VLDB 2026 Research / reviewers in the wild / expert
Fangwei Zhong
dblp:207/1900
· DBLP profile ↗
35ranked-venue papers
7as first author
27since 2021 · last 2026
0000-0002-0428-4552ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 33 · 6 first-author · 27 since 2021Graphics, computer vision, multimedia, augmented reality and games · 8 · 4 first-author · 4 since 2021Systems, architecture and hardware · 1 · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | How do Role Models Shape Collective Morality? Exemplar-Driven Moral Learning in Multi-Agent SimulationabstractWe investigate how role models shape collective morality. To explore this, we build a multi-agent simulation powered by a Large Language Models (LLMs), where agents with diverse intrinsic drives, ranging from cooperative to competitive, interact and adapt through a four-stage cognitive loop (plan-act-observe-reflect). We design four experimental games (Alignment, Collapse, Conflict, and Construction) and conduct motivational ablation studies to identify the key drivers of imitation. The results indicate that identity-driven conformity can substantially reshape the initial dispositions. Agents tend to adapt their values to align with a perceived successful exemplar, leading to rapid value convergence. Huacong Tang, Zhou Ziheng, Fangwei Zhong |
ACL (1) | 5 |
| 2026 | Communication-Efficient Desire Alignment for Proactive Embodied Human-Agent InteractionabstractYuanfei Wang, Xinju Huang, Fangwei Zhong, Yaodong Yang, Yizhou Wang, Yuanpei Chen, Hao Dong. Proceedings of the 64th Annual Meeting of the Association for Computational Linguistics (Volume 1: Long Papers). 2026. Yuanfei Wang, Xinju Huang, Fangwei Zhong, Yaodong Yang 0001, Yizhou Wang 0001, Yuanpei Chen, Hao Dong 0003 |
ACL (1) | 3 |
| 2026 | Why Are We Moral? An LLM-based Agent Simulation Approach to the Study of Moral EvolutionabstractZhou Ziheng, Huacong Tang, Mingjie Bi, Wanying He, Fang Sun, Yizhou Sun, Ying Nian Wu, Demetri Terzopoulos, Yipeng Kang, Fangwei Zhong. Proceedings of the 64th Annual Meeting of the Association for Computational Linguistics (Volume 1: Long Papers). 2026. Zhou Ziheng, Huacong Tang, Mingjie Bi, Wanying He, Yizhou Sun, Ying Nian Wu, Demetri Terzopoulos, Yipeng Kang, Fangwei Zhong |
ACL (1) | 10 |
| 2025 | CoMet: Metaphor-Driven Covert Communication for Multi-Agent Language GamesabstractMetaphors are a crucial way for humans to express complex or subtle ideas by comparing one concept to another, often from a different domain.However, many large language models (LLMs) struggle to interpret and apply metaphors in multi-agent language games, hindering their ability to engage in covert communication and semantic evasion, which are crucial for strategic communication.To address this challenge, we introduce CoMet, a framework that enables LLM-based agents to engage in metaphor processing.CoMet combines a hypothesis-based metaphor reasoner with a metaphor generator that improves through self-reflection and knowledge integration.This enhances the agents' ability to interpret and apply metaphors, improving the strategic and nuanced quality of their interactions.We evaluate CoMet on two multi-agent language games-Undercover and Adversarial Taboo-which emphasize "covert communication" and "semantic evasion".Experimental results demonstrate that CoMet significantly enhances the agents' ability to communicate strategically using metaphors. Shuhang Xu, Fangwei Zhong |
ACL (1) | 2 |
| 2025 | DualGF: Example-Driven Path Planning via Dual Gradient Fields
Mingdong Wu, Fangwei Zhong, Yulong Xia, Yizhou Wang 0001, Hao Dong 0003 |
ICANN (4) | 2 |
| 2025 | UnrealZoo: Enriching Photo-Realistic Virtual Worlds for Embodied AIabstractWe introduce UnrealZoo, a collection of over 100 photo-realistic 3D virtual worlds built on Unreal Engine, designed to reflect the complexity and variability of open-world environments. We also provide a rich variety of playable entities, including humans, animals, robots, and vehicles for embodied AI research. We extend UnrealCV with optimized APIs and tools for data collection, environment augmentation, distributed training, and benchmarking. These improvements achieve significant improvements in the efficiency of rendering and communication, enabling advanced applications such as multi-agent interactions. Our experimental evaluation across visual navigation and tracking tasks reveals two key insights: 1) environmental diversity provides substantial benefits for developing generalizable reinforcement learning (RL) agents, and 2) current embodied agents face persistent challenges in open-world scenarios, including navigation in unstructured terrain, adaptation to unseen morphologies, and managing latency in the close-loop control systems for interacting in highly dynamic objects. UnrealZoo thus serves as both a comprehensive testing ground and a pathway toward developing more capable embodied AI systems for real-world deployment. Fangwei Zhong, Kui Wu 0007, Chu-ran Wang, Hao Chen 0062, Hai Ci, Zhoujun Li 0001, Yizhou Wang 0001 |
ICCV | 1 |
| 2025 | Simulating Human-like Daily Activities with Desire-driven AutonomyabstractDesires motivate humans to interact autonomously with the complex world. In contrast, current AI agents require explicit task specifications, such as instructions or reward functions, which constrain their autonomy and behavioral diversity. In this paper, we introduce a Desire-driven Autonomous Agent (D2A) that can enable a large language model (LLM) to autonomously propose and select tasks, motivated by satisfying its multi-dimensional desires. Specifically, the motivational framework of D2A is mainly constructed by a dynamic $Value\ System$, inspired by the Theory of Needs. It incorporates an understanding of human-like desires, such as the need for social interaction, personal fulfillment, and self-care. At each step, the agent evaluates the value of its current state, proposes a set of candidate activities, and selects the one that best aligns with its intrinsic motivations. We conduct experiments on Concordia, a text-based simulator, to demonstrate that our agent generates coherent, contextually relevant daily activities while exhibiting variability and adaptability similar to human behavior. A comparative analysis with other LLM-based agents demonstrates that our approach significantly enhances the rationality of the simulated activities. Fangwei Zhong, Yizhou Wang 0001 |
ICLR | 3 |
| 2025 | Behavior-agnostic Task Inference for Robust Offline In-context Reinforcement LearningabstractThe ability to adapt to new environments with noisy dynamics and unseen objectives is crucial for AI agents. In-context reinforcement learning (ICRL) has emerged as a paradigm to build adaptive policies, employing a context trajectory of the test-time interactions to infer the true task and the corresponding optimal policy efficiently without gradient updates. However, ICRL policies heavily rely on context trajectories, making them vulnerable to distribution shifts from training to testing and degrading performance, particularly in offline settings where the training data is static. In this paper, we highlight that most existing offline ICRL methods are trained for approximate Bayesian inference based on the training distribution, rendering them vulnerable to distribution shifts at test time and resulting in poor generalization. To address this, we introduce Behavior-agnostic Task Inference (BATI) for ICRL, a model-based maximum-likelihood solution to infer the task representation robustly. In contrast to previous methods that rely on a learned encoder as the approximate posterior, BATI focuses purely on dynamics, thus insulating itself against the behavior of the context collection policy. Experiments on MuJoCo environments demonstrate that BATI effectively interprets out-of-distribution contexts and outperforms other methods, even in the presence of significant environmental noise. Fangwei Zhong, Yizhou Wang 0001 |
ICML | 2 |
| 2025 | VLM Can Be a Good Assistant: Enhancing Embodied Visual Tracking with Self-Improving Vision-Language ModelsabstractWe introduce a novel self-improving framework that enhances Embodied Visual Tracking (EVT) with Vision-Language Models (VLMs) to address the limitations of current active visual tracking systems in recovering from tracking failure. Our approach combines the off-the-shelf active tracking methods with VLMs’ reasoning capabilities, deploying a fast visual policy for normal tracking and activating VLM reasoning only upon failure detection. The framework features a memory-augmented self-reflection mechanism that enables the VLM to progressively improve by learning from past experiences, effectively addressing VLMs’ limitations in 3D spatial reasoning. Experimental results demonstrate significant performance improvements, with our framework boosting success rates by 72% with state-of-the-art RL-based approaches and 220% with PID-based methods in challenging environments. This work represents the first integration of VLM-based reasoning to assist EVT agents in proactive failure recovery, offering substantial advances for real-world robotic applications that require continuous target monitoring in dynamic, unstructured environments. Project website: https://sites.google.com/view/evt-recovery-assistant. Kui Wu 0007, Shuhang Xu, Hao Chen 0062, Chu-ran Wang, Zhoujun Li 0001, Yizhou Wang 0001, Fangwei Zhong |
IROS | 7 |
| 2025 | Reinforced Context Order Recovery for Adaptive Reasoning and PlanningabstractModern causal language models, followed by rapid developments in discrete diffusion models, can now produce a wide variety of interesting and useful content. However, these families of models are predominantly trained to output tokens with a fixed (left-to-right) or random order, which may deviate from the logical order in which tokens are generated originally. In this paper, we observe that current causal and diffusion models encounter difficulties in problems that require adaptive token generation orders to solve tractably, which we characterize with the $\mathcal{V}$-information framework. Motivated by this, we propose Reinforced Context Order Recovery (ReCOR), a reinforcement-learning-based framework to extract adaptive, data-dependent token generation orders from text data without annotations. Self-supervised by token prediction statistics, ReCOR estimates the hardness of predicting every unfilled token and adaptively selects the next token during both training and inference. Experiments on challenging reasoning and planning datasets demonstrate the superior performance of ReCOR compared with baselines, sometimes outperforming oracle models supervised with the ground-truth order. Fangwei Zhong |
NeurIPS | 2 |
| 2025 | Evaluating Generalization Capabilities of LLM-Based Agents in Mixed-Motive Scenarios Using ConcordiaabstractLarge Language Model (LLM) agents have demonstrated impressive capabilities for social interaction and are increasingly being deployed in situations where they might engage with both human and artificial agents. These interactions represent a critical frontier for LLM-based agents, yet existing evaluation methods fail to measure how well these capabilities generalize to novel social situations. In this paper, we introduce a method for evaluating the ability of LLM-based agents to cooperate in zero-shot, mixed-motive environments using Concordia, a natural language multi-agent simulation environment. Our method measures general cooperative intelligence by testing an agent's ability to identify and exploit opportunities for mutual gain across diverse partners and contexts. We present empirical results from the NeurIPS 2024 Concordia Contest, where agents were evaluated on their ability to achieve mutual gains across a suite of diverse scenarios ranging from negotiation to collective action problems. Our findings reveal significant gaps between current agent capabilities and the robust generalization required for reliable cooperation, particularly in scenarios demanding persuasion and norm enforcement. Chandler Smith, Marwa Abdulhai, Manfred Diaz, Marko Tesic, Rakshit S. Trivedi, Alexander Vezhnevets, Lewis Hammond, Jesse Clifton, Minsuk Chang, Edgar A. Duéñez-Guzmán, John P. Agapiou, Jayd Matyas, Danny Karmon, Beining Zhang, Jim Dilkes, Akash Kundu, Emanuel Tewolde, Jebish Purbey, Ram Mohan Rao Kadiyala, Siddhant Gupta, Aliaksei Korshuk, Buyantuev Alexander, Ilya Makarov, Rolando Fernandez, Zhihan Wang, Caroline Wang, Jiaxun Cui, Lingyun Xiao, Yoonchang Sung, Muhammad Arrasy Rahman, Peter Stone 0001, Yipeng Kang, Hyeonggeun Yun, Ananya, Taehun Cha, Elizaveta Tennant, Olivia Macmillan-Scott, Marta Segura, Diana Riazi, Fuyang Cui, Sriram Ganapathi, Toryn Q. Klassen, Nico Schiavone, Mogtaba Alim, Sheila A. McIlraith, Manuel Ríos, Oswaldo Peña, Manuela Chacon-Chamorro, Rubén Manrique, Luis Felipe Giraldo, Nicanor Quijano, Fangwei Zhong, Wenming Tu, Zhaowei Zhang 0001, Zixia Jia, Zilong Zheng, Chichen Lin, Weijian Fan, Chenao Liu, Sneheel Sarangi, Shuqing Shi, Yali Du 0001, Avinaash Anand Kulandaivel, Yang Liu 0266, Ruiyang Wu 0007, Chetan Talele, Sunjia Lu, Gema Parreno, Shamika Dhuri, Bain McHale, Tim Baarslag, Dylan Hadfield-Menell, Natasha Jaques, José Hernández-Orallo, Joel Z. Leibo |
NeurIPS | 59 |
| 2025 | ReDMan: reliable dexterous manipulation with safe reinforcement learning
Yiran Geng, Jiaming Ji, Yuanpei Chen, Fangwei Zhong, Yaodong Yang 0001 |
Mach. Learn. | 5 |
| 2024 | Empowering Embodied Visual Tracking with Visual Foundation Models and Offline RL
Fangwei Zhong, Kui Wu 0007, Hai Ci, Chu-ran Wang, Hao Chen 0062 |
ECCV (73) | 1 |
| 2024 | Fast Peer Adaptation with Context-aware ExplorationabstractFast adapting to unknown peers (partners or opponents) with different strategies is a key challenge in multi-agent games. To do so, it is crucial for the agent to probe and identify the peer’s strategy efficiently, as this is the prerequisite for carrying out the best response in adaptation. However, exploring the strategies of unknown peers is difficult, especially when the games are partially observable and have a long horizon. In this paper, we propose a peer identification reward, which rewards the learning agent based on how well it can identify the behavior pattern of the peer over the historical context, such as the observation over multiple episodes. This reward motivates the agent to learn a context-aware policy for effective exploration and fast adaptation, i.e., to actively seek and collect informative feedback from peers when uncertain about their policies and to exploit the context to perform the best response when confident. We evaluate our method on diverse testbeds that involve competitive (Kuhn Poker), cooperative (PO-Overcooked), or mixed (Predator-Prey-W) games with peer agents. We demonstrate that our method induces more active exploration behavior, achieving faster adaptation and better outcomes than existing methods. Yuanfei Wang, Fangwei Zhong, Song-Chun Zhu, Yizhou Wang 0001 |
ICML | 3 |
| 2024 | Richelieu: Self-Evolving LLM-Based Agents for AI DiplomacyabstractDiplomacy is one of the most sophisticated activities in human society, involving complex interactions among multiple parties that require skills in social reasoning, negotiation, and long-term strategic planning. Previous AI agents have demonstrated their ability to handle multi-step games and large action spaces in multi-agent tasks. However, diplomacy involves a staggering magnitude of decision spaces, especially considering the negotiation stage required. While recent agents based on large language models (LLMs) have shown potential in various applications, they still struggle with extended planning periods in complex multi-agent settings. Leveraging recent technologies for LLM-based agents, we aim to explore AI's potential to create a human-like agent capable of executing comprehensive multi-agent missions by integrating three fundamental capabilities: 1) strategic planning with memory and reflection; 2) goal-oriented negotiation with social reasoning; and 3) augmenting memory through self-play games for self-evolution without human in the loop. Project page: https://sites.google.com/view/richelieu-diplomacy. Fangwei Zhong, Yizhou Wang 0001 |
NeurIPS | 3 |
| 2024 | Fine Tuning Out-of-Vocabulary Item Recommendation with User Sequence ImaginationabstractRecommending out-of-vocabulary (OOV) items is a challenging problem since the in-vocabulary (IV) items have well-trained behavioral embeddings but the OOV items only have content features. Current OOV recommendation models often generate 'makeshift' embeddings for OOV items from content features and then jointly recommend with the `makeshift' OOV item embeddings and the behavioral IV item embeddings. However, merely using the 'makeshift' embedding will result in suboptimal recommendation performance due to the substantial gap between the content feature and the behavioral embeddings. To bridge the gap, we propose a novel **User Sequence IMagination (USIM)** fine-tuning framework, which first imagines the user sequences and then refines the generated OOV embeddings with the user behavioral embeddings. Specifically, we frame the user sequence imagination as a reinforcement learning problem and develop a recommendation-focused reward function to evaluate to what extent a user can help recommend the OOV items. Besides, we propose an embedding-driven transition function to model the embedding transition after imaging a user. USIM has been deployed on a prominent e-commerce platform for months, offering recommendations for millions of OOV items and billions of users. Extensive experiments demonstrate that USIM outperforms traditional generative models in OOV item recommendation performance across traditional collaborative filtering and GNN-based collaborative filtering models. Ruochen Liu 0001, Hao Chen 0062, Yuanchen Bei, Qijie Shen, Fangwei Zhong, Senzhang Wang |
NeurIPS | 5 |
| 2024 | RoMAT: Role-based multi-agent transformer for generalizable heterogeneous cooperation
Dongzi Wang 0002, Fangwei Zhong, Minglong Li, Muning Wen, Yuanxi Peng, Teng Li 0011, Yaodong Yang 0001 |
Neural Networks | 2 |
| 2024 | Bi-DexHands: Towards Human-Level Bimanual Dexterous ManipulationabstractAchieving human-level dexterity in robotics remains a critical open problem. Even simple dexterous manipulation tasks pose significant difficulties due to the high number of degrees of freedom and the need for cooperation among heterogeneous agents (e.g., finger joints). While some researchers have utilized reinforcement learning (RL) to control a single hand in manipulating objects, tasks that require coordinated bimanual cooperation are still under-explored due to the fewer suitable environments, which can result in difficulties and sub-optimal performance. To address these challenges, we introduce Bi-DexHands, a simulator with two dexterous hands featuring 20 bimanual manipulation tasks and thousands of target objects, designed to match various levels of human motor skills based on cognitive science research. We developed Bi-DexHands in Issac Gym, enabling highly efficient RL training at over 30,000 frames per second using a single NVIDIA RTX 3090. Based on Bi-DexHands, we present a comprehensive evaluation of popular RL algorithms in different settings, including single-agent/multi-agent RL, offline RL, multi-task RL, and meta RL. Our findings show that on-policy algorithms, such as PPO, can master simple manipulation tasks that correspond to those of 48-month-old babies, such as catching a flying object or opening a bottle. Furthermore, multi-agent RL can improve the ability to perform manipulations that require skilled bimanual cooperation, such as lifting a pot or stacking blocks. Despite achieving success in individual tasks, current RL algorithms struggle to learn multiple manipulation skills in most multi-task and few-shot learning scenarios. This highlights the need for further research and development within the RL community. Yuanpei Chen, Yiran Geng, Fangwei Zhong, Jiaming Ji, Jiechuang Jiang, Zongqing Lu 0002, Hao Dong 0003, Yaodong Yang 0001 |
IEEE Trans. Pattern Anal. Mach. Intell. | 3 |
| 2023 | RSPT: Reconstruct Surroundings and Predict Trajectory for Generalizable Active Object TrackingabstractActive Object Tracking (AOT) aims to maintain a specific relation between the tracker and object(s) by autonomously controlling the motion system of a tracker given observations. It is widely used in various applications such as mobile robots and autonomous driving. However, Building a generalizable active tracker that works robustly across various scenarios remains a challenge, particularly in unstructured environments with cluttered obstacles and diverse layouts. To realize this, we argue that the key is to construct a state representation that can model the geometry structure of the surroundings and the dynamics of the target. To this end, we propose a framework called RSPT to form a structure-aware motion representation by Reconstructing Surroundings and Predicting the target Trajectory. Moreover, we further enhance the generalization of the policy network by training in the asymmetric dueling mechanism. Empirical results show that RSPT outperforms existing methods in unseen environments, especially those with cluttered obstacles and diverse layouts. We also demonstrate good sim-to-real transfer when deploying RSPT in real-world scenarios. Fangwei Zhong, Xiao Bi, Yudi Zhang 0006, Yizhou Wang 0001 |
AAAI | 1 |
| 2023 | GFPose: Learning 3D Human Pose Prior with Gradient FieldsabstractLearning 3D human pose prior is essential to human-centered AI. Here, we present GFPose, a versatile framework to model plausible 3D human poses for various applications. At the core of GFPose is a time-dependent score network, which estimates the gradient on each body joint and progressively denoises the perturbed 3D human pose to match a given task specification. During the denoising process, GFPose implicitly incorporates pose priors in gradients and unifies various discriminative and generative tasks in an elegant framework. Despite the simplicity, GFPose demonstrates great potential in several downstream tasks. Our experiments empirically show that 1) as a multi-hypothesis pose estimator, GFPose outperforms existing SOTAs by 20% on Human3.6M dataset. 2) as a single-hypothesis pose estimator, GFPose achieves comparable results to deterministic SOTAs, even with a vanilla backbone. 3) GFPose is able to produce diverse and realistic samples in pose denoising, completion and generation tasks.11Project page https://sites.google.com/view/gfpose/ Hai Ci, Mingdong Wu, Wentao Zhu 0004, Xiaoxuan Ma 0001, Hao Dong 0003, Fangwei Zhong, Yizhou Wang 0001 |
CVPR | 6 |
| 2023 | Proactive Multi-Camera Collaboration for 3D Human Pose Estimation
Hai Ci, Mickel Liu, Xuehai Pan, Fangwei Zhong, Yizhou Wang 0001 |
ICLR | 4 |
| 2022 | ToM2C: Target-oriented Multi-agent Communication and Cooperation with Theory of Mind
Yuanfei Wang, Fangwei Zhong, Yizhou Wang 0001 |
ICLR | 2 |
| 2022 | Disentangling Disease-related Representation from Obscure for Disease PredictionabstractDisease-related representations play a crucial role in image-based disease prediction such as cancer diagnosis, due to its considerable generalization capacity. However, it is still a challenge to identify lesion characteristics in obscured images, as many lesions are obscured by other tissues. In this paper, to learn the representations for identifying obscured lesions, we propose a disentanglement learning strategy under the guidance of alpha blending generation in an encoder-decoder framework (DAB-Net). Specifically, we take mammogram mass benign/malignant classification as an example. In our framework, composite obscured mass images are generated by alpha blending and then explicitly disentangled into disease-related mass features and interference glands features. To achieve disentanglement learning, features of these two parts are decoded to reconstruct the mass and the glands with corresponding reconstruction losses, and only disease-related mass features are fed into the classifier for disease prediction. Experimental results on one public dataset DDSM and three in-house datasets demonstrate that the proposed strategy can achieve state-of-the-art performance. DAB-Net achieves substantial improvements of 3.9%~4.4% AUC in obscured cases. Besides, the visualization analysis shows the model can better disentangle the mass and glands in the obscured image, suggesting the effectiveness of our solution in exploring the hidden characteristics in this challenging problem. Chu-ran Wang, Fandong Zhang, Fangwei Zhong, Yizhou Yu, Yizhou Wang 0001 |
ICML | 4 |
| 2022 | MATE: Benchmarking Multi-Agent Reinforcement Learning in Distributed Target Coverage ControlabstractWe introduce the Multi-Agent Tracking Environment (MATE), a novel multi-agent environment simulates the target coverage control problems in the real world. MATE hosts an asymmetric cooperative-competitive game consisting of two groups of learning agents--"cameras" and "targets"--with opposing interests. Specifically, "cameras", a group of directional sensors, are mandated to actively control the directional perception area to maximize the coverage rate of targets. On the other side, "targets" are mobile agents that aim to transport cargo between multiple randomly assigned warehouses while minimizing the exposure to the camera sensor networks. To showcase the practicality of MATE, we benchmark the multi-agent reinforcement learning (MARL) algorithms from different aspects, including cooperation, communication, scalability, robustness, and asymmetric self-play. We start by reporting results for cooperative tasks using MARL algorithms (MAPPO, IPPO, QMIX, MADDPG) and the results after augmenting with multi-agent communication protocols (TarMAC, I2C). We then evaluate the effectiveness of the popular self-play techniques (PSRO, fictitious self-play) in an asymmetric zero-sum competitive game. This process of co-evolution between cameras and targets helps to realize a less exploitable camera network. We also observe the emergence of different roles of the target agents while incorporating I2C into target-target communication. MATE is written purely in Python and integrated with OpenAI Gym API to enhance user-friendliness. Our project is released at https://github.com/UnrealTracking/mate. Xuehai Pan, Mickel Liu, Fangwei Zhong, Yaodong Yang 0001, Song-Chun Zhu, Yizhou Wang 0001 |
NeurIPS | 3 |
| 2022 | TarGF: Learning Target Gradient Field to Rearrange Objects without Explicit Goal SpecificationabstractObject Rearrangement is to move objects from an initial state to a goal state. Here, we focus on a more practical setting in object rearrangement, i.e., rearranging objects from shuffled layouts to a normative target distribution without explicit goal specification. However, it remains challenging for AI agents, as it is hard to describe the target distribution (goal specification) for reward engineering or collect expert trajectories as demonstrations. Hence, it is infeasible to directly employ reinforcement learning or imitation learning algorithms to address the task. This paper aims to search for a policy only with a set of examples from a target distribution instead of a handcrafted reward function. We employ the score-matching objective to train a Target Gradient Field (TarGF), indicating a direction on each object to increase the likelihood of the target distribution. For object rearrangement, the TarGF can be used in two ways: 1) For model-based planning, we can cast the target gradient into a reference control and output actions with a distributed path planner; 2) For model-free reinforcement learning, the TarGF is not only used for estimating the likelihood-change as a reward but also provides suggested actions in residual policy learning. Experimental results in ball and room rearrangement demonstrate that our method significantly outperforms the state-of-the-art methods in the quality of the terminal state, the efficiency of the control process, and scalability. Mingdong Wu, Fangwei Zhong, Yulong Xia, Hao Dong 0003 |
NeurIPS | 2 |
| 2021 | Towards Distraction-Robust Active Visual TrackingabstractIn active visual tracking, it is notoriously difficult when distracting objects appear, as distractors often mislead the tracker by occluding the target or bringing a confusing appearance. To address this issue, we propose a mixed cooperative-competitive multi-agent game, where a target and multiple distractors form a collaborative team to play against a tracker and make it fail to follow. Through learning in our game, diverse distracting behaviors of the distractors naturally emerge, thereby exposing the tracker’s weakness, which helps enhance the distraction-robustness of the tracker. For effective learning, we then present a bunch of practical methods, including a reward function for distractors, a cross-modal teacher-student learning strategy, and a recurrent attention mechanism for the tracker. The experimental results show that our tracker performs desired distraction-robust active visual tracking and can be well generalized to unseen environments. We also show that the multi-agent game can be used to adversarially test the robustness of trackers. Fangwei Zhong, Peng Sun 0011, Wenhan Luo, Tingyun Yan, Yizhou Wang 0001 |
ICML | 1 |
| 2021 | AD-VAT+: An Asymmetric Dueling Mechanism for Learning and Understanding Visual Active TrackingabstractVisual Active Tracking (VAT) aims at following a target object by autonomously controlling the motion system of a tracker given visual observations. To learn a robust tracker for VAT, in this article, we propose a novel adversarial reinforcement learning (RL) method which adopts an Asymmetric Dueling mechanism, referred to as AD-VAT. In the mechanism, the tracker and target, viewed as two learnable agents, are opponents and can mutually enhance each other during the dueling/competition: i.e., the tracker intends to lockup the target, while the target tries to escape from the tracker. The dueling is asymmetric in that the target is additionally fed with the tracker's observation and action, and learns to predict the tracker's reward as an auxiliary task. Such an asymmetric dueling mechanism produces a stronger target, which in turn induces a more robust tracker. To improve the performance of the tracker in the case of challenging scenarios such as obstacles, we employ more advanced environment augmentation technique and two-stage training strategies, termed as AD-VAT+. For a better understanding of the asymmetric dueling mechanism, we also analyze the target's behaviors as the training proceeds and visualize the latent space of the tracker. The experimental results, in both 2D and 3D environments, demonstrate that the proposed method leads to a faster convergence in training and yields more robust tracking behaviors in different testing scenarios. The potential of the active tracker is also shown in real-world videos. Fangwei Zhong, Peng Sun 0011, Wenhan Luo, Tingyun Yan, Yizhou Wang 0001 |
IEEE Trans. Pattern Anal. Mach. Intell. | 1 |
| 2020 | Pose-Assisted Multi-Camera Collaboration for Active Object TrackingabstractActive Object Tracking (AOT) is crucial to many vision-based applications, e.g., mobile robot, intelligent surveillance. However, there are a number of challenges when deploying active tracking in complex scenarios, e.g., target is frequently occluded by obstacles. In this paper, we extend the single-camera AOT to a multi-camera setting, where cameras tracking a target in a collaborative fashion. To achieve effective collaboration among cameras, we propose a novel Pose-Assisted Multi-Camera Collaboration System, which enables a camera to cooperate with the others by sharing camera poses for active object tracking. In the system, each camera is equipped with two controllers and a switcher: The vision-based controller tracks targets based on observed images. The pose-based controller moves the camera in accordance to the poses of the other cameras. At each step, the switcher decides which action to take from the two controllers according to the visibility of the target. The experimental results demonstrate that our system outperforms all the baselines and is capable of generalizing to unseen environments. The code and demo videos are available on our website https://sites.google.com/view/pose-assisted-collaboration. Jing Li 0091, Fangwei Zhong, Yu Qiao 0001, Yizhou Wang 0001 |
AAAI | 3 |
| 2020 | Learning Multi-Agent Coordination for Enhancing Target Coverage in Directional Sensor NetworksabstractMaximum target coverage by adjusting the orientation of distributed sensors is an important problem in directional sensor networks (DSNs). This problem is challenging as the targets usually move randomly but the coverage range of sensors is limited in angle and distance. Thus, it is required to coordinate sensors to get ideal target coverage with low power consumption, e.g. no missing targets or reducing redundant coverage. To realize this, we propose a Hierarchical Target-oriented Multi-Agent Coordination (HiT-MAC), which decomposes the target coverage problem into two-level tasks: targets assignment by a coordinator and tracking assigned targets by executors. Specifically, the coordinator periodically monitors the environment globally and allocates targets to each executor. In turn, the executor only needs to track its assigned targets. To effectively learn the HiT-MAC by reinforcement learning, we further introduce a bunch of practical methods, including a self-attention module, marginal contribution approximation for the coordinator, goal-conditional observation filter for the executor, etc. Empirical results demonstrate the advantage of HiT-MAC in coverage rate, learning efficiency, and scalability, comparing to baselines. We also conduct an ablative analysis on the effectiveness of the introduced components in the framework. Fangwei Zhong, Yizhou Wang 0001 |
NeurIPS | 2 |
| 2020 | End-to-End Active Object Tracking and Its Real-World Deployment via Reinforcement LearningabstractWe study active object tracking, where a tracker takes visual observations (i.e., frame sequences) as input and produces the corresponding camera control signals as output (e.g., move forward, turn left, etc.). Conventional methods tackle tracking and camera control tasks separately, and the resulting system is difficult to tune jointly. These methods also require significant human efforts for image labeling and expensive trial-and-error system tuning in the real world. To address these issues, we propose, in this paper, an end-to-end solution via deep reinforcement learning. A ConvNet-LSTM function approximator is adopted for the direct frame-to-action prediction. We further propose an environment augmentation technique and a customized reward function, which are crucial for successful training. The tracker trained in simulators (ViZDoom and Unreal Engine) demonstrates good generalization behaviors in the case of unseen object moving paths, unseen object appearances, unseen backgrounds, and distracting objects. The system is robust and can restore tracking after occasional lost of the target being tracked. We also find that the tracking ability, obtained solely from simulators, can potentially transfer to real-world scenarios. We demonstrate successful examples of such transfer, via experiments over the VOT dataset and the deployment of a real-world robot using the proposed active tracker trained in simulation. Wenhan Luo, Peng Sun 0011, Fangwei Zhong, Wei Liu 0005, Tong Zhang 0001, Yizhou Wang 0001 |
IEEE Trans. Pattern Anal. Mach. Intell. | 3 |
| 2019 | CRAVES: Controlling Robotic Arm With a Vision-Based Economic SystemabstractTraining a robotic arm to accomplish real-world tasks has been attracting increasing attention in both academia and industry. This work discusses the role of computer vision algorithms in this field. We focus on low-cost arms on which no sensors are equipped and thus all decisions are made upon visual recognition, e.g., real-time 3D pose estimation. This requires annotating a lot of training data, which is not only time-consuming but also laborious. In this paper, we present an alternative solution, which uses a 3D model to create a large number of synthetic data, trains a vision model in this virtual domain, and applies it to real-world images after domain adaptation. To this end, we design a semi-supervised approach, which fully leverages the geometric constraints among keypoints. We apply an iterative algorithm for optimization. Without any annotations on real images, our algorithm generalizes well and produces satisfying results on 3D pose estimation, which is evaluated on two real-world datasets. We also construct a vision-based control system for task accomplishment, for which we train a reinforcement learning agent in a virtual environment and apply it to the real-world. Moreover, our approach, with merely a 3D model being required, has the potential to generalize to other types of multi-rigid-body dynamic systems. Yiming Zuo 0001, Weichao Qiu, Lingxi Xie, Fangwei Zhong, Yizhou Wang 0001, Alan L. Yuille |
CVPR | 4 |
| 2019 | AD-VAT: An Asymmetric Dueling mechanism for learning Visual Active Tracking
Fangwei Zhong, Peng Sun 0011, Wenhan Luo, Tingyun Yan, Yizhou Wang 0001 |
ICLR (Poster) | 1 |
| 2018 | End-to-end Active Object Tracking via Reinforcement LearningabstractWe study active object tracking, where a tracker takes as input the visual observation (i.e. frame sequence) and produces the camera control signal (e.g., move forward, turn left, etc). Conventional methods tackle the tracking and the camera control separately, which is challenging to tune jointly. It also incurs many human efforts for labeling and many expensive trial-and-errors in real-world. To address these issues, we propose, in this paper, an end-to-end solution via deep reinforcement learning, where a ConvNet-LSTM function approximator is adopted for the direct frame-to-action prediction. We further propose an environment augmentation technique and a customized reward function, which are crucial for a successful training. The tracker trained in simulators (ViZDoom, Unreal Engine) shows good generalization in the case of unseen object moving path, unseen object appearance, unseen background, and distracting object. It can restore tracking when occasionally losing the target. With the experiments over the VOT dataset, we also find that the tracking ability, obtained solely from simulators, can potentially transfer to real-world scenarios. Wenhan Luo, Peng Sun 0011, Fangwei Zhong, Wei Liu 0005, Tong Zhang 0001, Yizhou Wang 0001 |
ICML | 3 |
| 2018 | Detect-SLAM: Making Object Detection and SLAM Mutually BeneficialabstractAlthough significant progress has been made in SLAM and object detection in recent years, there are still a series of challenges for both tasks, e.g., SLAM in dynamic environments and detecting objects in complex environments. To address these challenges, we present a novel robotic vision system, which integrates SLAM with a deep neural networkbased object detector to make the two functions mutually beneficial. The proposed system facilitates a robot to accomplish tasks reliably and efficiently in an unknown and dynamic environment. Experimental results show that compare to the state-of-the-art robotic vision systems, the proposed system has three advantages: i) it greatly improves the accuracy and robustness of SLAM in dynamic environments by removing unreliable features from moving objects leveraging the object detector, ii) it builds an instance-level semantic map of the environment in an online fashion using the synergy of the two functions for further semantic applications; and iii) it improves the object detector so that it can detect/recognize objects effectively under more challenging conditions such as unusual viewpoints, poor lighting condition, and motion blur, by leveraging the object map. Fangwei Zhong, Ziqi Zhang 0017, China Chen, Yizhou Wang 0001 |
WACV | 1 |
| 2017 | UnrealCV: Virtual Worlds for Computer VisionabstractUnrealCV is a project to help computer vision researchers build virtual worlds using Unreal Engine 4 (UE4). It extends UE4 with a plugin by providing (1) A set of UnrealCV commands to interact with the virtual world. (2) Communication between UE4 and an external program, such as Caffe. UnrealCV can be used in two ways. The first one is using a compiled game binary with UnrealCV embedded. This is as simple as running a game, no knowledge of Unreal Engine is required. The second is installing UnrealCV plugin to Unreal Engine 4 (UE4) and use the editor of UE4 to build a new virtual world. UnrealCV is an open-source software under the MIT license. Since the initial release in September 2016, it has gathered an active community of users, including students and researchers. Weichao Qiu, Fangwei Zhong, Yi Zhang 0099, Siyuan Qiao, Zihao Xiao 0001, Tae Soo Kim 0001, Yizhou Wang 0001 |
ACM Multimedia | 2 |