pwc-archive/papers-with-abstracts huggingface dataset:
EmbodiedVSR: Dynamic Scene Graph-Guided Chain-of-Thought Reasoning for Visual Spatial Tasks
Authors: Yi Zhang, Qiang Zhang, Xiaozhu Ju, Zhaoyang Liu, Jilei Mao, Jingkai Sun, Jintao Wu, Shixiong Gao, Shihan Cai, Zhiyuan Qin, Linkai Liang, Jiaxu Wang, Yiqun Duan, Jiahang Cao, Renjing Xu, Jian Tang
Date: 2025-03-14 00:00:00
Tasks: Spatial Reasoning

While multimodal large language models (MLLMs) have made groundbreaking progress in embodied intelligence, they still face significant challenges in spatial reasoning for complex long-horizon tasks. To address this gap, we propose EmbodiedVSR (Embodied Visual Spatial Reasoning), a novel framework that integrates dynamic scene graph-guided Chain-of-Thought (CoT) reasoning to enhance spatial understanding for embodied agents. By explicitly constructing structured knowledge representations through dynamic scene graphs, our method enables zero-shot spatial reasoning without task-specific fine-tuning. This approach not only disentangles intricate spatial relationships but also aligns reasoning steps with actionable environmental dynamics. To rigorously evaluate performance, we introduce the eSpatial-Benchmark, a comprehensive dataset including real-world embodied scenarios with fine-grained spatial annotations and adaptive task difficulty levels. Experiments demonstrate that our framework significantly outperforms existing MLLM-based methods in accuracy and reasoning coherence, particularly in long-horizon tasks requiring iterative environment interaction. The results reveal the untapped potential of MLLMs for embodied intelligence when equipped with structured, explainable reasoning mechanisms, paving the way for more reliable deployment in real-world spatial applications. The codes and datasets will be released soon.
MoMa-Kitchen: A 100K+ Benchmark for Affordance-Grounded Last-Mile Navigation in Mobile Manipulation
Authors: Pingrui Zhang, Xianqiang Gao, Yuhan Wu, Kehui Liu, Dong Wang, Zhigang Wang, Bin Zhao, Yan Ding, Xuelong Li
Date: 2025-03-14 00:00:00

In mobile manipulation, navigation and manipulation are often treated as separate problems, resulting in a significant gap between merely approaching an object and engaging with it effectively. Many navigation approaches primarily define success by proximity to the target, often overlooking the necessity for optimal positioning that facilitates subsequent manipulation. To address this, we introduce MoMa-Kitchen, a benchmark dataset comprising over 100k samples that provide training data for models to learn optimal final navigation positions for seamless transition to manipulation. Our dataset includes affordance-grounded floor labels collected from diverse kitchen environments, in which robotic mobile manipulators of different models attempt to grasp target objects amidst clutter. Using a fully automated pipeline, we simulate diverse real-world scenarios and generate affordance labels for optimal manipulation positions. Visual data are collected from RGB-D inputs captured by a first-person view camera mounted on the robotic arm, ensuring consistency in viewpoint during data collection. We also develop a lightweight baseline model, NavAff, for navigation affordance grounding that demonstrates promising performance on the MoMa-Kitchen benchmark. Our approach enables models to learn affordance-based final positioning that accommodates different arm types and platform heights, thereby paving the way for more robust and generalizable integration of navigation and manipulation in embodied AI. Project page: \href{https://momakitchen.github.io/}{https://momakitchen.github.io/}.
Low-cost Real-world Implementation of the Swing-up Pendulum for Deep Reinforcement Learning Experiments
Authors: Peter Böhm, Pauline Pounds, Archie C. Chapman
Date: 2025-03-14 00:00:00
Tasks: Deep Reinforcement Learning, OpenAI Gym

Deep reinforcement learning (DRL) has had success in virtual and simulated domains, but due to key differences between simulated and real-world environments, DRL-trained policies have had limited success in real-world applications. To assist researchers to bridge the \textit{sim-to-real gap}, in this paper, we describe a low-cost physical inverted pendulum apparatus and software environment for exploring sim-to-real DRL methods. In particular, the design of our apparatus enables detailed examination of the delays that arise in physical systems when sensing, communicating, learning, inferring and actuating. Moreover, we wish to improve access to educational systems, so our apparatus uses readily available materials and parts to reduce cost and logistical barriers. Our design shows how commercial, off-the-shelf electronics and electromechanical and sensor systems, combined with common metal extrusions, dowel and 3D printed couplings provide a pathway for affordable physical DRL apparatus. The physical apparatus is complemented with a simulated environment implemented using a high-fidelity physics engine and OpenAI Gym interface.
Training Directional Locomotion for Quadrupedal Low-Cost Robotic Systems via Deep Reinforcement Learning
Authors: Peter Böhm, Archie C. Chapman, Pauline Pounds
Date: 2025-03-14 00:00:00
Tasks: Deep Reinforcement Learning

In this work we present Deep Reinforcement Learning (DRL) training of directional locomotion for low-cost quadrupedal robots in the real world. In particular, we exploit randomization of heading that the robot must follow to foster exploration of action-state transitions most useful for learning both forward locomotion as well as course adjustments. Changing the heading in episode resets to current yaw plus a random value drawn from a normal distribution yields policies able to follow complex trajectories involving frequent turns in both directions as well as long straight-line stretches. By repeatedly changing the heading, this method keeps the robot moving within the training platform and thus reduces human involvement and need for manual resets during the training. Real world experiments on a custom-built, low-cost quadruped demonstrate the efficacy of our method with the robot successfully navigating all validation tests. When trained with other approaches, the robot only succeeds in forward locomotion test and fails when turning is required.
Fast and Robust Localization for Humanoid Soccer Robot via Iterative Landmark Matching
Authors: Ruochen Hou, Mingzhang Zhu, Hyunwoo Nam, Gabriel I. Fernandez, Dennis W. Hong
Date: 2025-03-14 00:00:00
Tasks: Pose Estimation

Accurate robot localization is essential for effective operation. Monte Carlo Localization (MCL) is commonly used with known maps but is computationally expensive due to landmark matching for each particle. Humanoid robots face additional challenges, including sensor noise from locomotion vibrations and a limited field of view (FOV) due to camera placement. This paper proposes a fast and robust localization method via iterative landmark matching (ILM) for humanoid robots. The iterative matching process improves the accuracy of the landmark association so that it does not need MCL to match landmarks to particles. Pose estimation with the outlier removal process enhances its robustness to measurement noise and faulty detections. Furthermore, an additional filter can be utilized to fuse inertial data from the inertial measurement unit (IMU) and pose data from localization. We compared ILM with Iterative Closest Point (ICP), which shows that ILM method is more robust towards the error in the initial guess and easier to get a correct matching. We also compared ILM with the Augmented Monte Carlo Localization (aMCL), which shows that ILM method is much faster than aMCL and even more accurate. The proposed method's effectiveness is thoroughly evaluated through experiments and validated on the humanoid robot ARTEMIS during RoboCup 2024 adult-sized soccer competition.
Image-Goal Navigation Using Refined Feature Guidance and Scene Graph Enhancement
Authors: Zhicheng Feng, Xieyuanli Chen, Chenghao Shi, Lun Luo, Zhichao Chen, Yun-hui Liu, Huimin Lu
Date: 2025-03-14 00:00:00

In this paper, we introduce a novel image-goal navigation approach, named RFSG. Our focus lies in leveraging the fine-grained connections between goals, observations, and the environment within limited image data, all the while keeping the navigation architecture simple and lightweight. To this end, we propose the spatial-channel attention mechanism, enabling the network to learn the importance of multi-dimensional features to fuse the goal and observation features. In addition, a selfdistillation mechanism is incorporated to further enhance the feature representation capabilities. Given that the navigation task needs surrounding environmental information for more efficient navigation, we propose an image scene graph to establish feature associations at both the image and object levels, effectively encoding the surrounding scene information. Crossscene performance validation was conducted on the Gibson and HM3D datasets, and the proposed method achieved stateof-the-art results among mainstream methods, with a speed of up to 53.5 frames per second on an RTX3080. This contributes to the realization of end-to-end image-goal navigation in realworld scenarios. The implementation and model of our method have been released at: https://github.com/nubot-nudt/RFSG.
Is Your Imitation Learning Policy Better than Mine? Policy Comparison with Near-Optimal Stopping
Authors: David Snyder, Asher James Hancock, Apurva Badithela, Emma Dixon, Patrick Miller, Rares Andrei Ambrus, Anirudha Majumdar, Masha Itkina, Haruki Nishimura
Date: 2025-03-14 00:00:00
Tasks: Imitation Learning, Robot Manipulation

Imitation learning has enabled robots to perform complex, long-horizon tasks in challenging dexterous manipulation settings. As new methods are developed, they must be rigorously evaluated and compared against corresponding baselines through repeated evaluation trials. However, policy comparison is fundamentally constrained by a small feasible sample size (e.g., 10 or 50) due to significant human effort and limited inference throughput of policies. This paper proposes a novel statistical framework for rigorously comparing two policies in the small sample size regime. Prior work in statistical policy comparison relies on batch testing, which requires a fixed, pre-determined number of trials and lacks flexibility in adapting the sample size to the observed evaluation data. Furthermore, extending the test with additional trials risks inducing inadvertent p-hacking, undermining statistical assurances. In contrast, our proposed statistical test is sequential, allowing researchers to decide whether or not to run more trials based on intermediate results. This adaptively tailors the number of trials to the difficulty of the underlying comparison, saving significant time and effort without sacrificing probabilistic correctness. Extensive numerical simulation and real-world robot manipulation experiments show that our test achieves near-optimal stopping, letting researchers stop evaluation and make a decision in a near-minimal number of trials. Specifically, it reduces the number of evaluation trials by up to 32% as compared to state-of-the-art baselines, while preserving the probabilistic correctness and statistical power of the comparison. Moreover, our method is strongest in the most challenging comparison instances (requiring the most evaluation trials); in a multi-task comparison scenario, we save the evaluator more than 160 simulation rollouts.
Safe Continual Domain Adaptation after Sim2Real Transfer of Reinforcement Learning Policies in Robotics
Authors: Josip Josifovski, Shangding Gu, Mohammadhossein Malmir, Haoliang Huang, Sayantan Auddy, Nicolás Navarro-Guerrero, Costas Spanos, Alois Knoll
Date: 2025-03-13 00:00:00
Tasks: Continual Learning, Domain Adaptation, Reinforcement Learning (RL)

Domain randomization has emerged as a fundamental technique in reinforcement learning (RL) to facilitate the transfer of policies from simulation to real-world robotic applications. Many existing domain randomization approaches have been proposed to improve robustness and sim2real transfer. These approaches rely on wide randomization ranges to compensate for the unknown actual system parameters, leading to robust but inefficient real-world policies. In addition, the policies pretrained in the domain-randomized simulation are fixed after deployment due to the inherent instability of the optimization processes based on RL and the necessity of sampling exploitative but potentially unsafe actions on the real system. This limits the adaptability of the deployed policy to the inevitably changing system parameters or environment dynamics over time. We leverage safe RL and continual learning under domain-randomized simulation to address these limitations and enable safe deployment-time policy adaptation in real-world robot control. The experiments show that our method enables the policy to adapt and fit to the current domain distribution and environment dynamics of the real system while minimizing safety risks and avoiding issues like catastrophic forgetting of the general policy found in randomized simulation during the pretraining phase. Videos and supplementary material are available at https://safe-cda.github.io/.
Graph-Grounded LLMs: Leveraging Graphical Function Calling to Minimize LLM Hallucinations
Authors: Piyush Gupta, Sangjae Bae, David Isele
Date: 2025-03-13 00:00:00
Tasks: Autonomous Vehicles, Knowledge Graphs, Motion Planning, Scene Understanding

The adoption of Large Language Models (LLMs) is rapidly expanding across various tasks that involve inherent graphical structures. Graphs are integral to a wide range of applications, including motion planning for autonomous vehicles, social networks, scene understanding, and knowledge graphs. Many problems, even those not initially perceived as graph-based, can be effectively addressed through graph theory. However, when applied to these tasks, LLMs often encounter challenges, such as hallucinations and mathematical inaccuracies. To overcome these limitations, we propose Graph-Grounded LLMs, a system that improves LLM performance on graph-related tasks by integrating a graph library through function calls. By grounding LLMs in this manner, we demonstrate significant reductions in hallucinations and improved mathematical accuracy in solving graph-based problems, as evidenced by the performance on the NLGraph benchmark. Finally, we showcase a disaster rescue application where the Graph-Grounded LLM acts as a decision-support system.
Spatial-Temporal Graph Diffusion Policy with Kinematic Modeling for Bimanual Robotic Manipulation
Authors: Qi Lv, Hao Li, Xiang Deng, Rui Shao, Yinchuan Li, Jianye Hao, Longxiang Gao, Michael Yu Wang, Liqiang Nie
Date: 2025-03-13 00:00:00
Proceeding: CVPR 2025 1
Tasks: Denoising, Imitation Learning

Despite the significant success of imitation learning in robotic manipulation, its application to bimanual tasks remains highly challenging. Existing approaches mainly learn a policy to predict a distant next-best end-effector pose (NBP) and then compute the corresponding joint rotation angles for motion using inverse kinematics. However, they suffer from two important issues: (1) rarely considering the physical robotic structure, which may cause self-collisions or interferences, and (2) overlooking the kinematics constraint, which may result in the predicted poses not conforming to the actual limitations of the robot joints. In this paper, we propose Kinematics enhanced Spatial-TemporAl gRaph Diffuser (KStar Diffuser). Specifically, (1) to incorporate the physical robot structure information into action prediction, KStar Diffuser maintains a dynamic spatial-temporal graph according to the physical bimanual joint motions at continuous timesteps. This dynamic graph serves as the robot-structure condition for denoising the actions; (2) to make the NBP learning objective consistent with kinematics, we introduce the differentiable kinematics to provide the reference for optimizing KStar Diffuser. This module regularizes the policy to predict more reliable and kinematics-aware next end-effector poses. Experimental results show that our method effectively leverages the physical structural information and generates kinematics-aware actions in both simulation and real-world
3D Extended Object Tracking based on Extruded B-Spline Side View Profiles
Authors: Longfei Han, Klaus Kefferpütz, Jürgen Beyerer
Date: 2025-03-13 00:00:00
Tasks: Object, Object Tracking

Object tracking is an essential task for autonomous systems. With the advancement of 3D sensors, these systems can better perceive their surroundings using effective 3D Extended Object Tracking (EOT) methods. Based on the observation that common road users are symmetrical on the right and left sides in the traveling direction, we focus on the side view profile of the object. In order to leverage of the development in 2D EOT and balance the number of parameters of a shape model in the tracking algorithms, we propose a method for 3D extended object tracking (EOT) by describing the side view profile of the object with B-spline curves and forming an extrusion to obtain a 3D extent. The use of B-spline curves exploits their flexible representation power by allowing the control points to move freely. The algorithm is developed into an Extended Kalman Filter (EKF). For a through evaluation of this method, we use simulated traffic scenario of different vehicle models and realworld open dataset containing both radar and lidar data.
Video Individual Counting for Moving Drones
Authors: Yaowu Fan, Jia Wan, Tao Han, Antoni B. Chan, Andy J. Ma
Date: 2025-03-12 00:00:00
Tasks: Crowd Counting, Video Individual Counting

Video Individual Counting (VIC) has received increasing attentions recently due to its importance in intelligent video surveillance. Existing works are limited in two aspects, i.e., dataset and method. Previous crowd counting datasets are captured with fixed or rarely moving cameras with relatively sparse individuals, restricting evaluation for a highly varying view and time in crowded scenes. While VIC methods have been proposed based on localization-then-association or localization-then-classification, they may not perform well due to difficulty in accurate localization of crowded and small targets under challenging scenarios. To address these issues, we collect a MovingDroneCrowd Dataset and propose a density map based VIC method. Different from existing datasets, our dataset consists of videos captured by fast-moving drones in crowded scenes under diverse illuminations, shooting heights and angles. Other than localizing individuals, we propose a Depth-wise Cross-Frame Attention (DCFA) module, which directly estimate inflow and outflow density maps through learning shared density maps between consecutive frames. The inflow density maps across frames are summed up to obtain the number of unique pedestrians in a video. Experiments on our datasets and publicly available ones show the superiority of our method over the state of the arts for VIC in highly dynamic and complex crowded scenes. Our dataset and codes will be released publicly.
Exploring the best way for UAV visual localization under Low-altitude Multi-view Observation Condition: a Benchmark
Authors: Yibin Ye, Xichao Teng, Shuo Chen, Zhang Li, Leqi Liu, Qifeng Yu, Tao Tan
Date: 2025-03-12 00:00:00
Tasks: Image Retrieval, Retrieval, Visual Localization

Absolute Visual Localization (AVL) enables Unmanned Aerial Vehicle (UAV) to determine its position in GNSS-denied environments by establishing geometric relationships between UAV images and geo-tagged reference maps. While many previous works have achieved AVL with image retrieval and matching techniques, research in low-altitude multi-view scenarios still remains limited. Low-altitude Multi-view condition presents greater challenges due to extreme viewpoint changes. To explore the best UAV AVL approach in such condition, we proposed this benchmark. Firstly, a large-scale Low-altitude Multi-view dataset called AnyVisLoc was constructed. This dataset includes 18,000 images captured at multiple scenes and altitudes, along with 2.5D reference maps containing aerial photogrammetry maps and historical satellite maps. Secondly, a unified framework was proposed to integrate the state-of-the-art AVL approaches and comprehensively test their performance. The best combined method was chosen as the baseline and the key factors that influencing localization accuracy are thoroughly analyzed based on it. This baseline achieved a 74.1% localization accuracy within 5m under Low-altitude, Multi-view conditions. In addition, a novel retrieval metric called PDM@K was introduced to better align with the characteristics of the UAV AVL task. Overall, this benchmark revealed the challenges of Low-altitude, Multi-view UAV AVL and provided valuable guidance for future research. The dataset and codes are available at https://github.com/UAV-AVL/Benchmark
Are Deep Speech Denoising Models Robust to Adversarial Noise?
Authors: Will Schwarzer, Philip S. Thomas, Andrea Fanelli, Xiaoyu Liu
Date: 2025-03-14 00:00:00
Tasks: Denoising, Speech Denoising

Deep noise suppression (DNS) models enjoy widespread use throughout a variety of high-stakes speech applications. However, in this paper, we show that four recent DNS models can each be reduced to outputting unintelligible gibberish through the addition of imperceptible adversarial noise. Furthermore, our results show the near-term plausibility of targeted attacks, which could induce models to output arbitrary utterances, and over-the-air attacks. While the success of these attacks varies by model and setting, and attacks appear to be strongest when model-specific (i.e., white-box and non-transferable), our results highlight a pressing need for practical countermeasures in DNS systems.
Designing Neural Synthesizers for Low-Latency Interaction
Authors: Franco Caspe, Jordie Shier, Mark Sandler, Charalampos Saitis, Andrew McPherson
Date: 2025-03-14 00:00:00
Tasks: Audio Synthesis

Neural Audio Synthesis (NAS) models offer interactive musical control over high-quality, expressive audio generators. While these models can operate in real-time, they often suffer from high latency, making them unsuitable for intimate musical interaction. The impact of architectural choices in deep learning models on audio latency remains largely unexplored in the NAS literature. In this work, we investigate the sources of latency and jitter typically found in interactive NAS models. We then apply this analysis to the task of timbre transfer using RAVE, a convolutional variational autoencoder for audio waveforms introduced by Caillon et al. in 2021. Finally, we present an iterative design approach for optimizing latency. This culminates with a model we call BRAVE (Bravely Realtime Audio Variational autoEncoder), which is low-latency and exhibits better pitch and loudness replication while showing timbre modification capabilities similar to RAVE. We implement it in a specialized inference framework for low-latency, real-time inference and present a proof-of-concept audio plugin compatible with audio signals from musical instruments. We expect the challenges and guidelines described in this document to support NAS researchers in designing models for low-latency inference from the ground up, enriching the landscape of possibilities for musicians.