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Botian Xu

dblp:220/1400 · DBLP profile ↗
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5ranked-venue papers
0as first author
5since 2021 · last 2025
—ORCID · conflict

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

Artificial intelligence and machine learning · 5 · 5 since 2021Systems, architecture and hardware · 2 · 2 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 since 2021

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Artificial intelligence
3 papers
Image recognition and object detection · 27% Reinforcement learning · 18% Generative modeling · 12%
Computer graphics and multimedia
1 paper
Visual content generation and editing · 100%

Topics — the 10 heaviest of 12, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Machine learning › Generative modeling › diffusion model
3d shape generation
0.912025
ArtFormer: Controllable Generation of Diverse 3D Articulated Objects · CVPR 2025
Computer vision › Image recognition and object detection › object detection
aerial object detection
0.912025
Feedback RoI Features Improve Aerial Object Detection · ICRA 2025
Computer vision › 3D vision › 3d shape modeling
articulated object generation
0.912025
ArtFormer: Controllable Generation of Diverse 3D Articulated Objects · CVPR 2025
Machine learning › Representation and self-supervised learning › representation learning
feature extraction
0.912025
Feedback RoI Features Improve Aerial Object Detection · ICRA 2025
Machine learning › Deep learning architectures and training › multi-scale representation
multi-scale feature extraction
0.912025
Feedback RoI Features Improve Aerial Object Detection · ICRA 2025
Computer vision › Image recognition and object detection
object detection
0.912025
Feedback RoI Features Improve Aerial Object Detection · ICRA 2025
Visual content generation and editing › 3d content generation
controllable 3d generation
0.912025
ArtFormer: Controllable Generation of Diverse 3D Articulated Objects · CVPR 2025
Machine learning › Reinforcement learning › multi-agent reinforcement learning
human-AI collaboration
0.712023
Learning Zero-Shot Cooperation with Humans, Assuming Humans Are Biased · ICLR 2023
Knowledge, reasoning and agents › Multi-agent systems › multi-agent coordination
zero-shot coordination
0.712023
Learning Zero-Shot Cooperation with Humans, Assuming Humans Are Biased · ICLR 2023
Computer vision › Image recognition and object detection › object detection
robust object detection
0.312025
Feedback RoI Features Improve Aerial Object Detection · ICRA 2025

Methods — techniques the papers use, named apart from their topics

transformer · 1.7signed distance function · 1.7shape prior · 1.7multi-level feature extraction · 0.9feedback feature selection · 0.9biased human modeling · 0.7
YearPublicationVenuePosition
2025 ArtFormer: Controllable Generation of Diverse 3D Articulated Objects
abstract
This paper presents a novel framework for modeling and conditional generation of 3D articulated objects. Troubled by flexibility-quality tradeoffs, existing methods are often limited to using predefined structures or retrieving shapes from static datasets. To address these challenges, we parameterize an articulated object as a tree of tokens and employ a transformer to generate both the object’s high-level geometry code and its kinematic relations. Subsequently, each sub-part’s geometry is further decoded using a signed-distance-function (SDF) shape prior, facilitating the synthesis of high-quality 3D shapes. Our approach enables the generation of diverse objects with high-quality geometry and varying number of parts. Comprehensive experiments on conditional generation from text descriptions demonstrate the effectiveness and flexibility of our method.
Jiayi Su, Youhe Feng, Jinhua Song, Yangfan He, Botao Ren, Botian Xu
CVPR7
2025 Feedback RoI Features Improve Aerial Object Detection
abstract
Research in visual perception has shown that the human visual system utilizes high-level feedback information to guide lower-level processing, enabling adaptation to signals of varying characteristics. Inspired by this, we propose the Feedback multi-Level feature Extractor (Flex) to dynamically adjust feature selection in object detection based on image-wise and instance-level feedback information. This is particularly beneficial for applications such as aerial object detection, UAV-based target recognition and autonomous vehicle navigation, where global image quality issues like sensor degradation, foggy, or rainy conditions can impact detection performance. Flex adapts to variations in image quality, refining the feature extraction process to improve robustness against these challenges. Experimental results demonstrate that Flex consistently enhances a range of state-of-the-art methods on challenging aerial object detection datasets, including DOTA-v1.0, DOTA-v1.5, and HRSC2016. Furthermore, additional experiments on MS COCO confirm the module's effectiveness in general object detection tasks. Our quantitative and qualitative analyses reveal that the improvements are strongly correlated with image quality, aligning with our original motivation to address global image quality issues in real-world scenarios.
Botao Ren, Botian Xu, Hanwei Gao, Qiankun Yu, Zhidong Deng
ICRA2
2025 Multi-UAV Formation Control with Static and Dynamic Obstacle Avoidance via Reinforcement Learning
abstract
This paper tackles the challenging task of maintaining formation among multiple unmanned aerial vehicles (UAVs) while avoiding both static and dynamic obstacles during directed flight. The complexity of the task arises from its multi-objective nature, the large exploration space, and the sim-to-real gap. To address these challenges, we propose a two-stage reinforcement learning (RL) pipeline. In the first stage, we randomly search for a reward function that balances key objectives: directed flight, obstacle avoidance, formation maintenance, and zero-shot policy deployment. The second stage applies this reward function to more complex scenarios and utilizes curriculum learning to accelerate policy training. Additionally, we incorporate an attention-based observation encoder to improve formation maintenance and adaptability to varying obstacle densities. Experimental results in both simulation and real-world environments demonstrate that our method outperforms both planning-based and RL-based baselines in terms of collision-free rates and formation maintenance across static, dynamic, and mixed obstacle scenarios. Ablation studies further confirm the effectiveness of our curriculum learning strategy and attention-based encoder. Animated demonstrations are available at: https://sites.google.com/view/uav-formation-with-avoidance/.
Yuqing Xie 0005, Chao Yu 0005, Hongzhi Zang, Jiayu Chen 0005, Botian Xu, Yi Wu 0013, Yu Wang 0002
IROS8
2024 Lamarckian Platform: Pushing the Boundaries of Evolutionary Reinforcement Learning Toward Asynchronous Commercial Games
abstract
Despite the emerging progress of integrating evolutionary computation into reinforcement learning, the absence of a high-performance platform endowing composability and massive parallelism causes nontrivial difficulties for research and applications related to asynchronous commercial games. Here, we introduce Lamarckian1—an open-source platform featuring support for evolutionary reinforcement learning scalable to distributed computing resources. To improve the training speed and data efficiency, Lamarckian adopts optimized communication methods and an asynchronous evolutionary reinforcement learning workflow. To meet the demand for an asynchronous interface by commercial games and various methods, Lamarckian tailors an asynchronous Markov Decision Process interface and designs an object-oriented software architecture with decoupled modules. In comparison with the state-of-the-art RLlib, we empirically demonstrate the unique advantages of Lamarckian on benchmark tests with up to 6000 CPU cores: 1) both the sampling efficiency and training speed are doubled when running proximal policy optimization (PPO) on Google football game; 2) the training speed is 13 times faster when running PBT+PPO onPonggame. Moreover, we also present two use cases: 1) how Lamarckian is applied to generating behavior-diverse game AI; 2) how Lamarckian is applied to game balancing tests for an asynchronous commercial game.
Ruimin Shen, Yue Lin 0002, Botian Xu, Ran Cheng 0004
IEEE Trans. Games4
2023 Learning Zero-Shot Cooperation with Humans, Assuming Humans Are Biased
Chao Yu 0005, Jiaxuan Gao, Botian Xu, Yu Wang 0002, Yi Wu 0013
ICLR4