Abstract:Reconstructing static 3D scene from monocular video with dynamic objects is important for numerous applications such as virtual reality and autonomous driving. Current approaches typically rely on background for static scene reconstruction, limiting the ability to recover regions occluded by dynamic objects. In this paper, we propose GA-GS, a Generation-Assisted Gaussian Splatting method for Static Scene Reconstruction. The key innovation of our work lies in leveraging generation to assist in reconstructing occluded regions. We employ a motion-aware module to segment and remove dynamic regions, and thenuse a diffusion model to inpaint the occluded areas, providing pseudo-ground-truth supervision. To balance contributions from real background and generated region, we introduce a learnable authenticity scalar for each Gaussian primitive, which dynamically modulates opacity during splatting for authenticity-aware rendering and supervision. Since no existing dataset provides ground-truth static scene of video with dynamic objects, we construct a dataset named Trajectory-Match, using a fixed-path robot to record each scene with/without dynamic objects, enabling quantitative evaluation in reconstruction of occluded regions. Extensive experiments on both the DAVIS and our dataset show that GA-GS achieves state-of-the-art performance in static scene reconstruction, especially in challenging scenarios with large-scale, persistent occlusions.
Abstract:Although multi-step generative policies achieve strong performance in robotic manipulation by modeling multimodal action distributions, they require multi-step iterative denoising at inference time. Each action therefore needs tens to hundreds of network function evaluations (NFEs), making them costly for high-frequency closed-loop control and online reinforcement learning (RL). To address this limitation, we propose a two-stage framework for native one-step generative policies that shifts refinement from inference to training. First, we introduce the Drift-Based Policy (DBP), which leverages fixed-point drifting objectives to internalize iterative refinement into the model parameters, yielding a one-step generative backbone by design while preserving multimodal action modeling capacity. Second, we develop Drift-Based Policy Optimization (DBPO), an online RL framework that equips the pretrained backbone with a compatible stochastic interface, enabling stable on-policy updates without sacrificing the one-step deployment property. Extensive experiments demonstrate the effectiveness of the proposed framework across offline imitation learning, online fine-tuning, and real-world control scenarios. DBP matches or exceeds the performance of multi-step diffusion policies while achieving up to $100\times$ faster inference. It also consistently outperforms existing one-step baselines on challenging manipulation benchmarks. Moreover, DBPO enables effective and stable policy improvement in online settings. Experiments on a real-world dual-arm robot demonstrate reliable high-frequency control at 105.2 Hz.
Abstract:Assistive robotics is an important subarea of robotics that focuses on the well-being of people with disabilities. A robotic guide dog is an assistive quadruped robot that helps visually impaired people in obstacle avoidance and navigation. Enabling language capabilities for robotic guide dogs goes beyond naively adding an existing dialog system onto a mobile robot. The novel challenges include grounding language in the dynamically changing environment and improving spatial awareness for the human handler. To address those challenges, we develop a novel dialog system for robotic guide dogs that uses LLMs to verbalize both navigational plans and scenes. The goal is to enable verbal communication for collaborative decision-making within the handler-robot team. In experiments, we conducted a human study to evaluate different verbalization strategies and a simulation study to assess the efficiency and accuracy in navigation tasks.
Abstract:Graphical User Interface (GUI) agent is pivotal to advancing intelligent human-computer interaction paradigms. Constructing powerful GUI agents necessitates the large-scale annotation of high-quality user-behavior trajectory data (i.e., intent-trajectory pairs) for training. However, manual annotation methods and current GUI agent data mining approaches typically face three critical challenges: high construction cost, poor data quality, and low data richness. To address these issues, we propose M$^2$-Miner, the first low-cost and automated mobile GUI agent data-mining framework based on Monte Carlo Tree Search (MCTS). For better data mining efficiency and quality, we present a collaborative multi-agent framework, comprising InferAgent, OrchestraAgent, and JudgeAgent for guidance, acceleration, and evaluation. To further enhance the efficiency of mining and enrich intent diversity, we design an intent recycling strategy to extract extra valuable interaction trajectories. Additionally, a progressive model-in-the-loop training strategy is introduced to improve the success rate of data mining. Extensive experiments have demonstrated that the GUI agent fine-tuned using our mined data achieves state-of-the-art performance on several commonly used mobile GUI benchmarks. Our work will be released to facilitate the community research.
Abstract:Recent coding agents can generate complete codebases from simple prompts, yet existing evaluations focus on issue-level bug fixing and lag behind end-to-end development. We introduce ProjDevBench, an end-to-end benchmark that provides project requirements to coding agents and evaluates the resulting repositories. Combining Online Judge (OJ) testing with LLM-assisted code review, the benchmark evaluates agents on (1) system architecture design, (2) functional correctness, and (3) iterative solution refinement. We curate 20 programming problems across 8 categories, covering both concept-oriented tasks and real-world application scenarios, and evaluate six coding agents built on different LLM backends. Our evaluation reports an overall acceptance rate of 27.38%: agents handle basic functionality and data structures but struggle with complex system design, time complexity optimization, and resource management. Our benchmark is available at https://github.com/zsworld6/projdevbench.
Abstract:Cytoarchitectonic mapping provides anatomically grounded parcellations of brain structure and forms a foundation for integrative, multi-modal neuroscience analyses. These parcellations are defined based on the shape, density, and spatial arrangement of neuronal cell bodies observed in histological imaging. Recent works have demonstrated the potential of using deep learning models toward fully automatic segmentation of cytoarchitectonic areas in large-scale datasets, but performance is mainly constrained by the scarcity of training labels and the variability of staining and imaging conditions. To address these challenges, we propose an interactive cytoarchitectonic parcellation framework that leverages the strong transferability of the DINOv3 vision transformer. Our framework combines (i) multi-layer DINOv3 feature fusion, (ii) a lightweight segmentation decoder, and (iii) real-time user-guided training from sparse scribbles. This design enables rapid human-in-the-loop refinement while maintaining high segmentation accuracy. Compared with training an nnU-Net from scratch, transfer learning with DINOv3 yields markedly improved performance. We also show that features extracted by DINOv3 exhibit clear anatomical correspondence and demonstrate the method's practical utility for brain region segmentation using sparse labels. These results highlight the potential of foundation-model-driven interactive segmentation for scalable and efficient cytoarchitectonic mapping.
Abstract:Robots need task planning methods to generate action sequences for complex tasks. Recent work on adversarial attacks has revealed significant vulnerabilities in existing robot task planners, especially those built on foundation models. In this paper, we aim to address these security challenges by introducing PROTEA, an LLM-as-a-Judge defense mechanism, to evaluate the security of task plans. PROTEA is developed to address the dimensionality and history challenges in plan safety assessment. We used different LLMs to implement multiple versions of PROTEA for comparison purposes. For systemic evaluations, we created a dataset containing both benign and malicious task plans, where the harmful behaviors were injected at varying levels of stealthiness. Our results provide actionable insights for robotic system practitioners seeking to enhance robustness and security of their task planning systems. Details, dataset and demos are provided: https://protea-secure.github.io/PROTEA/




Abstract:Tropical Cyclone (TC) estimation aims to accurately estimate various TC attributes in real time. However, distribution shifts arising from the complex and dynamic nature of TC environmental fields, such as varying geographical conditions and seasonal changes, present significant challenges to reliable estimation. Most existing methods rely on multi-modal fusion for feature extraction but overlook the intrinsic distribution of feature representations, leading to poor generalization under out-of-distribution (OOD) scenarios. To address this, we propose an effective Identity Distribution-Oriented Physical Invariant Learning framework (IDOL), which imposes identity-oriented constraints to regulate the feature space under the guidance of prior physical knowledge, thereby dealing distribution variability with physical invariance. Specifically, the proposed IDOL employs the wind field model and dark correlation knowledge of TC to model task-shared and task-specific identity tokens. These tokens capture task dependencies and intrinsic physical invariances of TC, enabling robust estimation of TC wind speed, pressure, inner-core, and outer-core size under distribution shifts. Extensive experiments conducted on multiple datasets and tasks demonstrate the outperformance of the proposed IDOL, verifying that imposing identity-oriented constraints based on prior physical knowledge can effectively mitigates diverse distribution shifts in TC estimation.Code is available at https://github.com/Zjut-MultimediaPlus/IDOL.
Abstract:Task planning and motion planning are two of the most important problems in robotics, where task planning methods help robots achieve high-level goals and motion planning methods maintain low-level feasibility. Task and motion planning (TAMP) methods interleave the two processes of task planning and motion planning to ensure goal achievement and motion feasibility. Within the TAMP context, we are concerned with the mobile manipulation (MoMa) of multiple objects, where it is necessary to interleave actions for navigation and manipulation. In particular, we aim to compute where and how each object should be placed given underspecified goals, such as ``set up dinner table with a fork, knife and plate.'' We leverage the rich common sense knowledge from large language models (LLMs), e.g., about how tableware is organized, to facilitate both task-level and motion-level planning. In addition, we use computer vision methods to learn a strategy for selecting base positions to facilitate MoMa behaviors, where the base position corresponds to the robot's ``footprint'' and orientation in its operating space. Altogether, this article provides a principled TAMP framework for MoMa tasks that accounts for common sense about object rearrangement and is adaptive to novel situations that include many objects that need to be moved. We performed quantitative experiments in both real-world settings and simulated environments. We evaluated the success rate and efficiency in completing long-horizon object rearrangement tasks. While the robot completed 84.4\% real-world object rearrangement trials, subjective human evaluations indicated that the robot's performance is still lower than experienced human waiters.




Abstract:Generative Engine Marketing (GEM) is an emerging ecosystem for monetizing generative engines, such as LLM-based chatbots, by seamlessly integrating relevant advertisements into their responses. At the core of GEM lies the generation and evaluation of ad-injected responses. However, existing benchmarks are not specifically designed for this purpose, which limits future research. To address this gap, we propose GEM-Bench, the first comprehensive benchmark for ad-injected response generation in GEM. GEM-Bench includes three curated datasets covering both chatbot and search scenarios, a metric ontology that captures multiple dimensions of user satisfaction and engagement, and several baseline solutions implemented within an extensible multi-agent framework. Our preliminary results indicate that, while simple prompt-based methods achieve reasonable engagement such as click-through rate, they often reduce user satisfaction. In contrast, approaches that insert ads based on pre-generated ad-free responses help mitigate this issue but introduce additional overhead. These findings highlight the need for future research on designing more effective and efficient solutions for generating ad-injected responses in GEM.