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Enshen Zhou

dblp:348/9834 · DBLP profile ↗
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8ranked-venue papers
3as first author
8since 2021 · last 2026
—ORCID · none

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

Artificial intelligence and machine learning · 8 · 3 first-author · 8 since 2021Graphics, computer vision, multimedia, augmented reality and games · 4 · 1 first-author · 4 since 2021Systems, architecture and hardware · 2 · 1 first-author · 2 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
5 papers
Language models and text generation · 29% Generative modeling · 27% Robot manipulation · 12%
Software engineering, system software, and programming languages
1 paper
Program synthesis and code generation · 100%

Topics — the 12 heaviest of 15, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Natural language and speech › Language models and text generation
LLM agents
1.012026
Prune4Web: DOM Tree Pruning Programming for Web Agent · AAAI 2026
Natural language and speech › Language models and text generation › LLM agents
web agents
1.012026
Prune4Web: DOM Tree Pruning Programming for Web Agent · AAAI 2026
Machine learning › Generative modeling
diffusion model
0.912025
AGFSync: Leveraging AI-Generated Feedback for Preference Optimization in Text-to-Image Generation · AAAI 2025
Natural language and speech › Language models and text generation
preference optimization
0.912025
AGFSync: Leveraging AI-Generated Feedback for Preference Optimization in Text-to-Image Generation · AAAI 2025
Machine learning › Generative modeling › diffusion model
text-to-image generation
0.912025
AGFSync: Leveraging AI-Generated Feedback for Preference Optimization in Text-to-Image Generation · AAAI 2025
Machine learning › Generative modeling
video generation
0.912025
WorldSimBench: Towards Video Generation Models as World Simulators · ICML 2025
Machine learning › Reinforcement learning
world simulator
0.912025
WorldSimBench: Towards Video Generation Models as World Simulators · ICML 2025
Robotics › Robot navigation and mapping
active perception
0.812024
MP5: A Multi-modal Open-ended Embodied System in Minecraft via Active Perception · CVPR 2024
Knowledge, reasoning and agents › Multi-agent systems
embodied multi-agent system
0.812024
MP5: A Multi-modal Open-ended Embodied System in Minecraft via Active Perception · CVPR 2024
Web and social media mining › web mining
web page understanding
0.312026
Prune4Web: DOM Tree Pruning Programming for Web Agent · AAAI 2026
Computer vision › Vision and language
vision-language model
0.312025
Code-as-Monitor: Constraint-aware Visual Programming for Reactive and Proactive Robotic Failure Detection · CVPR 2025
Computer vision › Vision and language › vision-language model
multimodal large language model
0.212024
MP5: A Multi-modal Open-ended Embodied System in Minecraft via Active Perception · CVPR 2024

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

two-turn dialogue training · 3.0program synthesis · 3.0large language model · 3.0visual programming · 0.9vision-language model feedback · 0.9vision-language model · 0.9spatio-temporal constraint satisfaction · 0.9human preference evaluation · 0.9direct preference optimization · 0.9action-level evaluation · 0.9
YearPublicationVenuePosition
2026 Prune4Web: DOM Tree Pruning Programming for Web Agent
abstract
Web automation uses intelligent agents to perform high-level tasks by mimicking human interactions with webpages. Despite recent advances in LLM-based web agents, efficiently navigating complex, real-world webpages remains challenging due to massive DOM structures (10,000 ~ 100,000 tokens). Current approaches either truncate DOMs—losing vital information—or use inefficient heuristics and separate ranking models, failing to balance precision and scalability. We introduce Prune4Web, a novel paradigm that transforms DOM processing from LLM-based filtering to programmatic pruning. Our key innovation is DOM Tree Pruning Programming, where an LLM generates executable Python scoring programs to dynamically filter DOM elements based on semantic clues from decomposed sub-tasks. This approach eliminates the need for LLMs to process full DOMs, instead delegating traversal and scoring to lightweight, interpretable programs. The result is a 25 ~ 50 times reduction in candidate elements for grounding, enabling precise action localization without attention dilution. Additionally, we propose a data annotation method and a two-turn dialogue training strategy that jointly optimizes Planner, Programmatic Filter, and Grounder in a unified framework. Experiments demonstrate state-of-the-art performance. On our low-level task grounding task, our approach dramatically increases grounding accuracy from 46.80% to 88.28%, highlighting its effectiveness.
Kaiquan Chen, Zhihao Lu, Enshen Zhou
AAAI4
2025 AGFSync: Leveraging AI-Generated Feedback for Preference Optimization in Text-to-Image Generation
abstract
Text-to-Image (T2I) diffusion models have achieved remarkable success in image generation. Despite their progress, challenges remain in both prompt-following ability, image quality and lack of high-quality datasets, which are essential for refining these models. As acquiring labeled data is costly, we introduce AGFSync, a framework that enhances T2I diffusion models through Direct Preference Optimization (DPO) in a fully AI-driven approach. AGFSync utilizes Vision-Language Models (VLM) to assess image quality across style, coherence, and aesthetics, generating feedback data within an AI-driven loop. By applying AGFSync to leading T2I models such as SD v1.4, v1.5, and SDXL-base, our extensive experiments on the TIFA dataset demonstrate notable improvements in VQA scores, aesthetic evaluations, and performance on the HPS v2 benchmark, consistently outperforming the base models. AGFSync's method of refining T2I diffusion models paves the way for scalable alignment techniques.
Jingkun An, Yinghao Zhu, Zongjian Li, Enshen Zhou, Xijie Huang, Bohua Chen, Yemin Shi 0001, Chengwei Pan
AAAI4
2025 Code-as-Monitor: Constraint-aware Visual Programming for Reactive and Proactive Robotic Failure Detection
abstract
Automatic detection and prevention of open-set failures are crucial in closed-loop robotic systems. Recent studies often struggle to simultaneously identify unexpected failures reactively after they occur and prevent foreseeable ones proactively. To this end, we propose Code-as-Monitor (CaM), a novel paradigm leveraging the vision-language model (VLM) for both open-set reactive and proactive failure detection. The core of our method is to formulate both tasks as a unified set of spatio-temporal constraint satisfaction problems and use VLM-generated code to evaluate them for real-time monitoring. To enhance the accuracy and efficiency of monitoring, we further introduce constraint elements that abstract constraint-related entities or their parts into compact geometric elements. This approach offers greater generality, simplifies tracking, and facilitates constraint-aware visual programming by leveraging these elements as visual prompts. Experiments show that CaM achieves a 28.7% higher success rate and reduces execution time by 31.8% under severe disturbances compared to baselines across three simulators and a real-world setting. Moreover, CaM can be integrated with open-loop control policies to form closed-loop systems, enabling long-horizon tasks in cluttered scenes with dynamic environments. See the project page at https://zhoues.github.io/Code-as-Monitor.
Enshen Zhou, Cheng Chi 0001, Zhizheng Zhang 0011, Zhongyuan Wang 0006, Tiejun Huang 0001, Lu Sheng, He Wang 0010
CVPR1
2025 WorldSimBench: Towards Video Generation Models as World Simulators
abstract
Recent advancements in predictive models have demonstrated exceptional capabilities in predicting the future state of objects and scenes. However, the lack of categorization based on inherent characteristics continues to hinder the progress of predictive model development. Additionally, existing benchmarks are unable to effectively evaluate higher-capability, highly embodied predictive models from an embodied perspective. In this work, we classify the functionalities of predictive models into a hierarchy and take the first step in evaluating World Simulators by proposing a dual evaluation framework called WorldSimBench. WorldSimBench includes Explicit Perceptual Evaluation and Implicit Manipulative Evaluation, encompassing human preference assessments from the visual perspective and action-level evaluations in embodied tasks, covering three representative embodied scenarios: Open-Ended Embodied Environment, Autonomous, Driving, and Robot Manipulation. In the Explicit Perceptual Evaluation, we introduce the HF-Embodied Dataset, a video assessment dataset based on fine-grained human feedback, which we use to train a Human Preference Evaluator that aligns with human perception and explicitly assesses the visual fidelity of World Simulater. In the Implicit Manipulative Evaluation, we assess the video-action consistency of World Simulators by evaluating whether the generated situation-aware video can be accurately translated into the correct control signals in dynamic environments. Our comprehensive evaluation offers key insights that can drive further innovation in video generation models, positioning World Simulators as a pivotal advancement toward embodied artificial intelligence.
Yiran Qin, Zhelun Shi, Jiwen Yu, Enshen Zhou, Zhenfei Yin, Xihui Liu, Lu Sheng, Lei Bai 0001, Ruimao Zhang
ICML5
2025 RH20T-P: A Primitive-Level Robotic Manipulation Dataset towards Composable Generalization Agents in Real-world Scenarios
abstract
Achieving generalizability in solving out-of-distribution tasks is one of the ultimate goals of learning robotic manipulation. Recent progress of Vision-Language Models (VLMs) has shown that VLM-based task planners can alleviate the difficulty of solving novel tasks, by decomposing the compounded tasks as a plan of sequentially executing primitive-level skills that have been already mastered. It is also promising for robotic manipulation to adapt such composable generalization ability, in the form of composable generalization agents (CGAs). However, the community lacks of reliable design of primitive skills and a sufficient amount of primitive-level data annotations. Therefore, we propose RH20T-P, a primitive-level robotic manipulation dataset, which contains about 38k video clips covering 67 diverse manipulation tasks in real-world scenarios. Each clip is manually annotated according to a set of meticulously designed primitive skills that are common in robotic manipulation. Furthermore, we standardize a plan-execute CGA paradigm and implement an exemplar baseline called RA-P on our RH20T-P, whose positive performance on solving unseen tasks validates that the proposed dataset can offer composable generalization ability to robotic manipulation agents. Project homepage: https://sites.google.com/view/rh20t-primitive/main.
Zeren Chen, Zhelun Shi, Xiaoya Lu, Lehan He, Sucheng Qian, Enshen Zhou, Zhenfei Yin, Wanli Ouyang, Yu Qiao 0001, Cewu Lu, Lu Sheng
IROS6
2025 Chain-of-Imagination for Reliable Instruction Following in Decision Making
abstract
Enabling the embodied agent to imagine step-by-step the future states and sequentially approach these situation-aware states can enhance its capability to make reliable action decisions from textual instructions. In this work, we introduce a simple but effective mechanism called Chain-of-Imagination (CoI), which repeatedly employs a Multimodal Large Language Model (MLLM) equipped with diffusion model to facilitate imagining and acting upon the series of intermediate situation-aware visual sub-goals one by one, resulting in more reliable instruction-following capability. Based on the CoI mechanism, we propose an embodied agent DecisionDreamer as the low-level controller that can be adapted to different open-world scenarios. Extensive experiments demonstrate that Decision-Dreamer can achieve more reliable and accurate decision-making and significantly outperform the state-of-the-art generalist agents in the Minecraft and CALVIN sandbox simulators, regarding the instruction-following capability. For more demos, please see https://sites.google.com/view/decisiondreamer.
Enshen Zhou, Yiran Qin, Zhenfei Yin, Zhelun Shi, Yuzhou Huang, Ruimao Zhang, Lu Sheng
IROS1
2025 RoboRefer: Towards Spatial Referring with Reasoning in Vision-Language Models for Robotics
abstract
Spatial referring is a fundamental capability of embodied robots to interact with the 3D physical world. However, even with the powerful pretrained VLMs, recent approaches are still not qualified to accurately understand the complex 3D scenes and dynamically reason about the instruction-indicated locations for interaction. To this end, we propose RoboRefer, a 3D-aware vision language model (VLM) that can first achieve precise spatial understanding by integrating a disentangled but dedicated depth encoder via supervised fine-tuning (SFT). Moreover, RoboRefer advances generalized multi-step spatial reasoning via reinforcement fine-tuning (RFT), with metric-sensitive process reward functions tailored for spatial referring tasks. To support SFT and RFT training, we introduce RefSpatial, a large-scale dataset of 20M QA pairs (2x prior), covering 31 spatial relations (vs. 15 prior) and supporting complex reasoning processes (up to 5 steps). In addition, we introduce RefSpatial-Bench, a challenging benchmark filling the gap in evaluating spatial referring with multi-step reasoning. Experiments show that SFT-trained RoboRefer achieves state-of-the-art spatial understanding, with an average success rate of 89.6%. RFT-trained RoboRefer further outperforms all other baselines by a large margin, even surpassing Gemini-2.5-Pro by 12.4% in average accuracy on RefSpatial-Bench. Notably, RoboRefer can be integrated with various control policies to execute long-horizon, dynamic tasks across diverse robots (e,g., UR5, G1 humanoid) in cluttered real-world scenes.
Enshen Zhou, Jingkun An, Cheng Chi 0001, Shanyu Rong, Pengwei Wang 0004, Zhongyuan Wang 0006, Tiejun Huang 0001, Lu Sheng, Shanghang Zhang
NeurIPS1
2024 MP5: A Multi-modal Open-ended Embodied System in Minecraft via Active Perception
abstract
It is a long-lasting goal to design an embodied system that can solve long-horizon open-world tasks in human-like ways. However, existing approaches usually struggle with compound difficulties caused by the logic-aware decompo-sition and context-aware execution of these tasks. To this end, we introduce MP5, an open-ended multimodal em-bodied system built upon the challenging Minecraft sim-ulator, which can decompose feasible sub-objectives, de-sign sophisticated situation-aware plans, and perform em-bodied action control, with frequent communication with a goal-conditioned active perception scheme. Specifically, MP5 is developed on top of recent advances in Multimodal Large Language Models (MLLMs), and the system is mod-ulated into functional modules that can be scheduled and collaborated to ultimately solve pre-defined context- and process-dependent tasks. Extensive experiments prove that MP5 can achieve a 22% success rate on difficult process-dependent tasks and a 91 % success rate on tasks that heav-ily depend on the context. Moreover, MP5 exhibits a re-markable ability to address many open-ended tasks that are entirely novel. Please see the project page at https: //iranqin. github.io/MP5. github.io/.
Yiran Qin, Enshen Zhou, Qichang Liu, Zhenfei Yin, Lu Sheng, Ruimao Zhang, Yu Qiao 0001
CVPR2