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Yuhao Wang

Publications and source records attributed to Yuhao Wang.

At least 55 records · Page 3Linked to original sources

Whole-Body Semantic-to-Actuation Grounding of Elephant-Inspired Soft-Trunk Motion via Lightweight Flow Matching

For close-contact human-robot interaction (HRI), trunk-like continuum manipulators provide a physical channel for diverse whole-body expression, but grounding open-vocabulary responses into such robots is difficult: end-effector motion underspecifies body shape, whereas direct whole-body commands are high-dimensional and hard to keep feasible. We propose a whole-body semantic-to-actuation grounding framework for elephant-inspired soft-trunk HRI based on lightweight flow matching. The framework converts responses from a multimodal large language model into bounded, morphology-aligned intent-intensity tuples, parameterizes tendon-actuation trajectories with compact Catmull-Rom spline controls, and uses a rectified-flow generator to sample feasible whole-body trunk motions. Experiments show that the proposed framework improves held-out grounding correctness from 25.0% to 77.2% over a raw-response dense-regression baseline. Compared with a denoising-diffusion baseline, it improves correctness from 71.9% to 77.2% and reduces inference time from 7.86 ms to 4.87 ms while preserving motion diversity. A 100-participant physical HRI study further shows that adding the generated soft-trunk motion channel increases the positive overall-satisfaction rating from 46% to 82% over the audiovisual-only baseline.

cs.RO↗

ERA: Entropy-Guided Visual Token Pruning with Rectified Attention for Efficient MLLMs

Multimodal Large Language Models (MLLMs) incur prohibitive inference costs due to long visual token sequences. Training-free visual token reduction provides an efficient solution. However, existing methods distort attention distributions, giving rise to a phenomenon we term Attention Logit Collapse. To address this issue, we propose ERA, an Entropy-guided visual token pruning framework with Rectified Attention for efficient MLLMs. Specifically, ERA comprises three crucial components: Dual-view Entropy Pruning (DEP), Bias-aware Token Recycling (BTR), and Logit-preserving Attention Rectification (LAR). First, DEP identifies representative anchor tokens by jointly modeling visual diversity and head-wise saliency. BTR then recycles pruned tokens into their corresponding anchors while estimating a cluster-level logit bias. Building upon this, LAR injects the estimated bias into attention logits, effectively rectifying the collapse induced by token reduction. Together, these components preserve visual evidence even under aggressive compression, enabling robust performance across single-image, multi-image, and video settings on a wide range of MLLMs. Beyond delivering practical acceleration, ERA establishes logit-preserving visual token pruning as a principled framework for efficient MLLMs, unifying theoretical foundation, algorithmic design, and practical deployment. The code is at https://github.com/924973292/ERA.

cs.CV↗

Presence versus absence of charging energies in PbTe quantum dots

Charging energy ($E_C$) is essential in quantum dot (QD) devices. Previous studies on PbTe QDs have reported both the presence and absence of $E_C$. To resolve this ambiguity, we vary the QD size, i.e. the cross-sectional area of PbTe nanowires, and track the evolution of $E_C$. For large crosssectional areas ($\sim$ 16000 nm$^2$), the PbTe QDs exhibit no measurable $E_C$, while quantized levels are well resolved. Decreasing this area successively to 5000, 1500, and 460 nm$^2$, $E_C$ becomes finite and increases to 80, 160, and 210 $μ$eV, respectively. We further demonstrate the strong tunability of local gates, which can tune the PbTe device from the QD regime to the regime of ballistic transport. These results address concerns regarding the large dielectric constant of PbTe and provide key insights in engineering advanced PbTe quantum devices.

cond-mat.mes-hall↗

MotionAtlas: Detailed Region Captioning for Motion-Centric Videos

We propose MotionAtlas, a system for detailed captioning of motion-centric videos, comprising (1) a dedicated human-annotated benchmark, (2) a scalable, high-quality pipeline to construct training samples, and (3) a family of powerful Video-MLLMs. Unlike conventional global motion captioning datasets, we focus on region-aware motion captioning: given a video and a spatiotemporal mask, the model generates precise descriptions of motion within the target region, thereby alleviating visual clutter and motion entanglement and enabling reliable, quantifiable evaluation. Concretely, we first build MotionAtlas-Bench, a comprehensive benchmark comprising 2,073 multiple-choice questions, meticulously annotated for a curated set of high-quality, motion-centric videos, to evaluate fine-grained motion understanding of the objects in question. Second, we design a rigorous and scalable data pipeline that leverages self-bootstrap refinement to suppress fine-grained hallucinations, yielding 159k high-quality motion captioning data. Third, we design a tailored training data composition strategy, which achieves consistent and substantial performance gains across diverse baseline Video-MLLMs, including Molmo2 and Qwen3-VL. For instance, MotionAtlas-4B surpasses Qwen3-VL-4B by an average of 5.2 percentage points across general motion benchmarks. The benchmark, dataset, and code have been released.

cs.CV↗

DeepResearch-9K: A Challenging Benchmark Dataset of Deep-Research Agent

Deep-research agents are capable of executing multi-step web exploration, targeted retrieval, and sophisticated question answering. Despite their powerful capabilities, deep-research agents face two critical bottlenecks: (1) the lack of large-scale, challenging datasets with real-world difficulty, and (2) the absence of accessible, open-source frameworks for data synthesis and agent training. To bridge these gaps, we first construct DeepResearch-9K, a large-scale challenging dataset specifically designed for deep-research scenarios built from open-source multi-hop question-answering (QA) datasets via a low-cost autonomous pipeline. Notably, it consists of (1) 9000 questions spanning three difficulty levels from L1 to L3 (2) high-quality search trajectories with reasoning chains from Tongyi-DeepResearch-30B-A3B, a state-of-the-art deep-research agent, and (3) verifiable answers. Furthermore, we develop an open-source training framework DeepResearch-R1 that supports (1) multi-turn web interactions, (2) different reinforcement learning (RL) approaches, and (3) different reward models such as rule-based outcome reward and LLM-as-judge feedback. Finally, empirical results demonstrate that agents trained on DeepResearch-9K under our DeepResearch-R1 achieve state-of-the-art results on challenging deep-research benchmarks. We release the DeepResearch-9K dataset on https://huggingface.co/datasets/artillerywu/DeepResearch-9K and the code of DeepResearch-R1 on https://github.com/Applied-Machine-Learning-Lab/DeepResearch-R1.

cs.AI↗

PerceptionDLM: Parallel Region Perception with Multimodal Diffusion Language Models

Multimodal large language models (MLLMs) have achieved remarkable progress in visual understanding tasks. However, most existing MLLMs rely on autoregressive generation, which limits their efficiency for perception tasks that require captioning multiple regions. In this work, we propose PerceptionDLM, a multimodal diffusion language model optimized for efficient parallel region perception. Built upon PerceptionDLM-Base, a strong foundational baseline that achieves state-of-the-art performance among open-source diffusion MLLMs, our architecture fully leverages the parallel decoding nature of DLMs. Specifically, we introduce efficient prompting and structured attention masking to enable simultaneous perception of multiple masked regions, allowing the model to generate region descriptions in parallel at both the sequence and token levels. This design significantly improves inference efficiency compared with existing approaches that process regions sequentially. To systematically evaluate the parallelism property of visual perception capability for DLMs, we construct a new Parallel Detailed Localized Captioning Benchmark (ParaDLC-Bench) by scaling the DLC-Bench to include multiple region masks per image, enabling joint evaluation of both caption quality and inference efficiency. Experiments demonstrate that PerceptionDLM maintains competitive performance in region captioning while achieving substantial speed improvements for multi-region perception tasks. Our results highlight the potential of multimodal diffusion language models for efficient, parallel visual perception. To the best of our knowledge, we are the first to achieve parallel region caption and perception by leveraging the advantages of diffusion language models. Code, models, and datasets are released.

cs.CV↗

Optimal structure learning and conditional independence testing

We establish a fundamental connection between optimal structure learning and optimal conditional independence testing by showing that the minimax optimal rate for structure learning problems is determined by the minimax rate for conditional independence testing in these problems. This is accomplished by establishing a general reduction between these two problems in the case of poly-forests, and demonstrated by deriving optimal rates for several examples, including Bernoulli, Gaussian and nonparametric models. Furthermore, we show that the optimal algorithm in these settings is a suitable modification of the PC algorithm. This theoretical finding provides a unified framework for analyzing the statistical complexity of structure learning through the lens of minimax testing.

math.ST↗

3D-CoS: A New 3D Reconstruction Paradigm Based on VLM Code Synthesis

Most recent 3D reconstruction and editing systems operate on implicit and explicit representations such as NeRF, point clouds, or meshes. While these representations enable high-fidelity rendering, they are fundamentally low-level and hard to control programmatically. In contrast, we propose and systematically evaluate a new 3D reconstruction paradigm, 3D Code Synthesis (3D-CoS), where 3D assets are constructed as executable Blender code, a programmatic and interpretable medium. To assess how well current VLMs can use code to represent 3D objects, we evaluate representative open-source and closed-source VLMs in code-based reconstruction under a unified protocol. We further introduce a suite of structured code-synthesis workflows, including blueprint-based planning, Retrieval-Augmented Generation (RAG) over Blender API documentation, few-shot geometric demonstrations, and a component-level Agent workflow for part-wise code generation. To demonstrate the unique advantages of this representation, we further evaluate localized text-driven modifications and compare our code-based edits with a point-cloud-based 3D editing baseline. Our study shows that code as a 3D representation offers strong controllability and locality, yielding stronger edit fidelity and better preservation of unedited regions in our targeted editing evaluation. Our work also analyzes the potential of this paradigm, delineates the current capability frontier of VLMs for programmatic 3D modeling, and highlights code synthesis as a promising direction for editable 3D reconstruction.

cs.CV↗

OneReason Technical Report

Generative recommendation models in the OneRec family have been widely deployed in many real-world services, such as short-video, live-streaming, advertising, and e-commerce. However, these generative models can only benefit from the scaling advantage, while their reasoning ability is hard to activate, since we cannot construct meaningful Chain-of-Thought (CoT) sequences consisting of itemic tokens only. Inspired by the success of the reasoning-style ``think before answer'' paradigm in the LLM field, we conduct preliminary studies (i.e., OneRec-Think, OpenOneRec) to explore reasoning capability in generative recommendation. Nevertheless, we notice an unexpected phenomenon: the thinking mode does not show advantages over the non-thinking mode. Drawing insights from recent findings on CoT robustness in multi-modal language models, we argue that effective reasoning in recommendation rests on two factors: perception, the ability to ground itemic tokens in their underlying language semantics, and cognition, the ability to reorganize a user's behavior sequence into coherent latent interest points. We therefore propose OneReason, which includes: (1) strong itemic token perception in pre-training, (2) a three-level cognition-enhanced CoT format for recommendation tasks in SFT, and (3) a specialize-then-unify training recipe in RL to enhance the thinking ability.

cs.IR↗

PreAct-Bench: Benchmarking Predictive Monitoring in LLMs

Large language models (LLMs) are increasingly deployed as autonomous agents capable of executing multi-step action trajectories toward a given objective. While existing safety research has focused on detecting unethical behavior from complete trajectories, this paradigm is fundamentally retrospective: it identifies harm only after it has already occurred. In this work, we study a critical yet overlooked safety task, which we term Predictive Monitoring: given only a partial action trajectory, can a model infer whether it will culminate in an unethical action before the overt action is executed? To support this task, we present PreActBench, a benchmark of 1,000 paired ethical and unethical action trajectories spanning five domains. We evaluate a range of LLMs, safety guardrail models, and latent probing methods across varying fractions of the action trajectory using our Prefix Foresight F1 metric. Results show that while humans achieve promising performance, predictive monitoring remains challenging even for strong models, highlighting the need for future-oriented risk reasoning in LLM safety.

cs.LG↗

Agentic Active Omni-Modal Perception for Multi-Hop Audio-Visual Reasoning

Multi-hop audio-visual reasoning remains challenging for Omni-LLMs, as relevant evidence is often sparse, temporally dispersed, and distributed across both audio and visual streams. Existing benchmarks provide limited investigation of this setting, typically involving only a limited number of modalities, relevant temporal segments, or reasoning steps. In this work, we introduce MOV-Bench, a benchmark containing 519 carefully curated questions that require multi-hop reasoning over temporally dispersed audio-visual evidence. Evaluations on MOV-Bench reveal that current Omni-LLMs still struggle with multi-hop cross-modal reasoning. To address this challenge, we further propose AOP-Agent, an efficient agentic framework built on open-source Omni-LLMs for active omni-modal perception. By combining a hierarchical omni-modal memory with a collaborative observe-reflect-replan loop, AOP-Agent enables open-source Omni-LLMs to perform active perception without additional training or proprietary models. Experiments on MOV-Bench and OmniVideoBench demonstrate that AOP-Agent consistently improves reasoning performance, with particularly notable gains on long videos and reasoning-intensive questions.

cs.AI↗

Evolving Robustness--Exploration Trade-off in Online Reinforcement Learning via Quantile Bayesian Risk MDPs

In online reinforcement learning, data scarcity creates epistemic uncertainty that makes robustness important early in learning, whereas sufficient exploration is needed to learn the true-environment optimal policy. We study this time-varying robustness--exploration trade-off through a quantile Bayesian risk-aware Markov decision process (BR-MDP), in which the quantile level controls how posterior uncertainty enters the Bellman backup. We characterize this control through an asymptotic normality result for the difference between the quantile BR-MDP value and the value in the true environment. The result implies that upper/lower-tail quantiles induce optimism/pessimism towards epistemic uncertainty, and the magnitude of the optimism/pessimism decreases as data accumulate. Building on this characterization, we propose an online Bayesian risk-aware algorithm with an adaptive quantile schedule that emphasizes robustness early and gradually encourages exploration of less-visited state--action pairs. We establish sublinear Bayesian regret bounds with respect to both the true optimal value and the optimal BR-MDP robust value. Numerical experiments demonstrate strong performance in both exploration-demanding and exploration-costly environments.

cs.LG↗

StepAudio 2.5 Technical Report

Unified audio-language modeling has emerged as a prominent trend in modern speech systems, promising to bring the reasoning capabilities of large language models to auditory tasks. However, existing unified foundations often struggle to match the depth of specialized systems across automatic speech recognition (ASR), text-to-speech synthesis (TTS), and realtime spoken interaction. Bridging this gap remains an open challenge. This report presents StepAudio 2.5, a unified audio-language foundation model that matches or exceeds specialized systems across all three capabilities. Rather than treating these tasks as architecturally distinct, we operate on the premise that once text and audio share a multimodal representational space, task specialization becomes a matter of operational regimes: data construction, optimization targets, and decoding constraints. Guided by this insight, we advance the post-training paradigm from standard supervised learning to task-tailored Reinforcement Learning from Human Feedback (RLHF), using it as the primary mechanism to define complex optimization targets. We leverage this RLHF-centric alignment, alongside specialized decoding, to shape a shared backbone into three distinct operational modes. Concretely, the ASR branch advances transcription efficiency via verifiable multi-token decoding; the TTS branch achieves controllable, expressive synthesis through preference-based RLHF and context-rich supervision; and the Realtime branch realizes low-latency, persona-consistent dialogue via generative reward modeling within an RLHF framework. On standard benchmarks, StepAudio 2.5 achieves state-of-the-art results across ASR, TTS, and Realtime, demonstrating that a singular audio-language foundation can successfully internalize the distinct deployment objectives of speech understanding, generation, and live interaction.

eess.AS↗

SceneCode: Executable World Programs for Editable Indoor Scenes with Articulated Objects

Indoor scene synthesis underpins embodied AI, robotic manipulation, and simulation-based policy evaluation, where a useful scene must specify not only what the environment looks like, but also how its objects are structured. Existing pipelines, however, typically represent generated content as static meshes and inherit articulation only from curated asset libraries, which limits object-level controllability and prevents new interactable assets from being produced on demand. We address this gap by formulating physically interactable indoor scene synthesis as programmatic world generation, and present SceneCode, a framework that compiles a natural language prompt into an executable, code-driven indoor world rather than a collection of opaque meshes. A room-level agentic backbone first turns the prompt into a structured house layout and emits per-object AssetRequests through a planner--designer--critic loop. Each request is then routed to one of five code-generation strategies and converted into a synthesized part-wise Blender Python programs that are validated through an execution-guided repair-and-refine loop. The resulting programs are compiled into simulation-ready assets, and exported as SDF for physics simulation. A persistent scene-state registry links object requests, executable programs, rendered geometry, and simulation assets, turning scene assembly into a traceable and locally editable world-building process. We evaluate SceneCode across scene-level synthesis, object-level asset quality, human judgment, and downstream robot interaction. Results show that executable world programs improve prompt-faithful indoor scene generation and produce assets with cleaner mesh structure, and simulator-loadable articulation metadata. Project page: https://scene-code.github.io/.

cs.AI↗

SD-ReID: View-aware Stable Diffusion for Aerial-Ground Person Re-Identification

Aerial-Ground Person Re-IDentification (AG-ReID) aims to retrieve specific persons across cameras with different viewpoints. Previous works focus on designing discriminative models to maintain the identity consistency despite drastic changes in camera viewpoints. The core idea behind these methods is quite natural, but designing a view-robust model is a very challenging task. Moreover, they overlook the contribution of view-specific features in enhancing the model's ability to represent persons. To address these issues, we propose a novel generative framework named SD-ReID for AG-ReID, which leverages generative models to mimic the feature distribution of different views while extracting robust identity representations. More specifically, we first train a ViT-based model to extract person representations along with controllable conditions, including identity and view conditions. We then fine-tune the Stable Diffusion (SD) model to enhance person representations guided by these controllable conditions. Furthermore, we introduce the View-Refined Decoder (VRD) to bridge the gap between instance-level and global-level features. Finally, both person representations and all-view features are employed to retrieve target persons. Extensive experiments on five AG-ReID benchmarks (i.e., CARGO, AG-ReIDv1, AG-ReIDv2, LAGPeR and G2APS-ReID) demonstrate the effectiveness of our proposed method. The source code and pre-trained models are available at https://github.com/924973292/SD-ReID.

cs.CV↗

Miner:Mining Intrinsic Mastery for Data-Efficient RL in Large Reasoning Models

Current critic-free RL methods for large reasoning models suffer from severe inefficiency when training on positive homogeneous prompts (where all rollouts are correct), resulting in waste of rollouts due to zero advantage estimates. We introduce a radically simple yet powerful solution to \uline{M}ine \uline{in}trinsic mast\uline{er}y (Miner), that repurposes the policy's intrinsic uncertainty as a self-supervised reward signal, with no external supervision, auxiliary models, or additional inference cost. Our method pioneers two key innovations: (1) a token-level focal credit assignment mechanism that dynamically amplifies gradients on critical uncertain tokens while suppressing overconfident ones, and (2) adaptive advantage calibration to seamlessly integrate intrinsic and verifiable rewards. Evaluated across six reasoning benchmarks on Qwen3-4B and Qwen3-8B base models, Miner achieves state-of-the-art performance among the other four algorithms, yielding up to \textbf{4.58} absolute gains in Pass@1 and \textbf{6.66} gains in Pass@K compared to GRPO. Comparison with other methods targeted at exploration enhancement further discloses the superiority of the two newly proposed innovations. This demonstrates that latent uncertainty exploitation is both necessary and sufficient for efficient and scalable RL training of reasoning models. Code is available at https://github.com/pixas/Miner.

cs.AI↗

Reinforced Informativeness Optimization for Long-Form Retrieval-Augmented Generation

Long-form question answering (LFQA) requires open-ended long-form responses that synthesize coherent, factually grounded content from multi-source evidence. This makes reinforcement learning (RL) reward design critical. The reward must be verifiable for faithful grounding and stable optimization. However, many standard rewards assume a unique target with an exact-match notion of correctness, which fits short-form QA and math but breaks in LFQA. As a result, current RAG systems still lack verifiable reward mechanisms, yielding unstable feedback signals and suboptimal optimization outcomes. We propose RioRAG, a framework for reinforced verifiable informativeness optimization. First, it defines informativeness as a measurable and externally verifiable objective for RL. Second, RioRAG uses nugget-centric verification with cross-source checks to enable self-evolution of smaller LLMs and to provide denser, action-discriminative rewards that mitigate reward sparsity and stabilize optimization. This formulation avoids handcrafted supervision for the policy model and strong teacher-model distillation, relying instead on externally verifiable feedback. Experiments on LongFact and RAGChecker show that RioRAG achieves higher factual recall and faithfulness, establishing verifiable reward modeling as a foundation for trustworthy long-form RAG. Our codes are available at https://github.com/RUCAIBox/RioRAG.

cs.CL↗

A Unified Multi-Dynamics Framework for Perception-Oriented Modeling in Tendon-Driven Continuum Robots

Tendon-driven continuum robots offer intrinsically safe and contact-rich interactions owing to their kinematic redundancy and structural compliance. However, their perception often depends on external sensors, which increase hardware complexity and limit scalability. This work introduces a unified multi-dynamics modeling framework for tendon-driven continuum robotic systems, exemplified by a spiral-inspired robot named Spirob. The framework integrates motor electrical dynamics, motor-winch dynamics, and continuum robot dynamics into a coherent system model. Within this framework, motor signals such as current and angular displacement are modeled to expose the electromechanical signatures of external interactions, enabling perception grounded in intrinsic dynamics. The model captures and validates key physical behaviors of the real system, including actuation hysteresis and self-contact at motion limits. Building on this foundation, the framework is applied to environmental interaction: first for passive contact detection, verified experimentally against simulation data; then for active contact sensing, where control and perception strategies from simulation are successfully applied to the real robot; and finally for object size estimation, where a policy learned in simulation is directly deployed on hardware. The results demonstrate that the proposed framework provides a physically grounded way to interpret interaction signatures from intrinsic motor signals in tendon-driven continuum robots.

cs.RO↗