the MT loading process. The loading time is much shorter than the lifetime of the atoms in the MT, which means atom loss during loading due to the finite trap lifetime can be neglected. We obtain an almost pure $^{39}\mathrm{K}$ condensate with $1.2\times10^{5}$ atoms after evaporative cooling in our optical trap.

cond-mat.quant-gas↗

Scaffolding Foundation Models into Physical-World Agents Pushes the Frontier of Long-Horizon Navigation

Long-horizon physical-world agents must reason over distant goals while grounding decisions in reliable closed-loop behavior. Today's foundation models split these capabilities: vision-language models (VLMs) infer missing information and adapt high-level plans but remain brittle and inefficient at repeated navigation grounding, while navigation foundation models (NFMs) robustly execute semantic goals but operate as bounded episodes without persistent task-level reasoning. We introduce NavMCP, an agentic scaffolding framework that couples a VLM reasoning agent with an NFM executor for long-horizon exploration. The VLM decides what evidence to seek, where to search, and when to stop, while the NFM grounds each semantic sub-goal into closed-loop navigation. Three channels structure their collaboration: intent translates evidence needs into navigation calls, observation converts rollouts into source-grounded trajectory evidence, and memory accumulates findings, negative evidence, and unresolved goals across calls. This design turns isolated navigation rollouts into persistent embodied interaction without retraining either model. On Embodied Question Answering, NavMCP achieves state-of-the-art results on HM-EQA, MT-HM3D, and EXPRESS-Bench. Under matched agent and executor backbones, it outperforms an episodic interface by 14.9 percentage points on HM-EQA. On a Unitree Go2, NavMCP reaches 78.3% success, with its margin over the strongest baseline growing from 10 to 45 points as the task horizon increases. These results demonstrate the potential of scaffolding complementary foundation models into long-horizon physical-world agents.

cs.AI↗

TerraZero: Procedural Driving Simulation for Zero-Demonstration Self-Play at Scale

Training robust autonomous driving agents requires a simulator fast enough for reinforcement learning at scale, realistic enough to ground behavior in real-world map structure, and diverse enough to cover the safety-critical long tail that logged data rarely contains. We present TerraZero, a procedural driving simulator and self-play training stack that meets these goals. A configurable C engine runs simulation on the CPU and policy inference on the GPU over a zero-copy path, sustaining 1.3M agent-steps per second on a single server-grade GPU, far faster than existing object-level simulators, while keeping fidelity lighter single-agent systems omit: heterogeneous agents, multiple dynamics models, and full traffic-rule enforcement. TerraZero uses logged data only as a source of real-world map geometry, populating each map with randomized rule-based road users and signal controllers and randomizing agent dynamics, rewards, and sizes per episode, so one map yields an effectively unbounded set of scenarios. Every reported policy trains from scratch by reinforcement learning alone, with zero human demonstrations, no imitation, no logged trajectories, and no fallback planner at inference, on a compute-efficient self-play recipe scaled across GPUs. The policies generalize zero-shot across cities and datasets, including emergent left-hand-traffic driving without explicit supervision. As an ego policy, a single checkpoint is, to our knowledge, the first fully learned policy to top both val14 and the interactive long-tail InterPlan suite. On Waymo Open Sim Agents realism the same recipe outperforms other demonstration-free methods and is competitive with the strongest reference-anchored self-play method. One stack serves both roles: state-of-the-art demonstration-free driving policies across dynamics for cars and trucks, and sim agents that jointly control vehicles, pedestrians, and cyclists.

cs.LG↗

Clarify Before Executing: A Self-Evolving Agent for Resolving Intent Asymmetry in 3D Tool Orchestration

A fundamental intent asymmetry plagues modern 3D asset creation: while state-of-the-art 3D toolchains demand precise, executable parameters, ordinary users typically provide vague, underspecified instructions. Current 3D agents treat this ambiguity as noise, defaulting to blind execution under a single-turn assumption. To address this limitation, we introduce CLARE, a clarification-aware and evolutionary 3D agent that treats intent asymmetry not as an execution error, but as an opportunity for strategic dialogue. By decoupling the generation pipeline into four specialized cognitive roles, CLARE intercepts and resolves underspecified instructions before invoking computationally expensive 3D tools to seamlessly execute tasks across five diverse domains: text-to-3D generation, single-view reconstruction, multi-view reconstruction, point cloud editing, and post-processing. Crucially, rather than relying on rigid manual rules, CLARE self-evolves its clarification policy via simulated multi-turn interactions. By optimizing a Multi-turn Reward, the agent internalizes the delicate balance between interaction efficiency and task completion. To rigorously test this, we construct 3D-Clarify, a comprehensive benchmark comprising 620 interaction scenarios with systematically injected ambiguity, missing information, and mistaken details. CLARE achieves state-of-the-art performance, with 60.40% and 43.34% success rates on single-step and multi-step tasks, respectively, more than doubling existing baselines. Both quantitative and qualitative results demonstrate that proactive clarification is the missing key to robust 3D execution. Code is available at https://github.com/xyzhu1225/CLARE.

cs.CV↗

TerraTransfer: Learning End-to-End Driving Policies Without Expert Demonstrations

End-to-end autonomous driving has achieved state-of-the-art performance on benchmarks and real-world deployments. Its standard training recipe, however, is expensive across all stages: collecting and labeling millions of driving frames is costly, and closed-loop RL on images is bottlenecked by the per-step cost of photorealistic rendering plus a forward pass through a large vision backbone. Self-play in vectorized simulators changes the economics: millions of rollout steps per second, and a state distribution naturally rich in collisions, near-misses, and recoveries that no driving log contains. Our approach exploits this asymmetry by decoupling learning to drive from learning to see. We pretrain a single policy by self-play, then align its latent space with a pretrained vision backbone, through the action KL divergence and a batch-relational low-rank structural loss. The action target comes from the self-play policy, so alignment never supervises against a logged trajectory: a paired dataset of (image, scene-state) frames suffices, with no need for the curated expert demonstrations that imitation pretraining is built on. On photorealistic 3D Gaussian splatting closed-loop scenarios, the resulting end-to-end policy matches or exceeds prior end-to-end methods.

cs.CV↗

From Digital to Physical: Digital Agents as Autonomous Coaches for Physical Intelligence

The field of Embodied AI is witnessing a rapid evolution toward general-purpose robotic systems, fueled by high-fidelity simulation and large-scale data collection. However, this scaling capability remains severely bottlenecked by a reliance on labor-intensive manual oversight from intricate reward shaping to hyperparameter tuning across heterogeneous backends. Inspired by LLMs' success in software automation and science discovery, we introduce \textsc{EmboCoach-Bench}, a benchmark evaluating the capacity of LLM agents to autonomously engineer embodied policies. Spanning 32 expert-curated RL and IL tasks, our framework posits executable code as the universal interface. We move beyond static generation to assess a dynamic closed-loop workflow, where agents leverage environment feedback to iteratively draft, debug, and optimize solutions, spanning improvements from physics-informed reward design to policy architectures such as diffusion policies. Extensive evaluations yield three critical insights: (1) autonomous agents can qualitatively surpass human-engineered baselines by 26.5\% in average success rate; (2) agentic workflow with environment feedback effectively strengthens policy development and substantially narrows the performance gap between open-source and proprietary models; and (3) agents exhibit self-correction capabilities for pathological engineering cases, successfully resurrecting task performance from near-total failures through iterative simulation-in-the-loop debugging. Ultimately, this work establishes a foundation for self-evolving embodied intelligence, accelerating the paradigm shift from labor-intensive manual tuning to scalable, autonomous engineering in embodied AI field.

cs.AI↗

Online Reasoning Video Object Segmentation

Reasoning video object segmentation predicts pixel-level masks in videos from natural-language queries that may involve implicit and temporally grounded references. However, existing methods are developed and evaluated in an offline regime, where the entire video is available at inference time and future frames can be exploited for retrospective disambiguation, deviating from real-world deployments that require strictly causal, frame-by-frame decisions. We study Online Reasoning Video Object Segmentation (ORVOS), where models must incrementally interpret queries using only past and current frames without revisiting previous predictions, while handling referent shifts as events unfold. To support evaluation, we introduce ORVOSB, a benchmark with frame-level causal annotations and referent-shift labels, comprising 210 videos, 12,907 annotated frames, and 512 queries across five reasoning categories. We further propose a baseline with continually-updated segmentation prompts and a structured temporal token reservoir for long-horizon reasoning under bounded computation. Experiments show that existing methods struggle under strict causality and referent shifts, while our baseline establishes a strong foundation for future research.

cs.CV↗

Memory-Efficient Transfer Learning with Fading Side Networks via Masked Dual Path Distillation

Memory-efficient transfer learning (METL) approaches have recently achieved promising performance in adapting pre-trained models to downstream tasks. They avoid applying gradient backpropagation in large backbones, thus significantly reducing the number of trainable parameters and high memory consumption during fine-tuning. However, since they typically employ a lightweight and learnable side network, these methods inevitably introduce additional memory and time overhead during inference, which contradicts the ultimate goal of efficient transfer learning. To address the above issue, we propose a novel approach dubbed Masked Dual Path Distillation (MDPD) to accelerate inference while retaining parameter and memory efficiency in fine-tuning with fading side networks. Specifically, MDPD develops a framework that enhances the performance by mutually distilling the frozen backbones and learnable side networks in fine-tuning, and discard the side network during inference without sacrificing accuracy. Moreover, we design a novel feature-based knowledge distillation method for the encoder structure with multiple layers. Extensive experiments on distinct backbones across vision/language-only and vision-and-language tasks demonstrate that our method not only accelerates inference by at least 25.2\% while keeping parameter and memory consumption comparable, but also remarkably promotes the accuracy compared to SOTA approaches. The source code is available at https://github.com/Zhang-VKk/MDPD.

cs.CV↗

MSGNav: Unleashing the Power of Multi-modal 3D Scene Graph for Zero-Shot Embodied Navigation

Embodied navigation is a fundamental capability for robotic agents operating. Real-world deployment requires open vocabulary generalization and low training overhead, motivating zero-shot methods rather than task-specific RL training. However, existing zero-shot methods that build explicit 3D scene graphs often compress rich visual observations into text-only relations, leading to high construction cost, irreversible loss of visual evidence, and constrained vocabularies. To address these limitations, we introduce the Multi-modal 3D Scene Graph (M3DSG), which preserves visual cues by replacing textual relational edges with dynamically assigned images. Built on M3DSG, we propose MSGNav, a zero-shot navigation system that includes a Key Subgraph Selection module for efficient reasoning, an Adaptive Vocabulary Update module for open vocabulary support, and a Closed-Loop Reasoning module for accurate exploration reasoning. Additionally, we further identify the last mile problem in zero-shot navigation determining the feasible target location with a suitable final viewpoint, and propose a Visibility-based Viewpoint Decision module to explicitly resolve it. Comprehensive experimental results demonstrate that MSGNav achieves state-of-the-art performance on the challenging GOAT-Bench and HM3D-ObjNav benchmark. The code will be publicly available at https://github.com/ylwhxht/MSGNav.

cs.CV↗

FutureVLA: Joint Visuomotor Prediction for Vision-Language-Action Model

Predictive foresight is important to intelligent embodied agents. Since the motor execution of a robot is intrinsically constrained by its visual perception of environmental geometry, effectively anticipating the future requires capturing this tightly coupled visuomotor interplay. While recent vision-language-action models attempt to incorporate future guidance, they struggle with this joint modeling. Existing explicit methods divert capacity to task-irrelevant visual details, whereas implicit methods relying on sparse frame pairs disrupt temporal continuity. By heavily relying on visual reconstruction, these methods become visually dominated, entangling static scene context with dynamic action intent. We argue that effective joint visuomotor predictive modeling requires both temporal continuity and visually-conditioned supervision decoupling. To this end, we propose FutureVLA, featuring a novel Joint Visuomotor Predictive Architecture. FutureVLA is designed to extract joint visuomotor embeddings by first decoupling visual and motor information, and then jointly encoding generalized physical priors. Specifically, in the pretraining stage, we leverage heterogeneous manipulation datasets and introduce a Joint Visuomotor Gating mechanism to structurally separate visual state preservation from temporal action modeling. It allows the motor stream to focus on continuous physical dynamics while explicitly querying visual tokens for environmental constraints, yielding highly generalizable joint visuomotor embeddings. Subsequently, in the post-training stage, we employ a latent embeddings alignment strategy, enabling diverse downstream VLA models to internalize these temporal priors without modifying their inference architectures. Extensive experiments demonstrate that FutureVLA consistently improves VLA frameworks.

cs.RO↗

Memory-Guided View Refinement for Dynamic Human-in-the-loop EQA

Embodied Question Answering (EQA) has traditionally been evaluated in temporally stable environments where visual evidence can be accumulated reliably. However, in dynamic, human-populated scenes, human activities and occlusions introduce significant perceptual non-stationarity: task-relevant cues are transient and view-dependent, while a store-then-retrieve strategy over-accumulates redundant evidence and increases inference cost. This setting exposes two practical challenges for EQA agents: resolving ambiguity caused by viewpoint-dependent occlusions, and maintaining compact yet up-to-date evidence for efficient inference. To enable systematic study of this setting, we introduce DynHiL-EQA, a human-in-the-loop EQA dataset with two subsets: a Dynamic subset featuring human activities and temporal changes, and a Static subset with temporally stable observations. To address the above challenges, we present DIVRR (Dynamic-Informed View Refinement and Relevance-guided Adaptive Memory Selection), a training-free framework that couples relevance-guided view refinement with selective memory admission. By verifying ambiguous observations before committing them and retaining only informative evidence, DIVRR improves robustness under occlusions while preserving fast inference with compact memory. Extensive experiments on DynHiL-EQA and the established HM-EQA dataset demonstrate that DIVRR consistently improves over existing baselines in both dynamic and static settings while maintaining high inference efficiency.

cs.CV↗

Frontiers of Generative AI for Network Optimization: Theories, Limits, and Visions

While interest in the application of generative AI (GenAI) in network optimization has surged in recent years, its rapid progress has often overshadowed critical limitations intrinsic to generative models that remain insufficiently examined in existing literature. This survey provides a comprehensive review and critical analysis of GenAI in network optimization. We focus on the two dominant paradigms of GenAI including generative diffusion models (GDMs) and large pre-trained models (LPTMs), and organize our discussion around a categorization we introduce, dividing network optimization problems into two primary formulations: one-shot optimization and Markov decision process (MDP). We first trace key works, including foundational contributions from the AI community, and categorize current efforts in network optimization. We also review frontier applications of GDMs and LPTMs in other networking tasks, providing additional context. Furthermore, we present theoretical generalization bounds for GDMs in both one-shot and MDP settings, offering insights into the fundamental factors affecting model performance. Most importantly, we reflect on the overestimated perception of GenAI's general capabilities and caution against the all-in-one illusion it may convey. We highlight critical limitations, including difficulties in constraint satisfying, limited concept understanding, and the inherent probabilistic nature of outputs. We also propose key future directions, such as bridging the gap between generation and optimization. Although they are increasingly integrated in implementations, they differ fundamentally in both objectives and underlying mechanisms, necessitating a deeper understanding of their theoretical connections. Ultimately, this survey aims to provide a structured overview and a deeper insight into the strengths, limitations, and potential of GenAI in network optimization.

cs.NI↗

RMAdapter: Reconstruction-based Multi-Modal Adapter for Vision-Language Models

Pre-trained Vision-Language Models (VLMs), \textit{e.g.} CLIP, have become essential tools in multimodal transfer learning. However, fine-tuning VLMs in few-shot scenarios poses significant challenges in balancing task-specific adaptation and generalization in the obtained model. Meanwhile, current researches have predominantly focused on prompt-based adaptation methods, leaving adapter-based approaches underexplored and revealing notable performance gaps. To address these challenges, we introduce a novel Reconstruction-based Multimodal Adapter (RMAdapter), which leverages a dual-branch architecture. Unlike conventional single-branch adapters, RMAdapter consists of: (1) an adaptation branch that injects task-specific knowledge through parameter-efficient fine-tuning, and (2) a reconstruction branch that preserves general knowledge by reconstructing latent space features back into the original feature space. This design facilitates a dynamic balance between general and task-specific knowledge. Importantly, although RMAdapter introduces an additional reconstruction branch, it is carefully optimized to remain lightweight. By computing reconstruction loss locally at each layer and sharing projection modules, the overall computational overhead is kept minimal. A consistency constraint is also incorporated to better regulate the trade-off between discriminability and generalization. We comprehensively evaluate the effectiveness of RMAdapter on three representative tasks: generalization to new categories, generalization to new target datasets, and domain generalization. Without relying on data augmentation or duplicate prompt designs, our RMAdapter consistently outperforms state-of-the-art approaches across all evaluation metrics.

cs.CV↗