Search arXiv⌕ Search

arXiv subjects

Zhihao Li

Publications and source records attributed to Zhihao Li.

At least 19 recordsLinked to original sources

Beyond Point-Attached Semantics: Stable Object-Centric Semantic Fields for Robust Manipulation

Robotic manipulation often requires identifying functional parts, such as a mug handle or a hammer head. However, features attached to observed 3D points can vary with viewpoint and sensor noise, giving a policy inconsistent representations of the same part. We propose an object-centric semantic field to provide more consistent part-aware features for manipulation. We use the observed object cloud to build a continuous field, then read features from this field at 3D locations independently resampled from the cloud. Each feature uses the sampled object support as context, rather than directly reusing an individual point descriptor. Part classification distinguishes functional regions, cross-instance alignment brings corresponding part features together, and perturbation consistency encourages similar features under observation changes. The queried coordinates and features form semantic point clouds that are supplied to a DP3-based policy. We evaluate the approach on four RoboTwin simulation tasks and four real-world bimanual tasks, achieving average success rates of 69.3\% and 67.5\%, respectively. These improve on Utonia Point-wise by 7.0 and 32.5 percentage points, respectively, with real-world tests on held-out objects. A point-wise control with matched part supervision scores 63.5\% in simulation, compared with our 69.3\%. These results highlight the value of stable, object-conditioned semantic fields for manipulation across object instances and varying observations. Project Page: \href{https://zainzh.github.io/beyond-point-attached-semantics}{https://zainzh.github.io/beyond-point-attached-semantics}.

cs.RO↗

KryptoPilot: An Open-World Knowledge-Augmented LLM Agent for Automated Cryptographic Exploitation

Capture-the-Flag (CTF) competitions play a central role in modern cybersecurity as a platform for training practitioners and evaluating offensive and defensive techniques derived from real-world vulnerabilities. Despite recent advances in large language models (LLMs), existing LLM-based agents remain ineffective on high-difficulty cryptographic CTF challenges, which require precise cryptanalytic knowledge, stable long-horizon reasoning, and disciplined interaction with specialized toolchains. Through a systematic exploratory study, we show that insufficient knowledge granularity, rather than model reasoning capacity, is a primary factor limiting successful cryptographic exploitation: coarse or abstracted external knowledge often fails to support correct attack modeling and implementation. Motivated by this observation, we propose KryptoPilot, an open-world knowledge-augmented LLM agent for automated cryptographic exploitation. KryptoPilot integrates dynamic open-world knowledge acquisition via a Deep Research pipeline, a persistent workspace for structured knowledge reuse, and a governance subsystem that stabilizes reasoning through behavioral constraints and cost-aware model routing. This design enables precise knowledge alignment while maintaining efficient reasoning across heterogeneous subtasks. We evaluate KryptoPilot on two established CTF benchmarks and in six real-world CTF competitions. KryptoPilot achieves a complete solve rate on InterCode-CTF, solves between 56 and 60 percent of cryptographic challenges on the NYU-CTF benchmark, and successfully solves 26 out of 33 cryptographic challenges in live competitions, including multiple earliest-solved and uniquely-solved instances. These results demonstrate the necessity of open-world, fine-grained knowledge augmentation and governed reasoning for scaling LLM-based agents to real-world cryptographic exploitation.

cs.CR↗

DeepSeek Elastic Compute (DSec): A Sandbox Infrastructure for Effective Agentic Training at Scale

Large-scale agentic training and evaluation with large language models (LLMs) rely on isolated, stateful execution environments in which models inspect repositories, invoke tools, execute commands, and interact with task-specific services. These workloads create sandboxes in large bursts, span heterogeneous functionality and isolation requirements, retain state across long interactions, and draw from large image corpora with limited reuse. Supporting them therefore requires an elastic execution platform rather than a single sandbox runtime. This report presents DeepSeek Elastic Compute (DSec), a production sandbox platform that exposes FnCall, container, microVM, and full-VM sandbox backends through a unified SDK. DSec coordinates placement and lifecycle management across the cluster, composes environments from independently versioned layers, combines memory sharing, reclamation, and CPU scheduling for high-density execution, and loads image data on demand from Fire-Flyer File System (3FS), a cluster-wide distributed filesystem. DSec is co-designed with the reinforcement learning (RL) framework, decouples stateful rollout execution from preemptible GPU training, coordinates sandbox lifecycle with training to preserve rollout state while reclaiming idle resources, and mitigates agent misbehavior such as reward hacking. A single production-scale unit of DSec spans around 160 nodes, serving about 3 million sandboxes per day; in production, it supports over 380,000 concurrent sandboxes and sustains over 5,000 sandbox creations per second. Our evaluation and deployment experience show that these mechanisms reduce environment setup and image-distribution overhead, improve memory efficiency, and preserve latency-sensitive performance under high-density overcommit.

cs.DC↗

Video Models as Native 4D Renderers: World-Grounded Conditioning from Animated Mesh

Pretrained video diffusion models can act as renderers when the desired scene state is already specified by an animated mesh, a camera trajectory, and a reference image. This 4D generative rendering setting raises a representation question: what image-format condition lets a video backbone obey both camera motion and scene-internal animation? We propose DAR, a reference-guided renderer that extends Wan2.2 camera control from Plücker rays alone to a joint camera-plus-geometry interface. DAR projects a neural 4D G-buffer (tracking, world position, and normal) from the animated mesh and injects it through a widened control adapter while preserving the pretrained image-to-video prior. The central design choice is the pair of tracking and world position. Tracking identifies the persistent surface element that should carry appearance; world position gives its current scene-coordinate state; normal supplies local shape. Depth plus calibrated rays can recover 3D in principle, but depth is a camera-dependent chart in which camera and object motion are mixed. On the 68-case DAR-4D benchmark, LoRA DAR reaches PSNR 23.22, SSIM 0.895, and LPIPS 0.134, improving over off-the-shelf Wan2.2-Depth by 1.54 dB PSNR; a full fine-tune reaches PSNR 25.36 and SSIM 0.917. Matched ablations show that replacing world position by depth reduces PSNR by 1.26--1.55 dB at every checkpoint, supporting tracking+world-position correspondence as a practical 4D rendering condition.

cs.CV↗

Agogic: Performance-Timed Music Tokens for LLM-Native Text-to-Symbolic-Music Generation

Text-to-music language models begin with a choice usually made by default: how to tokenize music. Normally entangled with backbone, data, and recipe, its effect has never been measured in isolation. We fix pretrained Qwen3.5 (0.8B-27B), data, budget, and decoding, and swap only the representation across seven tokenizations, anchoring texture metrics to each representation's model-free ceiling. The ordering is clean and surprising: representation, not model size, is the binding variable for distributional fidelity. Scaling the backbone 34x barely moves Frechet Music Distance (FMD), whereas switching representation halves it. PMT, a performance-resolution stream we release (10 ms timing, per-note velocity, multi-track texture; 609 symbols), reaches FMD 159 at 0.8B against 272-286 for beat grids (1.7-1.8x lower, up to 2.8x elsewhere; non-overlapping bootstrap CIs), so a 0.8B performance-resolution model beats a 27B beat grid. It reappears on a 26M from-scratch backbone and a second performance-resolution tokenizer: a property of the class, not one lucky vocabulary. Nor is it a finer-lattice artifact: snapping PMT's onsets to the beat grids' resolution still leaves it 67-129 FMD ahead of both (n=500). The effect is distributional; whether it is audible is a separate question, left open by our probe, with a human study pre-registered. Native caption adherence is weak but separable: a lightweight decode-time constraint doubles instrument-F1 (.28 to .60) and Correct-Key (.16 to .35) at no distributional cost. We release the harness, 25+ checkpoints, two corpora (86.6k aligned across caption/MIDI/ABC/audio; 6.25M captioned, the largest for music), and an imprinting diagnostic: published text-to-MIDI systems reproduce their training distribution near-invariant to the caption (72% vs. 71% chord-time on disjoint domains). The field's next representation claim can now be measured, not asserted.

cs.SD↗

GO-PRE: Goal-Oriented Next-Best-View Selection via Predictive Rendering Entropy for Active 3D Reconstruction

Active 3D reconstruction relies on active view selection to maximize reconstruction fidelity under limited capture budgets. However, most existing methods rely on surrogate signals such as parameter uncertainty or geometric heuristics, but these signals are often misaligned with the ultimate goal: the fidelity of rendered predictions. We propose GO-PRE, a goal-oriented next-best-view selection framework that explicitly targets information gain in the prediction space. Specifically, we formulate the objective as maximizing the reduction of the average marginal predictive entropy over a user-specified target view manifold. GO-PRE supports interactive goal specification and yields an efficient acquisition rule that enables real-time computation of information gain. Extensive experiments across benchmarks demonstrate that GO-PRE consistently improves active reconstruction performance and provides more reliable uncertainty quantification compared to state-of-the-art methods.

cs.CV↗

Bunraku: Turning a Single Illustration into an Editable Live2D Character

Live2D is the dominant 2D character-animation format for anime characters and virtual avatars, representing each character as a stack of RGBA layers driven by per-layer mesh deformation. Despite its wide use in virtual streaming, mobile games, and interactive characters, authoring a Live2D model still demands weeks of manual layer separation, occlusion completion, mesh placement, and keyframing, and no prior generative method produces such a structured asset end-to-end. We present the first system that, from a single illustration, generates all the structured information a Live2D runtime consumes: ordered RGBA layers, a deformation mesh per layer, and the parameter-driven keypose vertex offsets that make the character move. Stage 1 casts layered decomposition as a layered diffusion process under a Live2D-aware organ-level taxonomy, producing an ordered RGBA stack with hidden-region completion. Stage 2 builds a content-conforming triangle mesh for each layer from its alpha channel alone, then predicts the keypose displacement field of all layers jointly: every vertex of every layer is one token, self-attention spans layer boundaries, and each displacement is factorised into a bounded direction and a log-magnitude. Joint rather than independent prediction is what makes the result a coherent character instead of separately plausible parts, and is our largest gain; scaling the network 112x yields none. On 50 held-out characters, under true generation with no teacher forcing, Stage 2 attains a per-vertex direction cosine of 0.768 (median 0.828). Because a layer's mesh derives from its alpha channel, a clothing layer can be re-textured from a natural-language instruction while the mesh and predicted animation are reused byte-for-byte. We further contribute Live2D-Bench, the first standardized benchmark for the task, and an 8,884-model Live2D corpus with layer and animation supervision.

cs.CV↗

AsySplat: Efficient Asymmetric 3D Gaussian Splatting for Long-Sequence Scene Modeling

Recent generalizable 3D Gaussian Splatting models have advanced long-sequence novel view synthesis (NVS), but at the cost of substantial redundant computation. We identify that the redundancy can be mitigated based on two observations: (i) high-precision geometry is not strictly required for high-quality NVS; (ii) appearance learning is generally easier than geometry recovery. Motivated by these insights, we propose an asymmetric architecture that decouples geometry and appearance modeling. The geometry branch processes coarse-grained tokens with most of the parameters for multi-view reconstruction, while the appearance branch operates on fine-grained tokens to capture details using significantly fewer parameters. The two branches interact through bilateral connections, enabling mutual guidance for their respective tasks. This task-aware asymmetry reduces the computational redundancy and allocates the computation more judiciously, thereby increasing parameter efficiency and enabling smaller models to achieve strong performance. On 32-view 960P inputs, our model matches optimization-based methods while delivering nearly 800x speedup, and surpasses the zero-shot performance of state-of-the-art generalizable models with markedly fewer parameters and reduced training/inference overhead, achieving an overall efficiency improvement.

cs.CV↗

One Video, One World: Turning Monocular Video into Physical 4D Scenes

We introduce \textbf{OVOW}, the first training-free system that reconstructs \emph{instance-level, simulation-ready} 4D mesh scenes from a single monocular video. Recent 4D reconstruction achieves impressive rendering quality, but its outputs (\eg, implicit fields, Gaussian primitives, or point clouds) lack the watertight topology, instance separation, and standardized physical interfaces required by physics simulators and embodied AI. OVOW closes this gap with a four-stage pipeline: a vision-language model discovers, labels, and motion-classifies all instances; category-aware reconstruction yields per-instance meshes for rigid objects and topology-consistent mesh sequences for deformable ones; an iterative render-match-optimize procedure recovers metric scale and 6-DoF pose trajectories; and physics-grounded assembly enforces ground contact and inter-object support. Crucially, we model all motion, rigid and non-rigid, through direct vertex deformation without category-specific priors or skeleton rigging, producing watertight mesh scenes ready for downstream physics simulation and editing. We further establish the first benchmark for \emph{structured Video-to-4D} evaluation, with metrics for geometric correctness, instance separation, and physical plausibility beyond visual fidelity; the same pipeline doubles as a scalable engine for \emph{synthesizing} paired video-to-4D simulation data for future 4D world models and embodied AI. Across two synthetic benchmarks (static and 4D), OVOW attains the best overall layout and geometry accuracy and the lowest photometric and semantic error among all baselines, and on monocular video runs one to two orders of magnitude faster than the baselines, while downstream physics simulation confirms its physical stability.

cs.CV↗

Full spectrum Unlearnable Examples via Spectral Equalization

Unlearnable examples (UEs) protect training data by injecting imperceptible perturbations so that models fail to extract exploitable representations. In this paper, we reveal that existing UEs exhibit a critical failure once low-pass filtering is applied, indicating that the effective perturbation signals for unlearnability concentrate predominantly in high frequencies. Hence, we argue that reliable UEs should remain effective across the full spectrum. To this end, we propose Full-spectrum Unlearnable examples via Spectral Equalization (FUSE), which aims to generate spectrum-agnostic perturbations by equalizing the contributions from different bands and enforcing cross-band consistency. Specifically, FUSE adopts a Random Spectral Masking (RSM) strategy during generator training, which randomly removes a contiguous frequency band, forcing the remaining bands to maintain unlearnability. In addition, FUSE further integrates Cross-Band Guidance (CBG), which enforces mutual consistency between high- and low-frequency components, thereby further enhancing low-frequency unlearnability and regulating high-frequency perturbations to preserve the semantic fidelity of images. Extensive experiments across multiple datasets, architectures, and spectral filtering demonstrate the strong protection achieved by FUSE.

cs.CV↗

Local Pheromone Network: Sparse Local Learning with Multi-Scale Synaptic Trails, Consolidation, and Replay

Backpropagation-trained dense neural networks are powerful function approximators, but they couple learning across many parameters and can overwrite previous associations when tasks conflict. This paper describes Local Pheromone Network, a small research prototype for sparse, local, manually updated neural networks. In Local Pheromone Network, each output unit reads only a fixed local neighborhood of input units subject to geometric distance and molecular-tag compatibility. Each synapse stores a weight, a short-term pheromone trace, a long-term pheromone trace, and an optional consolidation state. Training does not call automatic differentiation. Instead, every layer performs a pheromone-weighted Hebbian-style update on a budgeted subset of local synapses selected from local error and co-activity. The update budget adapts online: it shrinks when loss improves and expands toward recently active neighborhoods when loss worsens. Optional mechanisms add structural plasticity, local replay, output masks for partitioned learning, and a target-free local contrastive step. We present the implementation, learning rule, and preliminary experiments on synthetic regression, partitioned memory, conflicting memory, consolidated conflict, structural plasticity, replay, and a synthetic long-context hybrid memory task. The prototype learns local linear rules, preserves partitioned memories through tags and masks, reduces forgetting under consolidation, and uses replay under conflict.

cs.NE↗

Reformulating Neural Operators in $d+1$ Dimensions for Embedding Evolution

Neural Operators (NOs) are powerful architectures for learning mappings between function spaces. While most advances focus on refining kernel parameterizations over the $d$-dimensional physical domain, the evolution of lifted embeddings remains underexplored, which often drives models toward computationally expensive embedding-scaling designs to improve approximation. In this paper, we introduce an auxiliary function dimension that models embedding evolution in operator form, thereby reformulating the NO pipeline in $d+1$ dimensions. We instantiate this framework via Fourier-based operators acting jointly on the physical and auxiliary domains, yielding a basis-diversified auxiliary evolution module as an alternative to brute-force embedding scaling. Across more than ten increasingly challenging benchmarks, ranging from the 1D heat equation to the highly nonlinear 3D Rayleigh-Taylor instability, our model consistently achieves the lowest relative $L_2$ error among the evaluated baselines. Crucially, this advantage is empirically supported by (1) controlled budget-aware comparisons against scaled and ablated baselines; (2) robustness under mixed-resolution training and super-resolution inference; and (3) zero-shot generalization to unseen temporal regimes. In addition, we present a broader set of design choices for lifting and recovery operators, demonstrating their impact on our model's predictive performance.

cs.LG↗

P$^2$-DPO: Grounding Hallucination in Perceptual Processing via Calibration Direct Preference Optimization

Hallucination has recently garnered significant research attention in Large Vision-Language Models (LVLMs). Direct Preference Optimization (DPO) aims to learn directly from the corrected preferences provided by humans, thereby addressing the hallucination issue. Despite its success, this paradigm has yet to specifically target the perceptual bottleneck in attended regions or address insufficient Visual Robustness against image degradation. Furthermore, existing preference pairs are often vision-agnostic and their inherently off-policy nature limits their effectiveness in guiding model learning. To address these challenges, we propose Perceptual Processing Direct Preference Optimization (P$^2$-DPO), a novel training paradigm in which the model generates and learns from its own preference pairs, thereby directly addressing the identified visual bottlenecks while inherently avoiding the issues of vision-agnostic and off-policy data. It introduces: (1) an on-policy preference pairs construction method targeting Focus-and-Enhance perception and Visual Robustness, and (2) a well-designed Calibration Loss to precisely align visual signals with the causal generation of text. Experimental results demonstrate that with a comparable amount of training data and cost, P$^2$-DPO outperforms strong baselines that rely on costly human feedback on benchmarks. Furthermore, evaluations on Attention Region Fidelity (ARF) and image degradation scenarios validate the effectiveness of P$^2$-DPO in addressing perceptual bottleneck in attended regions and improving Visual Robustness against degraded inputs.

cs.CV↗

LeAP: Learnable Adaptive Permutation for Feature Selection in Heterogeneous and Sparse Recommender Systems

Modern industrial recommender systems rely on thousands of heterogeneous features -- ranging from low-dimensional scalars (e.g., statistical value) to high-dimensional embeddings (e.g., user-id embeddings, MLP representations) -- to achieve high-precision predictions. Given the immense computational costs associated with training, efficient feature selection is critical. However, existing methods encounter three primary bottlenecks: (1) they typically assume uniform feature dimensions or require costly mapping to a fixed size; (2) they struggle with extreme sparsity, where the majority of features (e.g., 99%+) remain at default values; and (3) traditional permutation-based approaches are computationally prohibitive in large-scale settings. To address these challenges, we propose LeAP (Learnable Adaptive Permutation), a novel, model-agnostic plug-in module for feature selection. LeAP transforms the inefficient random permutation process into a learnable mechanism, significantly accelerating the evaluation of feature importance. In addition, we introduce an adaptive regularization strategy tailored for heterogeneous dimensions and extreme sparsity, enabling superior feature importance ranking results across asymmetric input spaces. Experiments on four public recommendation datasets demonstrate that LeAP achieves state-of-the-art performance. Furthermore, LeAP has been deployed in a large-scale industrial search ranking model with over a billion daily requests and a 2TB model parameter scale. In this real-world scenario involving 12,000+ total feature dimensions, LeAP successfully identified and removed over 3,600 redundant dimensions without performance degradation, which is 2 to 10 times the ability of compared baseline methods.

cs.LG↗

Steer Where It Matters: Token-Level Visual-Sensitivity Steering for LVLMs Hallucination Mitigation

Large vision language models (LVLMs) have made rapid advancements and are deployed across various applications, yet hallucinations remain a major challenge. Activation steering is appealing due to its minimal training overhead and controllability at inference time. However, we found that during autoregressive decoding, visual conditioning affects token prediction sparsely and locally across decoding steps, and many existing methods that average image-versus-no-image differences over the entire sequence dilute these critical signals, yielding low signal-to-noise ratio steering directions. Additionally, many existing methods apply a fixed steering strength, which misallocates the intervention budget, over-perturbs non-critical tokens, and can cause instability. To address these limitations, we propose Token-Level Visual-Sensitivity Steering (TLVS) for hallucination mitigation. Our approach first extracts token-level steering vectors and refines them, and then applies fine-grained, visual-sensitivity-adaptive steering only where it matters. This lightweight, plug-and-play mechanism requires only minimal training for calibration and can be applied across diverse vision-language models. It modulates the steering strength at each decoding step, selectively suppressing hallucination-prone spans while preserving evidence-grounded content. We evaluate TLVS on several benchmarks, including POPE, AMBER, CHAIR (COCO), MMHal, and HallusionBench, demonstrating consistent improvements over previous steering methods.

cs.CV↗

Manifold partitioning induced sequential optical reasoning and decision framework for photonic computing

Real-world data are intrinsically embedded in highly entangled manifolds, making the extraction of separable representations a central challenge for artificial intelligent (AI) systems. While optical neural networks (ONNs) offer ultrafast and energy-efficient data processing, their capacity is constrained by limited physical depth. Here, we introduce a sequential optical reasoning and decision (SORD) framework, an architecture that performs time-sequenced hierarchical inference by decomposing global tasks into coarse-to-fine steps via geometry-guided data partitioning. At each step, SORD executes small reasoning via dynamic operator selection, effectively reducing the overall task complexity without scaling up physical architecture. Experimentally, SORD enables a single-layer diffractive ONN to achieve otherwise intractable 100-class optical fiber speckle classification with 94% accuracy and a system energy efficiency of 23.3 TOPS/W. This high-fidelity recognition is further examined in a human-machine interface, featuring real-time interactive all-optical sensing. Overall, our work establishes a scalable and hardware-efficient approach to expanding the effective expressivity of compact photonic AI systems, and may advance their deployment in applications requiring real-time sensing, inference, and control.

physics.optics↗

ShuffleGate: Scalable Feature Optimization for Recommender Systems via Batch-wise Sensitivity Learning

Feature optimization -- specifically Feature Selection (FS) and Dimension Selection (DS) -- is critical for the efficiency and generalization of large-scale recommender systems. While conceptually related, these tasks are typically tackled with isolated solutions that often suffer from ambiguous importance scores or prohibitive computational costs. In this paper, we propose ShuffleGate, a unified and interpretable mechanism that estimates component importance by measuring the model's sensitivity to information loss. Unlike conventional gating that learns relative weights, ShuffleGate introduces a batch-wise shuffling strategy to effectively "erase" information in an end-to-end differentiable manner. This paradigm shift yields naturally polarized importance distributions, bridging the long-standing "search-retrain gap" and distinguishing essential signals from noise without complex threshold tuning. Extensive experiments across four benchmarks validate that ShuffleGate consistently outperforms state-of-the-art methods in both Feature and Dimension Selection tasks. It achieves a 15\times speedup over permutation baselines and demonstrates extreme scalability by processing 270M parameters in just 700 seconds. Finally, in a top-tier industrial deployment, it compressed input dimensions by 10\times, yielding a 91% increase in training throughput while serving billions of daily requests without performance degradation.

cs.LG↗

RayMamba: Ray-Aligned Serialization for Long-Range 3D Object Detection

Long-range 3D object detection remains challenging because LiDAR observations become highly sparse and fragmented in the far field, making reliable context modeling difficult for existing detectors. To address this issue, recent state space model (SSM)-based methods have improved long-range modeling efficiency. However, their effectiveness is still limited by generic serialization strategies that fail to preserve meaningful contextual neighborhoods in sparse scenes. To address this issue, we propose RayMamba, a geometry-aware plug-and-play enhancement for voxel-based 3D detectors. RayMamba organizes sparse voxels into sector-wise ordered sequences through a ray-aligned serialization strategy, which preserves directional continuity and occlusion-related context for subsequent Mamba-based modeling. It is compatible with both LiDAR-only and multimodal detectors, while introducing only modest overhead. Extensive experiments on nuScenes and Argoverse 2 demonstrate consistent improvements across strong baselines. In particular, RayMamba achieves up to 2.49 mAP and 1.59 NDS gain in the challenging 40--50 m range on nuScenes, and further improves VoxelNeXt on Argoverse 2 from 30.3 to 31.2 mAP.

cs.CV↗