Huang, Siyuan
ARFlow: Human Action-Reaction Flow Matching with Physical Guidance
Jiang, Wentao, Wang, Jingya, Lu, Haotao, Ji, Kaiyang, Jia, Baoxiong, Huang, Siyuan, Shi, Ye
Human action-reaction synthesis, a fundamental challenge in modeling causal human interactions, plays a critical role in applications ranging from virtual reality to social robotics. While diffusion-based models have demonstrated promising performance, they exhibit two key limitations for interaction synthesis: reliance on complex noise-to-reaction generators with intricate conditional mechanisms, and frequent physical violations in generated motions. To address these issues, we propose Action-Reaction Flow Matching (ARFlow), a novel framework that establishes direct action-to-reaction mappings, eliminating the need for complex conditional mechanisms. Our approach introduces two key innovations: an x1-prediction method that directly outputs human motions instead of velocity fields, enabling explicit constraint enforcement; and a training-free, gradient-based physical guidance mechanism that effectively prevents body penetration artifacts during sampling. Extensive experiments on NTU120 and Chi3D datasets demonstrate that ARFlow not only outperforms existing methods in terms of Fr\'echet Inception Distance and motion diversity but also significantly reduces body collisions, as measured by our new Intersection Volume and Intersection Frequency metrics.
StyleLoco: Generative Adversarial Distillation for Natural Humanoid Robot Locomotion
Ma, Le, Meng, Ziyu, Liu, Tengyu, Li, Yuhan, Song, Ran, Zhang, Wei, Huang, Siyuan
Humanoid robots are anticipated to acquire a wide range of locomotion capabilities while ensuring natural movement across varying speeds and terrains. Existing methods encounter a fundamental dilemma in learning humanoid locomotion: reinforcement learning with handcrafted rewards can achieve agile locomotion but produces unnatural gaits, while Generative Adversarial Imitation Learning (GAIL) with motion capture data yields natural movements but suffers from unstable training processes and restricted agility. Integrating these approaches proves challenging due to the inherent heterogeneity between expert policies and human motion datasets. To address this, we introduce StyleLoco, a novel two-stage framework that bridges this gap through a Generative Adversarial Distillation (GAD) process. Our framework begins by training a teacher policy using reinforcement learning to achieve agile and dynamic locomotion. It then employs a multi-discriminator architecture, where distinct discriminators concurrently extract skills from both the teacher policy and motion capture data. This approach effectively combines the agility of reinforcement learning with the natural fluidity of human-like movements while mitigating the instability issues commonly associated with adversarial training. Through extensive simulation and real-world experiments, we demonstrate that StyleLoco enables humanoid robots to perform diverse locomotion tasks with the precision of expertly trained policies and the natural aesthetics of human motion, successfully transferring styles across different movement types while maintaining stable locomotion across a broad spectrum of command inputs.
ArtGS: Building Interactable Replicas of Complex Articulated Objects via Gaussian Splatting
Liu, Yu, Jia, Baoxiong, Lu, Ruijie, Ni, Junfeng, Zhu, Song-Chun, Huang, Siyuan
Building interactable replicas of articulated objects is a key challenge in computer vision. Existing methods often fail to effectively integrate information across different object states, limiting the accuracy of part-mesh reconstruction and part dynamics modeling, particularly for complex multi-part articulated objects. We introduce ArtGS, a novel approach that leverages 3D Gaussians as a flexible and efficient representation to address these issues. Our method incorporates canonical Gaussians with coarse-to-fine initialization and updates for aligning articulated part information across different object states, and employs a skinning-inspired part dynamics modeling module to improve both part-mesh reconstruction and articulation learning. Extensive experiments on both synthetic and real-world datasets, including a new benchmark for complex multi-part objects, demonstrate that ArtGS achieves state-of-the-art performance in joint parameter estimation and part mesh reconstruction. Our approach significantly improves reconstruction quality and efficiency, especially for multi-part articulated objects. Additionally, we provide comprehensive analyses of our design choices, validating the effectiveness of each component to highlight potential areas for future improvement. Our work is made publicly available at: https://articulate-gs.github.io. Articulated objects, central to everyday human-environment interactions, have become a key focus in computer vision research (Yang et al., 2023a; Weng et al., 2024; Luo et al., 2025; Liu et al., 2024; Deng et al., 2024). As we advance towards more sophisticated robotic systems and immersive virtual environments, there is a growing need for improved and efficient modeling techniques for the reconstruction of articulated objects. The problem of reconstructing articulated objects has been extensively studied (Liu et al., 2023a;b; Weng et al., 2024; Deng et al., 2024; Yang et al., 2023a), with a key challenge being the learning of object geometry when only partial views of the object are available at any given state.
Adversarial Data Collection: Human-Collaborative Perturbations for Efficient and Robust Robotic Imitation Learning
Huang, Siyuan, Liao, Yue, Feng, Siyuan, Jiang, Shu, Liu, Si, Li, Hongsheng, Yao, Maoqing, Ren, Guanghui
The pursuit of data efficiency, where quality outweighs quantity, has emerged as a cornerstone in robotic manipulation, especially given the high costs associated with real-world data collection. We propose that maximizing the informational density of individual demonstrations can dramatically reduce reliance on large-scale datasets while improving task performance. To this end, we introduce Adversarial Data Collection, a Human-in-the-Loop (HiL) framework that redefines robotic data acquisition through real-time, bidirectional human-environment interactions. Unlike conventional pipelines that passively record static demonstrations, ADC adopts a collaborative perturbation paradigm: during a single episode, an adversarial operator dynamically alters object states, environmental conditions, and linguistic commands, while the tele-operator adaptively adjusts actions to overcome these evolving challenges. This process compresses diverse failure-recovery behaviors, compositional task variations, and environmental perturbations into minimal demonstrations. Our experiments demonstrate that ADC-trained models achieve superior compositional generalization to unseen task instructions, enhanced robustness to perceptual perturbations, and emergent error recovery capabilities. Strikingly, models trained with merely 20% of the demonstration volume collected through ADC significantly outperform traditional approaches using full datasets. These advances bridge the gap between data-centric learning paradigms and practical robotic deployment, demonstrating that strategic data acquisition, not merely post-hoc processing, is critical for scalable, real-world robot learning. Additionally, we are curating a large-scale ADC-Robotics dataset comprising real-world manipulation tasks with adversarial perturbations. This benchmark will be open-sourced to facilitate advancements in robotic imitation learning.
Sampling-Efficient Test-Time Scaling: Self-Estimating the Best-of-N Sampling in Early Decoding
Wang, Yiming, Zhang, Pei, Huang, Siyuan, Yang, Baosong, Zhang, Zhuosheng, Huang, Fei, Wang, Rui
Test-time scaling improves large language model performance by adding extra compute during decoding. Best-of-N (BoN) sampling serves as a common scaling technique, broadening the search space for finding better solutions from the model distribution. However, traditional BoN requires N full generations, leading to high GPU memory overhead and time latency. Moreover, some methods depend on reward models, adding computational cost and limiting domain generalization. In this paper, we propose Self-Truncation Best-of-N (ST-BoN), a novel decoding method that avoids fully generating all samplings and eliminates the need for reward models. ST-BoN introduces early sampling consistency to estimate the most promising sample, truncating suboptimal ones to free memory and accelerate inference. This pushes the sampling-efficient test-time scaling. Compared to traditional BoN, ST-BoN can reduce dynamic GPU memory overhead by over 90% and time latency by 50%, while achieving comparable or even better performance across reasoning and open-ended domains.
Gumbel Reranking: Differentiable End-to-End Reranker Optimization
Huang, Siyuan, Ma, Zhiyuan, Du, Jintao, Meng, Changhua, Wang, Weiqiang, Leng, Jingwen, Guo, Minyi, Lin, Zhouhan
RAG systems rely on rerankers to identify relevant documents. However, fine-tuning these models remains challenging due to the scarcity of annotated query-document pairs. Existing distillation-based approaches suffer from training-inference misalignment and fail to capture interdependencies among candidate documents. To overcome these limitations, we reframe the reranking process as an attention-mask problem and propose Gumbel Reranking, an end-to-end training framework for rerankers aimed at minimizing the training-inference gap. In our approach, reranker optimization is reformulated as learning a stochastic, document-wise Top-$k$ attention mask using the Gumbel Trick and Relaxed Top-$k$ Sampling. This formulation enables end-to-end optimization by minimizing the overall language loss. Experiments across various settings consistently demonstrate performance gains, including a 10.4\% improvement in recall on HotpotQA for distinguishing indirectly relevant documents.
EnerVerse: Envisioning Embodied Future Space for Robotics Manipulation
Huang, Siyuan, Chen, Liliang, Zhou, Pengfei, Chen, Shengcong, Jiang, Zhengkai, Hu, Yue, Gao, Peng, Li, Hongsheng, Yao, Maoqing, Ren, Guanghui
We introduce EnerVerse, a comprehensive framework for embodied future space generation specifically designed for robotic manipulation tasks. EnerVerse seamlessly integrates convolutional and bidirectional attention mechanisms for inner-chunk space modeling, ensuring low-level consistency and continuity. Recognizing the inherent redundancy in video data, we propose a sparse memory context combined with a chunkwise unidirectional generative paradigm to enable the generation of infinitely long sequences. To further augment robotic capabilities, we introduce the Free Anchor View (FAV) space, which provides flexible perspectives to enhance observation and analysis. The FAV space mitigates motion modeling ambiguity, removes physical constraints in confined environments, and significantly improves the robot's generalization and adaptability across various tasks and settings. To address the prohibitive costs and labor intensity of acquiring multi-camera observations, we present a data engine pipeline that integrates a generative model with 4D Gaussian Splatting (4DGS). This pipeline leverages the generative model's robust generalization capabilities and the spatial constraints provided by 4DGS, enabling an iterative enhancement of data quality and diversity, thus creating a data flywheel effect that effectively narrows the sim-to-real gap. Finally, our experiments demonstrate that the embodied future space generation prior substantially enhances policy predictive capabilities, resulting in improved overall performance, particularly in long-range robotic manipulation tasks.
A3: Android Agent Arena for Mobile GUI Agents
Chai, Yuxiang, Li, Hanhao, Zhang, Jiayu, Liu, Liang, Wang, Guozhi, Ren, Shuai, Huang, Siyuan, Li, Hongsheng
AI agents have become increasingly prevalent in recent years, driven by significant advancements in the field of large language models (LLMs). Mobile GUI agents, a subset of AI agents, are designed to autonomously perform tasks on mobile devices. While numerous studies have introduced agents, datasets, and benchmarks to advance mobile GUI agent research, many existing datasets focus on static frame evaluations and fail to provide a comprehensive platform for assessing performance on real-world, in-the-wild tasks. To address this gap, we present Android Agent Arena (A3), a novel evaluation platform. Unlike existing in-the-wild systems, A3 offers: (1) meaningful and practical tasks, such as real-time online information retrieval and operational instructions; (2) a larger, more flexible action space, enabling compatibility with agents trained on any dataset; and (3) automated business-level LLM-based evaluation process. A3 includes 21 widely used general third-party apps and 201 tasks representative of common user scenarios, providing a robust foundation for evaluating mobile GUI agents in real-world situations and a new autonomous evaluation process for less human labor and coding expertise. The project is available at \url{https://yuxiangchai.github.io/Android-Agent-Arena/}.
Cluster-wise Graph Transformer with Dual-granularity Kernelized Attention
Huang, Siyuan, Song, Yunchong, Zhou, Jiayue, Lin, Zhouhan
In the realm of graph learning, there is a category of methods that conceptualize graphs as hierarchical structures, utilizing node clustering to capture broader structural information. While generally effective, these methods often rely on a fixed graph coarsening routine, leading to overly homogeneous cluster representations and loss of node-level information. In this paper, we envision the graph as a network of interconnected node sets without compressing each cluster into a single embedding. To enable effective information transfer among these node sets, we propose the Node-to-Cluster Attention (N2C-Attn) mechanism. N2C-Attn incorporates techniques from Multiple Kernel Learning into the kernelized attention framework, effectively capturing information at both node and cluster levels. We then devise an efficient form for N2C-Attn using the cluster-wise message-passing framework, achieving linear time complexity. We further analyze how N2C-Attn combines bi-level feature maps of queries and keys, demonstrating its capability to merge dual-granularity information. The resulting architecture, Cluster-wise Graph Transformer (Cluster-GT), which uses node clusters as tokens and employs our proposed N2C-Attn module, shows superior performance on various graph-level tasks.
SKT: Integrating State-Aware Keypoint Trajectories with Vision-Language Models for Robotic Garment Manipulation
Li, Xin, Huang, Siyuan, Yu, Qiaojun, Jiang, Zhengkai, Hao, Ce, Zhu, Yimeng, Li, Hongsheng, Gao, Peng, Lu, Cewu
Automating garment manipulation poses a significant challenge for assistive robotics due to the diverse and deformable nature of garments. Traditional approaches typically require separate models for each garment type, which limits scalability and adaptability. In contrast, this paper presents a unified approach using vision-language models (VLMs) to improve keypoint prediction across various garment categories. By interpreting both visual and semantic information, our model enables robots to manage different garment states with a single model. We created a large-scale synthetic dataset using advanced simulation techniques, allowing scalable training without extensive real-world data. Experimental results indicate that the VLM-based method significantly enhances keypoint detection accuracy and task success rates, providing a more flexible and general solution for robotic garment manipulation. In addition, this research also underscores the potential of VLMs to unify various garment manipulation tasks within a single framework, paving the way for broader applications in home automation and assistive robotics for future.