Shaofei Cai

dblp:276/3245 · DBLP profile ↗
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16ranked-venue papers
8as first author
15since 2021 · last 2026
0000-0002-1195-7276ORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Artificial intelligence and machine learning · 13 · 8 first-author · 13 since 2021Graphics, computer vision, multimedia, augmented reality and games · 8 · 5 first-author · 7 since 2021Systems, architecture and hardware · 1 · 1 since 2021Software engineering, systems software and programming languages · 1 · 1 since 2021
YearPublicationVenuePosition
2026 Steering Visuomotor Policy in Open Worlds via Cross-View Goal Alignment
abstract
We aim to develop a goal specification method that is semantically clear, spatially sensitive, domain-agnostic, and intuitive for human users to guide agent interactions in 3D environments. Specifically, we propose a novel cross-view goal alignment framework that allows users to specify target objects using segmentation masks from their camera views rather than the agent’s observations. We highlight that behavior cloning alone fails to align the agent’s behavior with human intent when the human and agent camera views differ significantly. To address this, we introduce two auxiliary objectives: cross-view consistency loss and target visibility loss, which explicitly enhance the agent's spatial reasoning ability. According to this, we develop ROCKET-2, a state-of-the-art agent trained in Minecraft, achieving an improvement in the efficiency of inference 3x to 6x. We demonstrate that ROCKET-2 can directly interpret goals from human camera views, enabling better human-agent interaction. Remarkably, ROCKET-2 demonstrates zero-shot generalization capabilities: despite being trained exclusively on the Minecraft dataset, it can adapt and generalize to other 3D environments like Doom, DMLab, and Unreal through a simple action space mapping.
Shaofei Cai, Zhancun Mu, Anji Liu, Yitao Liang
AAAI1
2026 CREATE: Cross-Layer Resilience Characterization and Optimization for Efficient yet Reliable Embodied AI Systems
abstract
Embodied Artificial Intelligence (AI) has recently attracted significant attention as it bridges AI with the physical world. Modern embodied AI systems often combine a Large Language Model (LLM)-based planner for high-level task planning and a reinforcement learning (RL)-based controller for low-level action generation, enabling embodied agents to tackle complex tasks in real-world environments. However, deploying embodied agents remains challenging due to their high computation requirements, especially for battery-powered local devices. Although techniques like lowering operating voltage can improve energy efficiency, they can introduce bit errors and result in task failures. In this work, we propose CREATE, a general design principle that leverages heterogeneous resilience at different layers for synergistic energy-reliability co-optimization. For the first time, we conduct a comprehensive error injection study on modern embodied AI systems and observe an inherent but heterogeneous fault tolerance. Building upon these insights, we develop an anomaly detection and clearance mechanism at the circuit level to eliminate outlier errors. At the model level, we propose a weight-rotation-enhanced planning algorithm to improve the fault tolerance of the LLM-based planner. Furthermore, we introduce an application-level technique, autonomy-adaptive voltage scaling, to dynamically adjust the operating voltage of the controllers. The voltage scaling circuit is co-designed to enable online voltage adjustment. Extensive experiments demonstrate that without compromising task quality, CREATE achieves 40.6% computational energy savings on average over nominal-voltage baselines and 35.0% over prior-art techniques. This further leads to 29.5% to 37.3% chip-level energy savings and approximately a 15% to 30% improvement in battery life.
Tong Xie, Yijiahao Qi, Jinqi Wen, Zishen Wan, Yanchi Dong, Shaofei Cai, Yitao Liang, Yuan Wang 0001, Runsheng Wang, Meng Li 0004
ASPLOS (2)7
2025 ROCKET-1: Mastering Open-World Interaction with Visual-Temporal Context Prompting
abstract
Vision-language models (VLMs) have excelled in multimodal tasks, but adapting them to embodied decision-making in open-world environments presents challenges. One critical issue is bridging the gap between discrete entities in low-level observations and the abstract concepts required for effective planning. A common solution is building hierarchical agents, where VLMs serve as high-level reasoners that break down tasks into executable sub-tasks, typically specified using language. However, language suffers from the inability to communicate detailed spatial information. We propose visual-temporal context prompting, a novel communication protocol between VLMs and policy models. This protocol leverages object segmentation from past observations to guide policy-environment interactions. Using this approach, we train ROCKET-1, a low-level policy that predicts actions based on concatenated visual observations and segmentation masks, supported by real-time object tracking from SAM-2. Our method unlocks the potential of VLMs, enabling them to tackle complex tasks that demand spatial reasoning. Experiments in Minecraft show that our approach enables agents to achieve previously unattainable tasks, with a 76% absolute improvement in open-world interaction performance. Codes are available at https://craftjarvis.github.io/ROCKET-1.
Shaofei Cai, Kewei Lian, Zhancun Mu, Xiaojian Ma 0001, Anji Liu, Yitao Liang
CVPR1
2025 Open-World Skill Discovery from Unsegmented Demonstration Videos
Jingwen Deng, Shaofei Cai, Anji Liu, Yitao Liang
ICCV3
2025 GROOT-2: Weakly Supervised Multimodal Instruction Following Agents
abstract
Developing agents that can follow multimodal instructions remains a fundamental challenge in robotics and AI. Although large-scale pre-training on unlabeled datasets has enabled agents to learn diverse behaviors, these agents often struggle with following instructions. While augmenting the dataset with instruction labels can mitigate this issue, acquiring such high-quality annotations at scale is impractical. To address this issue, we frame the problem as a semi-supervised learning task and introduce \agent, a multimodal instructable agent trained using a novel approach that combines weak supervision with latent variable models. Our method consists of two key components: constrained self-imitating, which utilizes large amounts of unlabeled demonstrations to enable the policy to learn diverse behaviors, and human intention alignment, which uses a smaller set of labeled demonstrations to ensure the latent space reflects human intentions. \agent’s effectiveness is validated across four diverse environments, ranging from video games to robotic manipulation, demonstrating its robust multimodal instruction-following capabilities.
Shaofei Cai, Bowei Zhang 0007, Haowei Lin, Xiaojian Ma 0001, Anji Liu, Yitao Liang
ICLR1
2025 JARVIS-1: Open-World Multi-Task Agents With Memory-Augmented Multimodal Language Models
abstract
Achieving human-like planning and control with multimodal observations in an open world is a key milestone for more functional generalist agents. Existing approaches can handle certain long-horizon tasks in an open world. However, they still struggle when the number of open-world tasks could potentially be infinite and lack the capability to progressively enhance task completion as game time progresses. We introduceJARVIS-1, an open-world agent that can perceive multimodal input (visual observations and human instructions), generate sophisticated plans, and perform embodied control, all within the popular yet challenging open-world Minecraft universe. Specifically, we developJARVIS-1 on top of pre-trained multimodal language models, which map visual observations and textual instructions to plans. The plans will be ultimately dispatched to the goal-conditioned controllers. We outfitJARVIS-1 with a multimodal memory, which facilitates planning using both pre-trained knowledge and its actual game survival experiences.JARVIS-1 is the existing most general agent in Minecraft, capable of completing over 200 different tasks using control and observation space similar to humans. These tasks range from short-horizon tasks, e.g., “chopping trees” to long-horizon ones, e.g., “obtaining a diamond pickaxe”.JARVIS-1 performs exceptionally well in short-horizon tasks, achieving nearly perfect performance. In the classic long-term task ofObtainDiamondPickaxe,JARVIS-1 surpasses the reliability of current state-of-the-art agents by 5 times and can successfully complete longer-horizon and more challenging tasks. Furthermore, we show thatJARVIS-1 is able toself-improvefollowing a life-long learning paradigm thanks to multimodal memory, sparking a more general intelligence and improved autonomy.
Shaofei Cai, Anji Liu, Yonggang Jin, Jinbing Hou, Bowei Zhang 0007, Haowei Lin, Zhaofeng He 0001, Zilong Zheng, Yaodong Yang 0001, Xiaojian Ma 0001, Yitao Liang
IEEE Trans. Pattern Anal. Mach. Intell.2
2025 Semantic and Correlation Disentangled Graph Convolutions for Multilabel Image Recognition
abstract
Multilabel image recognition (MLR) aims to annotate an image with comprehensive labels and suffers from object occlusion or small object sizes within images. Although the existing works attempt to capture and exploit label correlations to tackle these issues, they predominantly rely on global statistical label correlations as prior knowledge for guiding label prediction, neglecting the unique label correlations present within each image. To overcome this limitation, we propose a semantic and correlation disentangled graph convolution (SCD-GC) method, which builds the image-specific graph and employs graph propagation to reason the labels effectively. Specifically, we introduce a semantic disentangling module to extract categorywise semantic features as graph nodes and develop a correlation disentangling module to extract image-specific label correlations as graph edges. Performing graph convolutions on this image-specific graph allows for better mining of difficult labels with weak visual representations. Visualization experiments reveal that our approach successfully disentangles the dominant label correlations existing within the input image. Through extensive experimentation, we demonstrate that our method achieves superior results on the challenging Microsoft COCO (MS-COCO), PASCAL visual object classes (PASCAL-VOC), NUS web image dataset (NUS-WIDE), and Visual Genome 500 (VG-500) datasets. Code is available at GitHub: https://github.com/caigitrepo/SCDGC.
Shaofei Cai, Liang Li 0003, Xinzhe Han, Qi Tian 0001, Qingming Huang
IEEE Trans. Neural Networks Learn. Syst.1
2024 GROOT: Learning to Follow Instructions by Watching Gameplay Videos
abstract
We study the problem of building a controller that can follow open-ended instructions in open-world environments. We propose to follow reference videos as instructions, which offer expressive goal specifications while eliminating the need for expensive text-gameplay annotations. A new learning framework is derived to allow learning such instruction-following controllers from gameplay videos while producing a video instruction encoder that induces a structured goal space. We implement our agent GROOT in a simple yet effective encoder-decoder architecture based on causal transformers. We evaluate GROOT against open-world counterparts and human players on a proposed Minecraft SkillForge benchmark. The Elo ratings clearly show that GROOT is closing the human-machine gap as well as exhibiting a 70% winning rate over the best generalist agent baseline. Qualitative analysis of the induced goal space further demonstrates some interesting emergent properties, including the goal composition and complex gameplay behavior synthesis.
Shaofei Cai, Bowei Zhang 0007, Xiaojian Ma 0001, Anji Liu, Yitao Liang
ICLR1
2024 OmniJARVIS: Unified Vision-Language-Action Tokenization Enables Open-World Instruction Following Agents
abstract
This paper presents OmniJARVIS, a novel Vision-Language-Action (VLA) model for open-world instruction-following agents in Minecraft. Compared to prior works that either emit textual goals to separate controllers or produce the control command directly, OmniJARVIS seeks a different path to ensure both strong reasoning and efficient decision-making capabilities via unified tokenization of multimodal interaction data. First, we introduce a self-supervised approach to learn a behavior encoder that produces discretized tokens for behavior trajectories $\tau = \{o_0, a_0, \dots\}$ and an imitation learning policy decoder conditioned on these tokens. These additional behavior tokens will be augmented to the vocabulary of pretrained Multimodal Language Models. With this encoder, we then pack long-term multimodal interactions involving task instructions, memories, thoughts, observations, textual responses, behavior trajectories, etc into unified token sequences and model them with autoregressive transformers. Thanks to the semantically meaningful behavior tokens, the resulting VLA model, OmniJARVIS, can reason (by producing chain-of-thoughts), plan, answer questions, and act (by producing behavior tokens for the imitation learning policy decoder). OmniJARVIS demonstrates excellent performances on a comprehensive collection of atomic, programmatic, and open-ended tasks in open-world Minecraft. Our analysis further unveils the crucial design principles in interaction data formation, unified tokenization, and its scaling potentials. The dataset, models, and code will be released at https://craftjarvis.org/OmniJARVIS.
Shaofei Cai, Zhancun Mu, Haowei Lin, Ceyao Zhang, Xuejie Liu, Qing Li 0003, Anji Liu, Xiaojian Ma 0001, Yitao Liang
NeurIPS2
2024 Inductive State-Relabeling Adversarial Active Learning With Heuristic Clique Rescaling
abstract
Active learning (AL) is to design label-efficient algorithms by labeling the most representative samples. It reduces annotation cost and attracts increasing attention from the community. However, previous AL methods suffer from the inadequacy of annotations and unreliable uncertainty estimation. Moreover, we find that they ignore the intra-diversity of selected samples, which leads to sampling redundancy. In view of these challenges, we propose an inductive state-relabeling adversarial AL model (ISRA) that consists of a unified representation generator, an inductive state-relabeling discriminator, and a heuristic clique rescaling module. The generator introduces contrastive learning to leverage unlabeled samples for self-supervised training, where the mutual information is utilized to improve the representation quality for AL selection. Then, we design an inductive uncertainty indicator to learn the state score from labeled data and relabel unlabeled data with different importance for better discrimination of instructive samples. To solve the problem of sampling redundancy, the heuristic clique rescaling module measures the intra-diversity of candidate samples and recurrently rescales them to select the most informative samples. The experiments conducted on eight datasets and two imbalanced scenarios show that our model outperforms the previous state-of-the-art AL methods. As an extension on the cross-modal AL task, we apply ISRA to the image captioning and it also achieves superior performance.
Beichen Zhang 0006, Liang Li 0003, Shuhui Wang, Shaofei Cai, Zhengjun Zha, Qi Tian 0001, Qingming Huang
IEEE Trans. Pattern Anal. Mach. Intell.4
2023 Open-World Multi-Task Control Through Goal-Aware Representation Learning and Adaptive Horizon Prediction
abstract
We study the problem of learning goal-conditioned policies in Minecraft, a popular, widely accessible yet challenging open-ended environment for developing human-level multi-task agents. We first identify two main challenges of learning such policies: 1) the indistinguishability of tasks from the state distribution, due to the vast scene diversity, and 2) the non-stationary nature of environment dynamics caused by partial observability. To tackle the first challenge, we propose Goal-Sensitive Backbone (GSB) for the policy to encourage the emergence of goal-relevant visual state representations. To tackle the second challenge, the policy is further fueled by an adaptive horizon prediction module that helps alleviate the learning uncertainty brought by the non-stationary dynamics. Experiments on 20 Minecraft tasks show that our method significantly outperforms the best baseline so far; in many of them, we double the performance. Our ablation and exploratory studies then explain how our approach beat the counterparts and also unveil the surprising bonus of zero-shot generalization to new scenes (biomes). We hope our agent could help shed some light on learning goal-conditioned, multi-task agents in challenging, open-ended environments like Minecraft. The code is released at https://github.com/CraftJarvis/MC-Controller.
Shaofei Cai, Xiaojian Ma 0001, Anji Liu, Yitao Liang
CVPR1
2023 Describe, Explain, Plan and Select: Interactive Planning with LLMs Enables Open-World Multi-Task Agents
abstract
In this paper, we study the problem of planning in Minecraft, a popular, democratized yet challenging open-ended environment for developing multi-task embodied agents. We've found two primary challenges of empowering such agents with planning: 1) planning in an open-ended world like Minecraft requires precise and multi-step reasoning due to the long-term nature of the tasks, and 2) as vanilla planners do not consider the achievability of the current agent when ordering parallel sub-goals within a complicated plan, the resulting plan could be inefficient. To this end, we propose ``$\underline{D}$escribe, $\underline{E}$xplain, $\underline{P}$lan and $\underline{S}$elect'' ($\textbf{DEPS}$), an interactive planning approach based on Large Language Models (LLMs). Our approach helps with better error correction from the feedback during the long-haul planning, while also bringing the sense of proximity via goal $\textbf{Selector}$, a learnable module that ranks parallel sub-goals based on the estimated steps of completion and improves the original plan accordingly. Our experiments mark the milestone of the first zero-shot multi-task agent that can robustly accomplish 70+ Minecraft tasks and nearly double the overall performances. Further testing reveals our method's general effectiveness in popularly adopted non-open-ended domains as well (i.e., ALFWorld and tabletop manipulation). The ablation and exploratory studies detail how our design beats the counterparts and provide a promising update on the $\texttt{ObtainDiamond}$ grand challenge with our approach.
Shaofei Cai, Guanzhou Chen 0003, Anji Liu, Xiaojian Ma 0001, Yitao Liang
NeurIPS2
2023 DyStyle: Dynamic Neural Network for Multi-Attribute-Conditioned Style Editings
abstract
The semantic controllability of StyleGAN is enhanced by unremitting research. Although the existing weak supervision methods work well in manipulating the style codes along one attribute, the accuracy of manipulating multiple attributes is neglected. Multi-attribute representations are prone to entanglement in the StyleGAN latent space, while sequential editing leads to error accumulation. To address these limitations, we design a Dynamic Style Manipulation Network (DyStyle) whose structure and parameters vary by input samples, to perform nonlinear and adaptive manipulation of latent codes for flexible and precise attribute control. In order to efficient and stable optimization of the DyStyle network, we propose a Dynamic Multi-Attribute Contrastive Learning (DmaCL) method: including dynamic multi-attribute contrastor and dynamic multi-attribute contrastive loss, which simultaneously disentangle a variety of attributes from the generative image and latent space of model. As a result, our approach demonstrates fine-grained disentangled edits along multiple numeric and binary attributes. Qualitative and quantitative comparisons with existing style manipulation methods verify the superiority of our method in terms of the multi-attribute control accuracy and identity preservation without compromising photorealism.
Bingchuan Li, Shaofei Cai, Miao Hua, Zili Yi
WACV2
2022 Automatic Relation-aware Graph Network Proliferation
abstract
Graph neural architecture search has sparked much attention as Graph Neural Networks (GNNs) have shown powerful reasoning capability in many relational tasks. However, the currently used graph search space overem-phasizes learning node features and neglects mining hierarchical relational information. Moreover, due to diverse mechanisms in the message passing, the graph search space is much larger than that of CNNs. This hinders the straightforward application of classical search strategies for exploring complicated graph search space. We propose Automatic Relation-aware Graph Network Proliferation (ARGNP) for efficiently searching GNNs with a relation-guided message passing mechanism. Specifically, we first devise a novel dual relation-aware graph search space that comprises both node and relation learning operations. These operations can extract hierarchical node/relational information and provide anisotropic guidance for message passing on a graph. Second, analogous to cell proliferation, we design a network proliferation search paradigm to progressively determine the GNN architectures by iteratively performing network division and differentiation. The experiments on six datasets for four graph learning tasks demonstrate that GNNs produced by our method are superior to the current state-of-the-art hand-crafted and search-based GNNs. Codes are available at https://github.com/phython96/ARGNP.
Shaofei Cai, Liang Li 0003, Xinzhe Han, Jiebo Luo 0001, Zhengjun Zha, Qingming Huang
CVPR1
2021 Rethinking Graph Neural Architecture Search From Message-Passing
abstract
Graph neural networks (GNNs) emerged recently as a standard toolkit for learning from data on graphs. Current GNN designing works depend on immense human expertise to explore different message-passing mechanisms, and require manual enumeration to determine the proper message-passing depth. Inspired by the strong searching capability of neural architecture search (NAS) in CNN, this paper proposes Graph Neural Architecture Search (GNAS) with novel-designed search space. The GNAS can automatically learn better architecture with the optimal depth of message passing on the graph. Specifically, we design Graph Neural Architecture Paradigm (GAP) with tree-topology computation procedure and two types of fine-grained atomic operations (feature filtering & neighbor aggregation) from message-passing mechanism to construct powerful graph network search space. Feature filtering performs adaptive feature selection, and neighbor aggregation captures structural information and calculates neighbors’ statistics. Experiments show that our GNAS can search for better GNNs with multiple message-passing mechanisms and optimal message-passing depth. The searched network achieves remarkable improvement over state-of-the-art manual designed and search-based GNNs on five large-scale datasets at three classical graph tasks. Codes can be found at https://github.com/phython96/GNAS-MP.
Shaofei Cai, Liang Li 0003, Jincan Deng, Beichen Zhang 0006, Zhengjun Zha, Li Su 0003, Qingming Huang
CVPR1
2020 IR-GAN: Image Manipulation with Linguistic Instruction by Increment Reasoning
abstract
Conditional image generation is an active research topic including text2image and image translation. Recently image manipulation with linguistic instruction brings new challenges of multimodal conditional generation. However, traditional conditional image generation models mainly focus on generating high-quality and visually realistic images, and lack resolving the partial consistency between image and instruction. To address this issue, we propose an Increment Reasoning Generative Adversarial Network (IR-GAN), which aims to reason the consistency between visual increment in images and semantic increment in instructions. First, we introduce the word-level and instruction-level instruction encoders to learn user's intention from history-correlated instructions as semantic increment. Second, we embed the representation of semantic increment into that of source image for generating target image, where source image plays the role of referring auxiliary. Finally, we propose a reasoning discriminator to measure the consistency between visual increment and semantic increment, which purifies user's intention and guarantees the good logic of generated target image. Extensive experiments and visualization conducted on two datasets show the effectiveness of IR-GAN.
Zhenhuan Liu, Jincan Deng, Liang Li 0003, Shaofei Cai, Qianqian Xu 0001, Shuhui Wang, Qingming Huang
ACM Multimedia4