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Zixuan Chen

Publications and source records attributed to Zixuan Chen.

At least 37 records · Page 2Linked to original sources

ICA: Information-Aware Credit Assignment for Visually Grounded Long-Horizon Information-Seeking Agents

Long-horizon reinforcement learning for information seeking agents remains difficult because terminal rewards reveal whether the final answer is correct, but not which acquired information enabled it. This difficulty is amplified by text-derived webpage observations, where parsing, truncation, and summarization often produce incomplete and unstable content representations across trajectories. We propose an evidence-centric framework for web agent learning that represents information acquired through tools as identifiable units for comparison across trajectories. In particular, fetched webpages are represented as rendered snapshots, preserving layout and multimodal content as stable content-level observations. Building on these units, we introduce Information-Aware Credit Assignment, a post hoc reward propagation method that estimates turn-level utility scores from rollout success rates and assigns dense rewards to intermediate steps that introduced high-utility information. Integrated with GSPO, our method consistently improves performance on BrowseComp, GAIA, Xbench-DS, and Seal-0. Code and datasets will be released at https://github.com/pc-inno/ICA_MM_deepsearch.

cs.LG↗

EvTrajGS: Accurate and Efficient 3D Gaussian Splatting from Unposed Event Streams

Event cameras, with high temporal resolution, high dynamic range, and asynchronous sensing characteristics, have shown great potential for dense 3D reconstruction. Traditional reconstruction methods based on off-the-shelf pose estimates achieve high efficiency but produce low-fidelity results, as inaccurate pose initialization introduces cumulative reconstruction errors. In contrast, recent SLAM-style methods stabilize joint pose-scene optimization through incremental tracking and mapping, yielding higher reconstruction fidelity at the expense of considerable computational overhead. To address this trade-off, this paper presents EvTrajGS, an accurate and efficient 3D Gaussian Splatting framework for unposed event streams. Our method enables reliable joint pose-scene optimization initialized from coarse pose priors, eliminating the need for computationally expensive SLAM-style pipelines. EvTrajGS parameterizes camera motion as a continuous-time trajectory initialized from discrete camera poses, providing a unified representation for pose refinement. We then aggregate adjacent trajectory states into a temporally coupled pose, promoting temporally consistent pose updates during joint optimization. Additionally, we introduce a loss-reweighted event sampling strategy to adaptively emphasize temporally under-reconstructed intervals. Extensive experiments on both synthetic and real-world datasets demonstrate that EvTrajGS outperforms state-of-the-art methods in terms of both geometric reconstruction quality and pose estimation accuracy, achieving 3.8 dB higher PSNR, 0.1 higher SSIM, and over 40\% lower ATE RMSE while retaining high computational efficiency.

cs.CV↗

Representation theorems for actual and alpha powers over general concurrent game frames without assuming independence of agents

Concurrent game frames are a standard semantic framework for logics of strategic reasoning. Two notions of coalition power can be derived from such frames: alpha powers and actual powers. An alpha power of a coalition is a set of possible futures such that the coalition has an action that forces the resulting future to lie in that set. An actual power of a coalition is a set of possible futures satisfying the following condition: the coalition has an action such that (1) the action forces the resulting future to lie in the set, and (2) every future in the set is compatible with that action. Recent generalizations of concurrent game frames separate three structural assumptions built into the standard model: seriality, independence of agents, and determinism. This yields eight classes of general concurrent game frames. In this paper, we prove that for actual powers, the four classes of general concurrent game frames, where independence of agents is not assumed, are representable by four corresponding classes of neighborhood frames. Building on this result, we show that for alpha powers, the same four classes of general concurrent game frames are likewise representable by four corresponding classes of neighborhood frames.

cs.GT↗

Unified Removal of Raindrops and Reflections: A New Benchmark and A Novel Pipeline

When capturing images through glass surfaces or windshields on rainy days, raindrops and reflections frequently co-occur to significantly reduce the visibility of captured images. This practical problem lacks attention and needs to be resolved urgently. Prior de-raindrop, de-reflection, and all-in-one models have failed to address this composite degradation. To this end, we first formally define the unified removal of raindrops and reflections (UR$^3$) task for the first time and construct a real-shot dataset, namely RainDrop and ReFlection (RDRF), which provides a new benchmark with substantial, high-quality, diverse image pairs. Then, we propose a novel diffusion-based framework (i.e., DiffUR$^3$) with several target designs to address this challenging task. By leveraging the powerful generative prior, DiffUR$^3$ successfully removes both types of degradations. Extensive experiments demonstrate that our method achieves state-of-the-art performance on our benchmark and on challenging in-the-wild images.

cs.CV↗

SPLC: Social Preference Learning for Crowd Robot Navigation

Offline reinforcement learning (RL) holds significant potential for crowd robot navigation in human-robot coexistence applications. However, the inherent complexity of pedestrian motion renders the design of effective reward functions for promoting socially compliant robot behaviors a persistent challenge. This paper proposes a Social Preference Learning for Crowd Robot Navigation (SPLC) algorithm to eliminate the need for detailed reward design. Its core innovation lies in the introduction of a social preference feedback mechanism to automatically generate preference data through principled preference evaluation criteria. By explicitly accounting for the intricacies of pedestrian dynamics, the pipeline mitigates the reward bias and facilitates the systematic quantification of broad social norms, thereby fostering socially compliant behaviors. Extensive experiments integrating SPLC with offline RL methods demonstrate consistent improvements over state-of-the-art baselines across standard performance metrics. Furthermore, real-world experiments on the TurtleBot4 further validate the effectiveness of SPLC in practical human-robot coexistence settings. Our code and video demos are available at https://github.com/sklus949/SPLC.

cs.RO↗

Representation theorems for actual and alpha powers over two-agent general concurrent game frames

One of the most well-known connections between modal logic and games is Pauly's representation theorem: that the induced powers of individuals and coalitions in a concurrent game frame correspond, in a precise sense, to a certain class of neighborhood models. The precise sense here is what is called \emph{alpha effectivity} (or \emph{alpha power}): the power of a coalition is characterized by the sets of states which it can ensure the outcome to lie in by taking some joint action. This definition is inherently monotonic, and, as pointed out by \cite{benthem_new_2019}, that fact can obscure relevant information about the power structure in the game: we don't know whether two sets a coalition has the power to enforce correspond to the same or different joint actions. An alternative is to characterise the power of a coalition by its \emph{actual powers} (called \emph{basic powers} in \cite{benthem_new_2019}): the set of sets of states where each corresponds to one joint action by the coalition and all possible joint actions by the other agents. It has recently been argued \cite{li_minimal_2025, li_completeness_2026} that standard concurrent game frames rely on three assumptions that in some cases may be too strong: seriality, independence of agents, and determinism. This gives a total of eight different classes of \emph{general} concurrent game frames. In this paper, assuming two agents, we prove that for actual powers, the eight classes of general concurrent game frames are representable by eight corresponding classes of neighborhood frames. Building on this result, we show that for alpha powers, the same eight classes of general concurrent game frames are likewise representable by eight corresponding classes of neighborhood frames. This generalizes a result in \cite{benthem_new_2019}. We also show that the two-agent actual characterization does not extend to arbitrary finite agent sets.

cs.GT↗

Wh0: Generative World Models as Scalable Sources of Egocentric Human Hand Manipulation Data

Scaling dexterous manipulation requires generalization across objects, scenes, and tasks, yet existing data sources face a trade-off between scale and scene/embodiment alignment: teleoperation data is well aligned with robot deployment but expensive to collect; simulation is scalable but limited by the sim-to-real gap; and real egocentric videos scale effectively but remain misaligned with robot deployment. We propose Wh0, a framework that uses generative video world models as scalable and controllable sources of egocentric human-hand manipulation data to unlock the manipulation capabilities of pretrained dexterous VLA models. Conditioned on language, objects, and scenes, Wh0 uses a generative world model to produce WM-H, a 50k-episode dataset of egocentric human-object interaction videos. Wh0 then converts the generated videos into robot-trainable supervision through hand motion reconstruction and visual editing. Co-trained with a limited amount of real robot data, WM-H adapts pretrained VLA models to dexterous manipulation deployment. Across 18 real-world dexterous manipulation tasks, compared with a model post-trained only on robot data, Wh0 improves zero-shot success on unseen tasks from 8.3% to 38.9%. Ablation studies further show that scalable generation and scene/embodiment alignment are key drivers of performance gains. Videos and open-source code can be found on our project website: https://chenyt31.github.io/wh0.github.io/.

cs.RO↗

Uni-LaViRA: Language-Vision-Robot Actions Translation for Unified Embodied Navigation

Embodied navigation requires an agent to map language and visual observations to a stream of spatial actions that drive a real robot through environments it has never seen. The dominant approach has been to scale vision-language-action (VLA) foundation models on ever-larger collections of robot trajectories. This paper argues that, for navigation specifically, generality can be obtained structurally, not only through data scale. The underlying decision structure of navigation reduces to a single Language-Vision-Robot Actions Translation. The language action emits semantic-level directional command and the vision action emits a pixel-level visual target. Both outputs lie inside the natural output manifold of pretrained multimodal large language models (MLLMs), so the task can be reasoned about by an agent rather than learned from robot data. Therefore, we present Uni-LaViRA, a unified agentic architecture that extends the same insight to four task families (VLN-CE, ObjectNav, EQA, and Aerial-VLN) and to four heterogeneous real robots (Wheeled, Quadruped, Humanoid robot, and a self-built UAV) in a zero-shot manner. Two agent-loop mechanisms make this unification practical. TODO List Memory (TDM) rewrites a structured checklist of pending sub-goals at every step, reciting the unfinished items back into the agent's most recent attention window. Second Chance Backtrack (SCB) rolls the robot back to the pre-error state and conditions the agent's next plan on the failed sub-trajectory, turning single-pass navigation into a self-correcting process. With zero training effort, Uni-LaViRA reaches 60.7% SR on VLN-CE R2R, 51.3% on VLN-CE RxR, 77.7% on HM3D-v2, 60.0% on HM3D-OVON, 54.7% on MP3D-EQA, and 40.0% on OpenUAV, matching or even surpassing recent training navigation foundation models that consume millions of samples and thousands of GPU-hours.

cs.RO↗

Dynamic Optimization and Safety Indicator Injection for Jailbreaking Text-to-Image Models with Multimodal Safety Filters

Text-to-image (T2I) models can generate not-safe-for-work (NSFW) content, motivating multi-stage safety pipelines with both text and image filters. Newer LLM-based filters detect latent intent beyond keywords, making token-level perturbation attacks unreliable. Our evaluation further shows that existing jailbreak methods exhibit a sharp trade-off between filter evasion and semantic fidelity, while also requiring excessive queries to succeed. We introduce \textbf{OptJail}, an automated jailbreak framework that combines dynamic prompt optimization with multimodal feedback. It consists of two key components: (i) \textit{Dynamic Optimization}, an iterative process that leverages text-filter feedback and semantic consistency to rewrite prompts into adversarial variants; and (ii) \textit{Adaptive Safety Indicator Injection}, which formulates the injection of benign visual cues as a reinforcement learning problem to bypass image-level filters. OptJail achieves state-of-the-art performance, increasing the ShieldLM-7B bypass rate from 8.9\% (Sneakyprompt) to 99.0\%, improving CLIP score from 0.2637 to 0.2762. Moreover, it generalizes to unseen filters and successfully jailbreaks DALL E 3 in our evaluation. Mechanistic analysis reveals why these defenses fail: optimized prompts are projected into the ``safe'' region of the filter's representation space yet remain nearly stationary in the generative model's semantic space, and injected safety indicators redirect image detectors' attention away from NSFW content toward benign visual cues. This study reveals systemic vulnerabilities in current multimodal defenses and motivates stronger adaptive defenses.

cs.LG↗

IterInject: Indirect Prompt Injection Against LLM Agents via Feedback-Guided Iterative Optimization

LLM-based agents are increasingly deployed for complex tasks requiring planning, tool use, and interaction with external services. Their reliance on untrusted external content exposes them to indirect prompt injection (IPI), in which adversarial instructions embedded in retrieved data hijack agent behavior. Existing attacks rely on static payloads that cannot adapt to agent-specific defenses; even recent adaptive methods lack structured feedback to guide optimization. We introduce \oursys, a feedback-guided iterative framework that closes the loop between injection, diagnosis, and refinement: a rule-based diagnoser produces structured outcome labels with behavioral descriptions, and an LLM-based optimizer refines payloads conditioned on the full optimization history. A synthesis step generates new disguise seeds from failure patterns, enabling the strategy space to self-evolve. On AgentDojo and InjectAgent, \oursys substantially outperforms static baselines and existing adaptive methods across four victim models. Extension experiments on Claude Code, a production-grade coding agent with layered defenses, show that optimized payloads achieve full success on 5 of 9 targets; even those that resist full exploitation exhibit measurable improvement from iterative refinement. We further present a mechanistic analysis of IPI, identifying an attention-mediated threshold mechanism in mid-to-late layers; three causal interventions validate this finding and point to concrete defense directions.

cs.LG↗

Knowing but Not Correcting: Routine Task Requests Suppress Factual Correction in LLMs

LLMs reliably correct false claims when presented in isolation, yet when the same claims are embedded in task-oriented requests, they often comply rather than correct. We term this failure mode \emph{correction suppression} and construct a benchmark of 300 false premises to systematically evaluate it across eight models. Suppression rates range from 19\% to 90\%, with four models exceeding 80\%, establishing correction suppression as a prevalent and severe phenomenon. Mechanistic analysis reveals that suppression is not a knowledge failure: the model registers the error internally but task context diverts early-layer attention from the false claim as output intent crystallizes toward compliance at middle layers. We characterize this as \emph{knowing but not correcting} -- suppression occurs at response selection rather than knowledge encoding. Guided by this mechanism, we propose two training-free interventions. Correction Direction Steering (CDS) estimates a correction-compliance direction from matched pairs and injects it at middle layers before output intent crystallizes. Dynamic Payload Amplification (DPA) localizes payload tokens via attention divergence between early and late layers and amplifies their representation at the final layer, requiring no calibration data. Experiments on Qwen3.5-9B and LLaMA3.1-8B show both methods substantially improve factual strictness. CDS achieves the highest correction rate on Qwen3.5-9B (0\%$\to$58.2\%). DPA is the only method that preserves or improves reasoning capability on both models. These findings introduce \emph{factual strictness} -- the willingness to uphold accuracy against contextual pressures -- as a new dimension of model reliability.

cs.LG↗

VideoAgent: Personalized Synthesis of Scientific Videos

The technical complexity of research papers often limits their reach, necessitating more accessible formats like scientific videos to disseminate key insights through engaging narration. However, existing automated methods primarily focus on static posters or slide presentations that remain template-bound and linear. Shifting to audience-adaptive video synthesis requires addressing non-linear narrative orchestration and the joint synchronization of disparate multimodal assets. We introduce VideoAgent, a modular framework that redefines scientific video synthesis as an intent-driven planning problem. By decoupling content understanding from multimodal synthesis, VideoAgent adaptively interleaves static slides with dynamic animations to match the semantic density of the narration. We further propose SciVidEval, a benchmark evaluating multimodal quality and pedagogical utility through automated metrics and human knowledge transfer studies. Extensive experiments demonstrate that VideoAgent effectively conveys complex technical logic with high narrative fidelity and communicative impact.

cs.AI↗

MO-RiskVAE: A Multi-Omics Variational Autoencoder for Survival Risk Modeling in Multiple MyelomaMO-RiskVAE

Multimodal variational autoencoders (VAEs) have emerged as a powerful framework for survival risk modeling in multiple myeloma by integrating heterogeneous omics and clinical data. However, when trained under survival supervision, standard latent regularization strategies often fail to preserve prognostically relevant variation, leading to unstable or overly constrained representations. Despite numerous proposed variants, it remains unclear which aspects of latent design fundamentally govern performance in this setting. In this work, we conduct a controlled investigation of latent modeling choices for multimodal survival prediction within a unified extension of the MyeVAE framework. By systematically isolating regularization scale, posterior geometry, and latent space structure under identical architectures and optimization protocols, we show that survival-driven training is primarily sensitive to the magnitude and structure of latent regularization rather than the specific divergence formulation. In particular, moderate relaxation of KL regularization consistently improves survival discrimination, while alternative divergence mechanisms such as MMD and HSIC provide limited benefit without appropriate scaling. We further demonstrate that structuring the latent space can improve alignment between learned representations and survival risk gradients. A hybrid continuous--discrete formulation based on Gumbel--Softmax enhances global risk ordering in the continuous latent subspace, even though stable discrete subtype discovery does not emerge under survival supervision. Guided by these findings, we instantiate a robust multimodal survival model, termed MO-RiskVAE, which consistently improves risk stratification over the original MyeVAE without introducing additional supervision or complex training heuristics.

cs.LG↗

AdaptPNP: Integrating Prehensile and Non-Prehensile Skills for Adaptive Robotic Manipulation

Non-prehensile (NP) manipulation, in which robots alter object states without forming stable grasps (for example, pushing, poking, or sliding), significantly broadens robotic manipulation capabilities when grasping is infeasible or insufficient. However, enabling a unified framework that generalizes across different tasks, objects, and environments while seamlessly integrating non-prehensile and prehensile (P) actions remains challenging: robots must determine when to invoke NP skills, select the appropriate primitive for each context, and compose P and NP strategies into robust, multi-step plans. We introduce ApaptPNP, a vision-language model (VLM)-empowered task and motion planning framework that systematically selects and combines P and NP skills to accomplish diverse manipulation objectives. Our approach leverages a VLM to interpret visual scene observations and textual task descriptions, generating a high-level plan skeleton that prescribes the sequence and coordination of P and NP actions. A digital-twin based object-centric intermediate layer predicts desired object poses, enabling proactive mental rehearsal of manipulation sequences. Finally, a control module synthesizes low-level robot commands, with continuous execution feedback enabling online task plan refinement and adaptive replanning through the VLM. We evaluate ApaptPNP across representative P&NP hybrid manipulation tasks in both simulation and real-world environments. These results underscore the potential of hybrid P&NP manipulation as a crucial step toward general-purpose, human-level robotic manipulation capabilities. Project Website: https://adaptpnp.github.io/

cs.RO↗

V-Dreamer: Automating Robotic Simulation and Trajectory Synthesis via Video Generation Priors

Training generalist robots demands large-scale, diverse manipulation data, yet real-world collection is prohibitively expensive, and existing simulators are often constrained by fixed asset libraries and manual heuristics. To bridge this gap, we present V-Dreamer, a fully automated framework that generates open-vocabulary, simulation-ready manipulation environments and executable expert trajectories directly from natural language instructions. V-Dreamer employs a novel generative pipeline that constructs physically grounded 3D scenes using large language models and 3D generative models, validated by geometric constraints to ensure stable, collision-free layouts. Crucially, for behavior synthesis, we leverage video generation models as rich motion priors. These visual predictions are then mapped into executable robot trajectories via a robust Sim-to-Gen visual-kinematic alignment module utilizing CoTracker3 and VGGT. This pipeline supports high visual diversity and physical fidelity without manual intervention. To evaluate the generated data, we train imitation learning policies on synthesized trajectories encompassing diverse object and environment variations. Extensive evaluations on tabletop manipulation tasks using the Piper robotic arm demonstrate that our policies robustly generalize to unseen objects in simulation and achieve effective sim-to-real transfer, successfully manipulating novel real-world objects.

cs.RO↗

ST-VLA: Enabling 4D-Aware Spatiotemporal Understanding for General Robot Manipulation

Robotic manipulation in open-world environments requires reasoning across semantics, geometry, and long-horizon action dynamics. Existing hierarchical Vision-Language-Action (VLA) frameworks typically use 2D representations to connect high-level reasoning with low-level control, but lack depth awareness and temporal consistency, limiting robustness in complex 3D scenes. We propose ST-VLA, a hierarchical VLA framework using a unified 3D-4D representation to bridge perception and action. ST-VLA converts 2D guidance into 3D trajectories and generates smooth spatial masks that capture 4D spatio-temporal context, providing a stable interface between semantic reasoning and continuous control. To enable effective learning of such representations, we introduce ST-Human, a large-scale human manipulation dataset with 14 tasks and 300k episodes, annotated with 2D, 3D, and 4D supervision via a semi-automated pipeline. Using ST-Human, we train ST-VLM, a spatio-temporal vision-language model that generates spatially grounded and temporally coherent 3D representations to guide policy execution. The smooth spatial masks focus on task-relevant geometry and stabilize latent representations, enabling online replanning and long-horizon reasoning. Experiments on RLBench and real-world manipulation tasks show that \method significantly outperforms state-of-the-art baselines, improving zero-shot success rates by 44.6% and 30.3%. These results demonstrate that offloading spatio-temporal reasoning to VLMs with unified 3D-4D representations substantially improves robustness and generalization for open-world robotic manipulation. Project website: https://oucx117.github.io/ST-VLA/.

cs.RO↗

AdaClearGrasp: Learning Adaptive Clearing for Zero-Shot Robust Dexterous Grasping in Densely Cluttered Environments

In densely cluttered environments, physical interference, visual occlusions, and unstable contacts often cause direct dexterous grasping to fail, while aggressive singulation strategies may compromise safety. Enabling robots to adaptively decide whether to clear surrounding objects or directly grasp the target is therefore crucial for robust manipulation. We propose AdaClearGrasp, a closed-loop decision-execution framework for adaptive clearing and zero-shot dexterous grasping in densely cluttered environments. The framework formulates manipulation as a controllable high-level decision process that determines whether to directly grasp the target or first clear surrounding objects. A pretrained vision-language model (VLM) interprets visual observations and language task descriptions to reason about grasp interference and generate a high-level planning skeleton, which invokes structured atomic skills through a unified action interface. For dexterous grasping, we train a reinforcement learning policy with a relative hand-object distance representation, enabling zero-shot generalization across diverse object geometries and physical properties. During execution, visual feedback monitors outcomes and triggers replanning upon failures, forming a closed-loop correction mechanism. To evaluate language-conditioned dexterous grasping in clutter, we introduce Clutter-Bench, the first simulation benchmark with graded clutter complexity. It includes seven target objects across three clutter levels, yielding 210 task scenarios. We further perform sim-to-real experiments on three objects under three clutter levels (18 scenarios). Results demonstrate that AdaClearGrasp significantly improves grasp success rates in densely cluttered environments. For more videos and code, please visit our project website: https://chenzixuan99.github.io/adaclear-grasp.github.io/.

cs.RO↗

RoTri-Diff: A Spatial Robot-Object Triadic Interaction-Guided Diffusion Model for Bimanual Manipulation

Bimanual manipulation is a fundamental robotic skill that requires continuous and precise coordination between two arms. While imitation learning (IL) is the dominant paradigm for acquiring this capability, existing approaches, whether robot-centric or object-centric, often overlook the dynamic geometric relationship among the two arms and the manipulated object. This limitation frequently leads to inter-arm collisions, unstable grasps, and degraded performance in complex tasks. To address this, in this paper we explicitly models the Robot-Object Triadic Interaction (RoTri) representation in bimanual systems, by encoding the relative 6D poses between the two arms and the object to capture their spatial triadic relationship and establish continuous triangular geometric constraints. Building on this, we further introduce RoTri-Diff, a diffusion-based imitation learning framework that combines RoTri constraints with robot keyposes and object motion in a hierarchical diffusion process. This enables the generation of stable, coordinated trajectories and robust execution across different modes of bimanual manipulation. Extensive experiments show that our approach outperforms state-of-the-art baselines by 10.2% on 11 representative RLBench2 tasks and achieves stable performance on 4 challenging real-world bimanual tasks. Project website: https://rotri-diff.github.io/.

cs.RO↗