Stephen
Abstract:End to end (E2E) autonomous driving trajectory prediction is often trained with camera frames sampled at the highest available temporal frequency, assuming that denser sampling improves performance. We question this assumption by treating temporal sampling frequency as an explicit training set design variable. Starting from high frequency E2E driving datasets, we construct frequency sweep training sets by temporally subsampling camera frames along each trajectory. For each model dataset pair, we train and evaluate the same model under a fixed protocol, so the frequency response reflects how prediction performance changes with sampling frequency. We analyze this response from a capacity aware perspective. Sparse sampling may miss driving relevant cues, while dense sampling may add redundant visual content and off manifold noise. For finite capacity models, this can create a driving irrelevant capacity burden. We evaluate three smaller E2E models and a larger VLA style AutoVLA model on Waymo, nuScenes, and PAVE. Results show model and dataset dependent frequency responses. Smaller E2E models often show non monotonic or near plateau trends and achieve their best 3 second ADE at lower or intermediate frequencies. In contrast, AutoVLA achieves its best 3 second ADE and FDE at the highest evaluated frequency on all three datasets. Iteration matched controls suggest that the advantage of lower or intermediate frequencies for smaller models is not explained only by unequal training update counts. These findings show that temporal sampling frequency should be reported and tuned, rather than fixed to the highest available value.
Abstract:Deep learning-based channel estimation has been recognized as a promising technique for sixth-generation wireless systems. However, most existing approaches rely solely on least-squares estimates obtained from demodulation reference signals, which fail to explicitly exploit channel time-frequency correlation parameters. Inspired by the independent channel parameter estimation enabled by semi-static reference signals in modern wireless systems, this letter presents a parameter-aware deep learning-based channel estimation framework termed HyperCEUNet. Specifically, the proposed hypernetwork generates an adaptive front-end convolutional layer based on estimated channel parameters, serving as a pre-filtering stage before the UNet-based estimator. In addition, the Wiener-filtered channel estimates are adopted to provide a correlation-aware initialization for data resources. Simulation results demonstrate that our proposed HyperCEUNet effectively improves channel estimation accuracy compared with its conventional counterparts.
Abstract:In recent years, contrastive learning has drawn significant attention as an effective approach to reducing reliance on labeled data. However, existing methods for self-supervised skeleton-based action recognition still face three major limitations: insufficient modeling of view discrepancies, lack of effective adversarial mechanisms, and uncontrollable augmentation perturbations. To tackle these issues, we propose the Multi-view Mini-Max infinite skeleton-data Game Contrastive Learning for skeleton-based action Recognition (M3GCLR), a game-theoretic contrastive framework. First, we establish the Infinite Skeleton-data Game (ISG) model and the ISG equilibrium theorem, and further provide a rigorous proof, enabling mini-max optimization based on multi-view mutual information. Then, we generate normal-extreme data pairs through multi-view rotation augmentation and adopt temporally averaged input as a neutral anchor to achieve structural alignment, thereby explicitly characterizing perturbation strength. Next, leveraging the proposed equilibrium theorem, we construct a strongly adversarial mini-max skeleton-data game to encourage the model to mine richer action-discriminative information. Finally, we introduce the dual-loss equilibrium optimizer to optimize the game equilibrium, allowing the learning process to maximize action-relevant information while minimizing encoding redundancy, and we prove the equivalence between the proposed optimizer and the ISG model. Extensive Experiments show that M3GCLR achieves three-stream 82.1%, 85.8% accuracy on NTU RGB+D 60 (X-Sub, X-View) and 72.3%, 75.0% accuracy on NTU RGB+D 120 (X-Sub, X-Set). On PKU-MMD Part I and II, it attains 89.1%, 45.2% in three-stream respectively, all results matching or outperforming state-of-the-art performance. Ablation studies confirm the effectiveness of each component.
Abstract:Realizing interactive whole-body control for multi-humanoid systems is critical for unlocking complex collaborative capabilities in shared environments. Although recent advancements have significantly enhanced the agility of individual robots, bridging the gap to physically coupled multi-humanoid interaction remains challenging, primarily due to severe kinematic mismatches and complex contact dynamics. To address this, we introduce Rhythm, the first unified framework enabling real-world deployment of dual-humanoid systems for complex, physically plausible interactions. Our framework integrates three core components: (1) an Interaction-Aware Motion Retargeting (IAMR) module that generates feasible humanoid interaction references from human data; (2) an Interaction-Guided Reinforcement Learning (IGRL) policy that masters coupled dynamics via graph-based rewards; and (3) a real-world deployment system that enables robust transfer of dual-humanoid interaction. Extensive experiments on physical Unitree G1 robots demonstrate that our framework achieves robust interactive whole-body control, successfully transferring diverse behaviors such as hugging and dancing from simulation to reality.
Abstract:The paradigm of large language model (LLM) reasoning is shifting from parameter scaling to test-time compute scaling, yet many existing approaches still rely on uniform brute-force sampling (for example, fixed best-of-N or self-consistency) that is costly, hard to attribute, and can trigger overthinking with diminishing returns. We propose ODAR-Expert, an adaptive routing framework that optimizes the accuracy-efficiency trade-off via principled resource allocation. ODAR uses a difficulty estimator grounded in amortized active inference to dynamically route queries between a heuristic Fast Agent and a deliberative Slow Agent. We further introduce a free-energy-principled, risk-sensitive fusion mechanism that selects answers by minimizing a variational free energy objective, balancing log-likelihood with epistemic uncertainty (varentropy) as a principled alternative to ad hoc voting over heterogeneous candidates. Extensive evaluation across 23 benchmarks shows strong and consistent gains, including 98.2% accuracy on MATH and 54.8% on Humanity's Last Exam (HLE), while improving the compute-accuracy frontier under compute-matched settings. We also validate reproducibility on a fully open-source stack (Llama 4 + DeepSeek), where ODAR surpasses homogeneous sampling strategies while reducing computational costs by 82%. Overall, our results suggest that thinking-optimal scaling requires adaptive resource allocation with free-energy-based decision-making rather than simply increasing test-time compute.
Abstract:Optical coherence tomography (OCT) has revolutionized retinal disease diagnosis with its high-resolution and three-dimensional imaging nature, yet its full diagnostic automation in clinical practices remains constrained by multi-stage workflows and conventional single-slice single-task AI models. We present Full-process OCT-based Clinical Utility System (FOCUS), a foundation model-driven framework enabling end-to-end automation of 3D OCT retinal disease diagnosis. FOCUS sequentially performs image quality assessment with EfficientNetV2-S, followed by abnormality detection and multi-disease classification using a fine-tuned Vision Foundation Model. Crucially, FOCUS leverages a unified adaptive aggregation method to intelligently integrate 2D slices-level predictions into comprehensive 3D patient-level diagnosis. Trained and tested on 3,300 patients (40,672 slices), and externally validated on 1,345 patients (18,498 slices) across four different-tier centers and diverse OCT devices, FOCUS achieved high F1 scores for quality assessment (99.01%), abnormally detection (97.46%), and patient-level diagnosis (94.39%). Real-world validation across centers also showed stable performance (F1: 90.22%-95.24%). In human-machine comparisons, FOCUS matched expert performance in abnormality detection (F1: 95.47% vs 90.91%) and multi-disease diagnosis (F1: 93.49% vs 91.35%), while demonstrating better efficiency. FOCUS automates the image-to-diagnosis pipeline, representing a critical advance towards unmanned ophthalmology with a validated blueprint for autonomous screening to enhance population scale retinal care accessibility and efficiency.
Abstract:Character image animation is gaining significant importance across various domains, driven by the demand for robust and flexible multi-subject rendering. While existing methods excel in single-person animation, they struggle to handle arbitrary subject counts, diverse character types, and spatial misalignment between the reference image and the driving poses. We attribute these limitations to an overly rigid spatial binding that forces strict pixel-wise alignment between the pose and reference, and an inability to consistently rebind motion to intended subjects. To address these challenges, we propose CoDance, a novel Unbind-Rebind framework that enables the animation of arbitrary subject counts, types, and spatial configurations conditioned on a single, potentially misaligned pose sequence. Specifically, the Unbind module employs a novel pose shift encoder to break the rigid spatial binding between the pose and the reference by introducing stochastic perturbations to both poses and their latent features, thereby compelling the model to learn a location-agnostic motion representation. To ensure precise control and subject association, we then devise a Rebind module, leveraging semantic guidance from text prompts and spatial guidance from subject masks to direct the learned motion to intended characters. Furthermore, to facilitate comprehensive evaluation, we introduce a new multi-subject CoDanceBench. Extensive experiments on CoDanceBench and existing datasets show that CoDance achieves SOTA performance, exhibiting remarkable generalization across diverse subjects and spatial layouts. The code and weights will be open-sourced.
Abstract:Task-oriented proactive dialogue agents play a pivotal role in recruitment, particularly for steering conversations towards specific business outcomes, such as acquiring social-media contacts for private-channel conversion. Although supervised fine-tuning and reinforcement learning have proven effective for training such agents, their performance is heavily constrained by the scarcity of high-quality, goal-oriented domain-specific training data. To address this challenge, we propose SimRPD, a three-stage framework for training recruitment proactive dialogue agents. First, we develop a high-fidelity user simulator to synthesize large-scale conversational data through multi-turn online dialogue. Then we introduce a multi-dimensional evaluation framework based on Chain-of-Intention (CoI) to comprehensively assess the simulator and effectively select high-quality data, incorporating both global-level and instance-level metrics. Finally, we train the recruitment proactive dialogue agent on the selected dataset. Experiments in a real-world recruitment scenario demonstrate that SimRPD outperforms existing simulator-based data selection strategies, highlighting its practical value for industrial deployment and its potential applicability to other business-oriented dialogue scenarios.
Abstract:We introduce TalkVerse, a large-scale, open corpus for single-person, audio-driven talking video generation designed to enable fair, reproducible comparison across methods. While current state-of-the-art systems rely on closed data or compute-heavy models, TalkVerse offers 2.3 million high-resolution (720p/1080p) audio-video synchronized clips totaling 6.3k hours. These are curated from over 60k hours of video via a transparent pipeline that includes scene-cut detection, aesthetic assessment, strict audio-visual synchronization checks, and comprehensive annotations including 2D skeletons and structured visual/audio-style captions. Leveraging TalkVerse, we present a reproducible 5B DiT baseline built on Wan2.2-5B. By utilizing a video VAE with a high downsampling ratio and a sliding window mechanism with motion-frame context, our model achieves minute-long generation with low drift. It delivers comparable lip-sync and visual quality to the 14B Wan-S2V model but with 10$\times$ lower inference cost. To enhance storytelling in long videos, we integrate an MLLM director to rewrite prompts based on audio and visual cues. Furthermore, our model supports zero-shot video dubbing via controlled latent noise injection. We open-source the dataset, training recipes, and 5B checkpoints to lower barriers for research in audio-driven human video generation. Project Page: https://zhenzhiwang.github.io/talkverse/
Abstract:Existing self-supervised contrastive learning methods for skeleton-based action recognition often process all skeleton regions uniformly, and adopt a first-in-first-out (FIFO) queue to store negative samples, which leads to motion information loss and non-optimal negative sample selection. To address these challenges, this paper proposes Dominance-Game Contrastive Learning network for skeleton-based action Recognition (DoGCLR), a self-supervised framework based on game theory. DoGCLR models the construction of positive and negative samples as a dynamic Dominance Game, where both sample types interact to reach an equilibrium that balances semantic preservation and discriminative strength. Specifically, a spatio-temporal dual weight localization mechanism identifies key motion regions and guides region-wise augmentations to enhance motion diversity while maintaining semantics. In parallel, an entropy-driven dominance strategy manages the memory bank by retaining high entropy (hard) negatives and replacing low-entropy (weak) ones, ensuring consistent exposure to informative contrastive signals. Extensive experiments are conducted on NTU RGB+D and PKU-MMD datasets. On NTU RGB+D 60 X-Sub/X-View, DoGCLR achieves 81.1%/89.4% accuracy, and on NTU RGB+D 120 X-Sub/X-Set, DoGCLR achieves 71.2%/75.5% accuracy, surpassing state-of-the-art methods by 0.1%, 2.7%, 1.1%, and 2.3%, respectively. On PKU-MMD Part I/Part II, DoGCLR performs comparably to the state-of-the-art methods and achieves a 1.9% higher accuracy on Part II, highlighting its strong robustness on more challenging scenarios.