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Peihao Chen

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11 papers
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11

AAAI Conference 2026 Conference Paper

NaVLA$^2$: A Vision-Language-Audio-Action Model for Multimodal Instruction Navigation

  • Jugang Fan
  • Peihao Chen
  • ChangHao Li
  • Qing Du
  • Jian Chen
  • Mingkui Tan

Embodied navigation is a fundamental capability for intelligent agents, yet remains challenging in partially observable environments where navigation instructions can be difficult to interpret. However, existing tasks only provide unimodal instructions, which are ambiguous in complex multimodal environments with multiple similar objects, and may result in misinterpretation and navigation failure. To overcome these limitations, we introduce MINav, a novel task where the navigation path is precisely described by a multimodal instruction. The instruction provides multimodal cues, including object categories, RGB images, language descriptions, and auditory descriptions, which help the agent to disambiguate and ground objects in the environment and navigate effectively. We further construct a large-scale dataset of 43.9K navigation episodes using a two-stage pipeline that first annotates multimodal references of objects and then synthesizes diverse multimodal instructions. We find that existing methods struggle on MINav task, indicating substantial room for improvement in agents' multimodal grounding. To address this, we propose NaVLA^2, a vision-language-audio-action model that additionally integrates spatial audio and employs a CoThinkAct module to jointly generate high-level reasoning and consistent low-level actions. Experimental results demonstrate that NaVLA^2 significantly outperforms competitive baselines on MINav benchmark. We hope that our proposed MINav and NaVLA^2 will facilitate future research toward agents with stronger multimodal understanding and grounding capabilities for navigation.

IJCAI Conference 2025 Conference Paper

Enhancing User-Oriented Proactivity in Open-Domain Dialogues with Critic Guidance

  • Yufeng Wang
  • Jinwu Hu
  • Ziteng Huang
  • Kunyang Lin
  • Zitian Zhang
  • Peihao Chen
  • Yu Hu
  • Qianyue Wang

Open-domain dialogue systems aim to generate natural and engaging conversations, providing significant practical value in real applications such as social robotics and personal assistants. The advent of large language models (LLMs) has greatly advanced this field by improving context understanding and conversational fluency. However, existing LLM-based dialogue systems often fall short in proactively understanding the user's chatting preferences and guiding conversations toward user-centered topics. This lack of user-oriented proactivity can lead users to feel unappreciated, reducing their satisfaction and willingness to continue the conversation in human-computer interactions. To address this issue, we propose a User-oriented Proactive Chatbot (UPC) to enhance the user-oriented proactivity. Specifically, we first construct a critic to evaluate this proactivity inspired by the LLM-as-a-judge strategy. Given the scarcity of high-quality training data, we then employ the critic to guide dialogues between the chatbot and user agents, generating a corpus with enhanced user-oriented proactivity. To ensure the diversity of the user backgrounds, we introduce the ISCO-800, a diverse user background dataset for constructing user agents. Moreover, considering the communication difficulty varies among users, we propose an iterative curriculum learning method that trains the chatbot from easy-to-communicate users to more challenging ones, thereby gradually enhancing its performance. Experiments demonstrate that our proposed training method is applicable to different LLMs, improving user-oriented proactivity and attractiveness in open-domain dialogues. Code and appendix are available at github. com/wang678/LLM-UPC.

NeurIPS Conference 2025 Conference Paper

Learning 3D Persistent Embodied World Models

  • Siyuan Zhou
  • Yilun Du
  • Yuncong Yang
  • Lei Han
  • Peihao Chen
  • Dit-Yan Yeung
  • Chuang Gan

The ability to simulate the effects of future actions on the world is a crucial ability of intelligent embodied agents, enabling agents to anticipate the effects of their actions and make plans accordingly. While a large body of existing work has explored how to construct such world models using video models, they are often myopic in nature, without any memory of a scene not captured by currently observed images, preventing agents from making consistent long-horizon plans in complex environments where many parts of the scene are partially observed. We introduce a new persistent embodied world model with an explicit memory of previously generated content, enabling much more consistent long-horizon simulation. During generation time, our video diffusion model predicts RGB-D video of the future observations of the agent. This generation is then aggregated into a persistent 3D map of the environment. By conditioning the video model on this 3D spatial map, we illustrate how this enables video world models to faithfully simulate both seen and unseen parts of the world. Finally, we illustrate the efficacy of such a world model in downstream embodied applications, enabling effective planning and policy learning.

ICML Conference 2024 Conference Paper

3D-VLA: A 3D Vision-Language-Action Generative World Model

  • Haoyu Zhen
  • Xiaowen Qiu
  • Peihao Chen
  • Jincheng Yang
  • Xin Yan 0008
  • Yilun Du
  • Yining Hong
  • Chuang Gan 0001

Recent vision-language-action (VLA) models rely on 2D inputs, lacking integration with the broader realm of the 3D physical world. Furthermore, they perform action prediction by learning a direct mapping from perception to action, neglecting the vast dynamics of the world and the relations between actions and dynamics. In contrast, human beings are endowed with world models that depict imagination about future scenarios to plan action accordingly. To this end, we propose 3D-VLA by introducing a new family of embodied foundation models that seamlessly link 3D perception, reasoning, and action through a generative world model. Specifically, 3D-VLA is built on top of a 3D-based large language model (LLM) and a set of action tokens is introduced to engage with the embodied environment. Furthermore, to inject generation abilities into the model, we train the embodied diffusion models and align them into the LLM for predicting the goal image and point cloud. To train our 3D-VLA, we curate a large-scale 3D embodied instruction dataset by extracting vast 3D-related information from existing robotics datasets. Our experiments on held-in datasets demonstrate that 3D-VLA significantly improves the reasoning, multimodality generation and planning capabilities in embodied environments, showcasing its potential in real-world applications.

ICLR Conference 2024 Conference Paper

CoVLM: Composing Visual Entities and Relationships in Large Language Models Via Communicative Decoding

  • Junyan Li
  • Delin Chen
  • Yining Hong
  • Zhenfang Chen
  • Peihao Chen
  • Yikang Shen
  • Chuang Gan 0001

A remarkable ability of human beings resides in compositional reasoning, i.e., the capacity to make "infinite use of finite means". However, current large vision-language foundation models (VLMs) fall short of such compositional abilities due to their ``bag-of-words" behaviors and inability to construct words that correctly represent visual entities and the relations among the entities. To this end, we propose CoVLM, which can guide the LLM to explicitly compose visual entities and relationships among the text and dynamically communicate with the vision encoder and detection network to achieve vision-language communicative decoding. Specifically, we first devise a set of novel communication tokens for the LLM, for dynamic communication between the visual detection system and the language system. A communication token is generated by the LLM following a visual entity or a relation, to inform the detection network to propose regions that are relevant to the sentence generated so far. The proposed regions-of-interests (ROIs) are then fed back into the LLM for better language generation contingent on the relevant regions. The LLM is thus able to compose the visual entities and relationships through the communication tokens. The vision-to-language and language-to-vision communication are iteratively performed until the entire sentence is generated. Our framework seamlessly bridges the gap between visual perception and LLMs and outperforms previous VLMs by a large margin on compositional reasoning benchmarks (e.g., ~20% in HICO-DET mAP, ~14% in Cola top-1 accuracy, and ~3% on ARO top-1 accuracy). We also achieve state-of-the-art performances on traditional vision-language tasks such as referring expression comprehension and visual question answering.

NeurIPS Conference 2023 Conference Paper

3D-LLM: Injecting the 3D World into Large Language Models

  • Yining Hong
  • Haoyu Zhen
  • Peihao Chen
  • Shuhong Zheng
  • Yilun Du
  • Zhenfang Chen
  • Chuang Gan

Large language models (LLMs) and Vision-Language Models (VLMs) have been proved to excel at multiple tasks, such as commonsense reasoning. Powerful as these models can be, they are not grounded in the 3D physical world, which involves richer concepts such as spatial relationships, affordances, physics, layout, and so on. In this work, we propose to inject the 3D world into large language models, and introduce a whole new family of 3D-LLMs. Specifically, 3D-LLMs can take 3D point clouds and their features as input and perform a diverse set of 3D-related tasks, including captioning, dense captioning, 3D question answering, task decomposition, 3Dgrounding, 3D-assisted dialog, navigation, and so on. Using three types of prompting mechanisms that we design, we are able to collect over 300k 3D-language data covering these tasks. To efficiently train 3D-LLMs, we first utilize a 3D feature extractor that obtains 3D features from rendered multi-view images. Then, we use 2D VLMs as our backbones to train our 3D-LLMs. By introducing a 3D localization mechanism, 3D-LLMs could better capture 3D spatial information. Experiments on ScanQA show that our model outperforms state-of-the-art baselines by a large margin (\textit{e. g. }, the BLEU-1 score surpasses state-of-the-art score by 9\%). Furthermore, experiments on our held-in datasets for 3D captioning, task composition, and 3D-assisted dialogue show that our model outperforms 2D VLMs. Qualitative examples also show that our model could perform more tasks beyond the scope of existing LLMs and VLMs. Our model and data will be publicly available.

NeurIPS Conference 2023 Conference Paper

FGPrompt: Fine-grained Goal Prompting for Image-goal Navigation

  • Xinyu Sun
  • Peihao Chen
  • Jugang Fan
  • Jian Chen
  • Thomas Li
  • Mingkui Tan

Learning to navigate to an image-specified goal is an important but challenging task for autonomous systems like household robots. The agent is required to well understand and reason the location of the navigation goal from a picture shot in the goal position. Existing methods try to solve this problem by learning a navigation policy, which captures semantic features of the goal image and observation image independently and lastly fuses them for predicting a sequence of navigation actions. However, these methods suffer from two major limitations. 1) They may miss detailed information in the goal image, and thus fail to reason the goal location. 2) More critically, it is hard to focus on the goal-relevant regions in the observation image, because they attempt to understand observation without goal conditioning. In this paper, we aim to overcome these limitations by designing a Fine-grained Goal Prompting (\sexyname) method for image-goal navigation. In particular, we leverage fine-grained and high-resolution feature maps in the goal image as prompts to perform conditioned embedding, which preserves detailed information in the goal image and guides the observation encoder to pay attention to goal-relevant regions. Compared with existing methods on the image-goal navigation benchmark, our method brings significant performance improvement on 3 benchmark datasets (\textit{i. e. ,} Gibson, MP3D, and HM3D). Especially on Gibson, we surpass the state-of-the-art success rate by 8\% with only 1/50 model size.

NeurIPS Conference 2022 Conference Paper

Learning Active Camera for Multi-Object Navigation

  • Peihao Chen
  • Dongyu Ji
  • Kunyang Lin
  • Weiwen Hu
  • Wenbing Huang
  • Thomas Li
  • Mingkui Tan
  • Chuang Gan

Getting robots to navigate to multiple objects autonomously is essential yet difficult in robot applications. One of the key challenges is how to explore environments efficiently with camera sensors only. Existing navigation methods mainly focus on fixed cameras and few attempts have been made to navigate with active cameras. As a result, the agent may take a very long time to perceive the environment due to limited camera scope. In contrast, humans typically gain a larger field of view by looking around for a better perception of the environment. How to make robots perceive the environment as efficiently as humans is a fundamental problem in robotics. In this paper, we consider navigating to multiple objects more efficiently with active cameras. Specifically, we cast moving camera to a Markov Decision Process and reformulate the active camera problem as a reinforcement learning problem. However, we have to address two new challenges: 1) how to learn a good camera policy in complex environments and 2) how to coordinate it with the navigation policy. To address these, we carefully design a reward function to encourage the agent to explore more areas by moving camera actively. Moreover, we exploit human experience to infer a rule-based camera action to guide the learning process. Last, to better coordinate two kinds of policies, the camera policy takes navigation actions into account when making camera moving decisions. Experimental results show our camera policy consistently improves the performance of multi-object navigation over four baselines on two datasets.

NeurIPS Conference 2022 Conference Paper

Weakly-Supervised Multi-Granularity Map Learning for Vision-and-Language Navigation

  • Peihao Chen
  • Dongyu Ji
  • Kunyang Lin
  • Runhao Zeng
  • Thomas Li
  • Mingkui Tan
  • Chuang Gan

We address a practical yet challenging problem of training robot agents to navigate in an environment following a path described by some language instructions. The instructions often contain descriptions of objects in the environment. To achieve accurate and efficient navigation, it is critical to build a map that accurately represents both spatial location and the semantic information of the environment objects. However, enabling a robot to build a map that well represents the environment is extremely challenging as the environment often involves diverse objects with various attributes. In this paper, we propose a multi-granularity map, which contains both object fine-grained details (\eg, color, texture) and semantic classes, to represent objects more comprehensively. Moreover, we propose a weakly-supervised auxiliary task, which requires the agent to localize instruction-relevant objects on the map. Through this task, the agent not only learns to localize the instruction-relevant objects for navigation but also is encouraged to learn a better map representation that reveals object information. We then feed the learned map and instruction to a waypoint predictor to determine the next navigation goal. Experimental results show our method outperforms the state-of-the-art by 4. 0% and 4. 6% w. r. t. success rate both in seen and unseen environments, respectively on VLN-CE dataset. The code is available at https: //github. com/PeihaoChen/WS-MGMap.

AAAI Conference 2021 Conference Paper

RSPNet: Relative Speed Perception for Unsupervised Video Representation Learning

  • Peihao Chen
  • Deng Huang
  • Dongliang He
  • Xiang Long
  • Runhao Zeng
  • Shilei Wen
  • Mingkui Tan
  • Chuang Gan

We study unsupervised video representation learning that seeks to learn both motion and appearance features from unlabeled video only, which can be reused for downstream tasks such as action recognition. This task, however, is extremely challenging due to 1) the highly complex spatialtemporal information in videos and 2) the lack of labeled data for training. Unlike representation learning for static images, it is difficult to construct a suitable self-supervised task to effectively model both motion and appearance features. More recently, several attempts have been made to learn video representation through video playback speed prediction. However, it is non-trivial to obtain precise speed labels for the videos. More critically, the learned models may tend to focus on motion patterns and thus may not learn appearance features well. In this paper, we observe that the relative playback speed is more consistent with motion patterns and thus provides more effective and stable supervision for representation learning. Therefore, we propose a new way to perceive the playback speed and exploit the relative speed between two video clips as labels. In this way, we are able to effectively perceive speed and learn better motion features. Moreover, to ensure the learning of appearance features, we further propose an appearance-focused task, where we enforce the model to perceive the appearance difference between two video clips. We show that jointly optimizing the two tasks consistently improves the performance on two downstream tasks (namely, action recognition and video retrieval) w. r. t the increasing pre-training epochs. Remarkably, for action recognition on the UCF101 dataset, we achieve 93. 7% accuracy without the use of labeled data for pre-training, which outperforms the ImageNet supervised pre-trained model. Our code, pre-trained models, and supplementary materials can be found at https: //github. com/PeihaoChen/RSPNet.

AAAI Conference 2020 Conference Paper

Location-Aware Graph Convolutional Networks for Video Question Answering

  • Deng Huang
  • Peihao Chen
  • Runhao Zeng
  • Qing Du
  • Mingkui Tan
  • Chuang Gan

We addressed the challenging task of video question answering, which requires machines to answer questions about videos in a natural language form. Previous state-of-the-art methods attempt to apply spatio-temporal attention mechanism on video frame features without explicitly modeling the location and relations among object interaction occurred in videos. However, the relations between object interaction and their location information are very critical for both action recognition and question reasoning. In this work, we propose to represent the contents in the video as a locationaware graph by incorporating the location information of an object into the graph construction. Here, each node is associated with an object represented by its appearance and location features. Based on the constructed graph, we propose to use graph convolution to infer both the category and temporal locations of an action. As the graph is built on objects, our method is able to focus on the foreground action contents for better video question answering. Lastly, we leverage an attention mechanism to combine the output of graph convolution and encoded question features for final answer reasoning. Extensive experiments demonstrate the effectiveness of the proposed methods. Specifically, our method significantly outperforms state-of-the-art methods on TGIF-QA, Youtube2Text-QA and MSVD-QA datasets.

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