Abstract:Achieving efficient and robust whole-body control (WBC) is essential for enabling humanoid robots to perform complex tasks in dynamic environments. Despite the success of reinforcement learning (RL) in this domain, its sample inefficiency remains a significant challenge due to the intricate dynamics and partial observability of humanoid robots. To address this limitation, we propose PvP, a Proprioceptive-Privileged contrastive learning framework that leverages the intrinsic complementarity between proprioceptive and privileged states. PvP learns compact and task-relevant latent representations without requiring hand-crafted data augmentations, enabling faster and more stable policy learning. To support systematic evaluation, we develop SRL4Humanoid, the first unified and modular framework that provides high-quality implementations of representative state representation learning (SRL) methods for humanoid robot learning. Extensive experiments on the LimX Oli robot across velocity tracking and motion imitation tasks demonstrate that PvP significantly improves sample efficiency and final performance compared to baseline SRL methods. Our study further provides practical insights into integrating SRL with RL for humanoid WBC, offering valuable guidance for data-efficient humanoid robot learning.
Abstract:For full-size humanoid robots, even with recent advances in reinforcement learning-based control, achieving reliable locomotion on complex terrains, such as long staircases, remains challenging. In such settings, limited perception, ambiguous terrain cues, and insufficient adaptation of gait timing can cause even a single misplaced or mistimed step to result in rapid loss of balance. We introduce a perceptive locomotion framework that merges terrain sensing, gait regulation, and whole-body control into a single reinforcement learning policy. A downward-facing depth camera mounted under the base observes the support region around the feet, and a compact U-Net reconstructs a dense egocentric height map from each frame in real time, operating at the same frequency as the control loop. The perceptual height map, together with proprioceptive observations, is processed by a unified policy that produces joint commands and a global stepping-phase signal, allowing gait timing and whole-body posture to be adapted jointly to the commanded motion and local terrain geometry. We further adopt a single-stage successive teacher-student training scheme for efficient policy learning and knowledge transfer. Experiments conducted on a 31-DoF, 1.65 m humanoid robot demonstrate robust locomotion in both simulation and real-world settings, including forward and backward stair ascent and descent, as well as crossing a 46 cm gap. Project Page:https://ga-phl.github.io/
Abstract:The prevalence of real-world multi-view data makes incomplete multi-view clustering (IMVC) a crucial research. The rapid development of Graph Neural Networks (GNNs) has established them as one of the mainstream approaches for multi-view clustering. Despite significant progress in GNNs-based IMVC, some challenges remain: (1) Most methods rely on the K-Nearest Neighbors (KNN) algorithm to construct static graphs from raw data, which introduces noise and diminishes the robustness of the graph topology. (2) Existing methods typically utilize the Mean Squared Error (MSE) loss between the reconstructed graph and the sparse adjacency graph directly as the graph reconstruction loss, leading to substantial gradient noise during optimization. To address these issues, we propose a novel \textbf{D}ynamic Deep \textbf{G}raph Learning for \textbf{I}ncomplete \textbf{M}ulti-\textbf{V}iew \textbf{C}lustering with \textbf{M}asked Graph Reconstruction Loss (DGIMVCM). Firstly, we construct a missing-robust global graph from the raw data. A graph convolutional embedding layer is then designed to extract primary features and refined dynamic view-specific graph structures, leveraging the global graph for imputation of missing views. This process is complemented by graph structure contrastive learning, which identifies consistency among view-specific graph structures. Secondly, a graph self-attention encoder is introduced to extract high-level representations based on the imputed primary features and view-specific graphs, and is optimized with a masked graph reconstruction loss to mitigate gradient noise during optimization. Finally, a clustering module is constructed and optimized through a pseudo-label self-supervised training mechanism. Extensive experiments on multiple datasets validate the effectiveness and superiority of DGIMVCM.
Abstract:The generalization capability of deepfake detectors is critical for real-world use. Data augmentation via synthetic fake face generation effectively enhances generalization, yet current SoTA methods rely on fixed strategies-raising a key question: Is a single static augmentation sufficient, or does the diversity of forgery features demand dynamic approaches? We argue existing methods overlook the evolving complexity of real-world forgeries (e.g., facial warping, expression manipulation), which fixed policies cannot fully simulate. To address this, we propose CRDA (Curriculum Reinforcement-Learning Data Augmentation), a novel framework guiding detectors to progressively master multi-domain forgery features from simple to complex. CRDA synthesizes augmented samples via a configurable pool of forgery operations and dynamically generates adversarial samples tailored to the detector's current learning state. Central to our approach is integrating reinforcement learning (RL) and causal inference. An RL agent dynamically selects augmentation actions based on detector performance to efficiently explore the vast augmentation space, adapting to increasingly challenging forgeries. Simultaneously, the agent introduces action space variations to generate heterogeneous forgery patterns, guided by causal inference to mitigate spurious correlations-suppressing task-irrelevant biases and focusing on causally invariant features. This integration ensures robust generalization by decoupling synthetic augmentation patterns from the model's learned representations. Extensive experiments show our method significantly improves detector generalizability, outperforming SOTA methods across multiple cross-domain datasets.
Abstract:Vision-language models have demonstrated impressive capabilities as computer-use agents (CUAs) capable of automating diverse computer tasks. As their commercial potential grows, critical details of the most capable CUA systems remain closed. As these agents will increasingly mediate digital interactions and execute consequential decisions on our behalf, the research community needs access to open CUA frameworks to study their capabilities, limitations, and risks. To bridge this gap, we propose OpenCUA, a comprehensive open-source framework for scaling CUA data and foundation models. Our framework consists of: (1) an annotation infrastructure that seamlessly captures human computer-use demonstrations; (2) AgentNet, the first large-scale computer-use task dataset spanning 3 operating systems and 200+ applications and websites; (3) a scalable pipeline that transforms demonstrations into state-action pairs with reflective long Chain-of-Thought reasoning that sustain robust performance gains as data scales. Our end-to-end agent models demonstrate strong performance across CUA benchmarks. In particular, OpenCUA-32B achieves an average success rate of 34.8% on OSWorld-Verified, establishing a new state-of-the-art (SOTA) among open-source models and surpassing OpenAI CUA (GPT-4o). Further analysis confirms that our approach generalizes well across domains and benefits significantly from increased test-time computation. We release our annotation tool, datasets, code, and models to build open foundations for further CUA research.
Abstract:While Multimodal Large Language Models (MLLMs) demonstrate remarkable capabilities on static images, they often fall short in comprehending dynamic, information-dense short-form videos, a dominant medium in today's digital landscape. To bridge this gap, we introduce \textbf{Kwai Keye-VL}, an 8-billion-parameter multimodal foundation model engineered for leading-edge performance in short-video understanding while maintaining robust general-purpose vision-language abilities. The development of Keye-VL rests on two core pillars: a massive, high-quality dataset exceeding 600 billion tokens with a strong emphasis on video, and an innovative training recipe. This recipe features a four-stage pre-training process for solid vision-language alignment, followed by a meticulous two-phase post-training process. The first post-training stage enhances foundational capabilities like instruction following, while the second phase focuses on stimulating advanced reasoning. In this second phase, a key innovation is our five-mode ``cold-start'' data mixture, which includes ``thinking'', ``non-thinking'', ``auto-think'', ``think with image'', and high-quality video data. This mixture teaches the model to decide when and how to reason. Subsequent reinforcement learning (RL) and alignment steps further enhance these reasoning capabilities and correct abnormal model behaviors, such as repetitive outputs. To validate our approach, we conduct extensive evaluations, showing that Keye-VL achieves state-of-the-art results on public video benchmarks and remains highly competitive on general image-based tasks (Figure 1). Furthermore, we develop and release the \textbf{KC-MMBench}, a new benchmark tailored for real-world short-video scenarios, where Keye-VL shows a significant advantage.
Abstract:We introduce MetricHMR (Metric Human Mesh Recovery), an approach for metric human mesh recovery with accurate global translation from monocular images. In contrast to existing HMR methods that suffer from severe scale and depth ambiguity, MetricHMR is able to produce geometrically reasonable body shape and global translation in the reconstruction results. To this end, we first systematically analyze previous HMR methods on camera models to emphasize the critical role of the standard perspective projection model in enabling metric-scale HMR. We then validate the acceptable ambiguity range of metric HMR under the standard perspective projection model. Finally, we contribute a novel approach that introduces a ray map based on the standard perspective projection to jointly encode bounding-box information, camera parameters, and geometric cues for End2End metric HMR without any additional metric-regularization modules. Extensive experiments demonstrate that our method achieves state-of-the-art performance, even compared with sequential HMR methods, in metric pose, shape, and global translation estimation across both indoor and in-the-wild scenarios.
Abstract:In cluttered spaces, such as forests, drone picking up a payload via an abseil claw is an open challenge, as the cable is likely tangled and blocked by the branches and obstacles. To address such a challenge, in this work, a cooperative aerial system is proposed, which consists of a payload drone and a dexterous rappelling end droid. The two ends are linked via a Kevlar tether cable. The end droid is actuated by four propellers, which enable mid-air dexterous adjustment of clawing angle and guidance of cable movement. To avoid tanglement and rappelling obstacles, a trajectory optimization method that integrates cable length constraints and dynamic feasibility is developed, which guarantees safe pickup. A tether cable dynamic model is established to evaluate real-time cable status, considering both taut and sagging conditions. Simulation and real-world experiments are conducted to demonstrate that the proposed system is capable of picking up payload in cluttered spaces. As a result, the end droid can reach the target point successfully under cable constraints and achieve passive retrieval during the lifting phase without propulsion, which enables effective and efficient aerial manipulation.
Abstract:Graphical user interface (GUI) grounding, the ability to map natural language instructions to specific actions on graphical user interfaces, remains a critical bottleneck in computer use agent development. Current benchmarks oversimplify grounding tasks as short referring expressions, failing to capture the complexity of real-world interactions that require software commonsense, layout understanding, and fine-grained manipulation capabilities. To address these limitations, we introduce OSWorld-G, a comprehensive benchmark comprising 564 finely annotated samples across diverse task types including text matching, element recognition, layout understanding, and precise manipulation. Additionally, we synthesize and release the largest computer use grounding dataset Jedi, which contains 4 million examples through multi-perspective decoupling of tasks. Our multi-scale models trained on Jedi demonstrate its effectiveness by outperforming existing approaches on ScreenSpot-v2, ScreenSpot-Pro, and our OSWorld-G. Furthermore, we demonstrate that improved grounding with Jedi directly enhances agentic capabilities of general foundation models on complex computer tasks, improving from 5% to 27% on OSWorld. Through detailed ablation studies, we identify key factors contributing to grounding performance and verify that combining specialized data for different interface elements enables compositional generalization to novel interfaces. All benchmark, data, checkpoints, and code are open-sourced and available at https://osworld-grounding.github.io.
Abstract:The art of instrument performance stands as a vivid manifestation of human creativity and emotion. Nonetheless, generating instrument performance motions is a highly challenging task, as it requires not only capturing intricate movements but also reconstructing the complex dynamics of the performer-instrument interaction. While existing works primarily focus on modeling partial body motions, we propose Expressive ceLlo performance motion Generation for Audio Rendition (ELGAR), a state-of-the-art diffusion-based framework for whole-body fine-grained instrument performance motion generation solely from audio. To emphasize the interactive nature of the instrument performance, we introduce Hand Interactive Contact Loss (HICL) and Bow Interactive Contact Loss (BICL), which effectively guarantee the authenticity of the interplay. Moreover, to better evaluate whether the generated motions align with the semantic context of the music audio, we design novel metrics specifically for string instrument performance motion generation, including finger-contact distance, bow-string distance, and bowing score. Extensive evaluations and ablation studies are conducted to validate the efficacy of the proposed methods. In addition, we put forward a motion generation dataset SPD-GEN, collated and normalized from the MoCap dataset SPD. As demonstrated, ELGAR has shown great potential in generating instrument performance motions with complicated and fast interactions, which will promote further development in areas such as animation, music education, interactive art creation, etc.