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Zihan Ding

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13 papers
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13

NeurIPS Conference 2025 Conference Paper

Learning World Models for Interactive Video Generation

  • Taiye Chen
  • Xun Hu
  • Zihan Ding
  • Chi Jin

Foundational world models must be both interactive and preserve spatialtemporal coherence to enable effective future planning with different action choices. However, present models for long video generation have limited inherent world modeling capabilities due to two main challenges: compounding errors and insufficient memory mechanisms. We enhance image-to-video models with interactive capabilities through additional action conditioning and autoregressive framework, and reveal that compounding error is inherently irreducible in autoregressive video generation, while insufficient memory mechanism leads to incoherence of world models. We propose video retrieval augmented generation (VRAG) with explicit global state conditioning, which significantly reduces long-term compounding errors and increases spatialtemporal consistency of video world models. In contrast, naive autoregressive generation with extended context windows and retrieval-augmented generation prove less effective for video generation, primarily due to the limited in-context learning capabilities of current video models. Our work illuminates the fundamental challenges in video world models and establishes a comprehensive benchmark for improving video generation models with internal world modeling capabilities.

ICLR Conference 2025 Conference Paper

Point Cluster: A Compact Message Unit for Communication-Efficient Collaborative Perception

  • Zihan Ding
  • Jiahui Fu 0003
  • Si Liu 0001
  • Hongyu Li
  • Siheng Chen
  • Hongsheng Li 0001
  • Shifeng Zhang
  • Xu Zhou

The objective of the collaborative perception task is to enhance the individual agent's perception capability through message communication among neighboring agents. A central challenge lies in optimizing the inherent trade-off between perception ability and communication cost. To tackle this bottleneck issue, we argue that a good message unit should encapsulate both semantic and structural information in a sparse format, a feature not present in prior approaches. In this paper, we innovatively propose a compact message unit, namely point cluster, whose core idea is to represent potential objects efficiently with explicitly decoupled low-level structure information and high-level semantic information. Building upon this new message unit, we propose a comprehensive framework CPPC for communication-efficient collaborative perception. The core principle of CPPC is twofold: first, through strategical point sampling, structure information can be well preserved with a few key points, which can significantly reduce communication cost; second, the sequence format of point clusters enables efficient message aggregation by set matching and merging, thereby eliminating unnecessary computation generated when aligning squared BEV maps, especially for long-range collaboration. To handle time latency and pose errors encountered in real-world scenarios, we also carefully design parameter-free solutions that can adapt to different noisy levels without finetuning. Experiments on two widely recognized collaborative perception benchmarks showcase the superior performance of our method compared to the previous state-of-the-art approaches.

ICRA Conference 2025 Conference Paper

Variable-Friction In-Hand Manipulation for Arbitrary Objects via Diffusion-Based Imitation Learning

  • Qiyang Yan
  • Zihan Ding
  • Xin Zhou
  • Adam J. Spiers

Dexterous in-hand manipulation (IHM) for arbitrary objects is challenging due to the rich and subtle contact process. Variable-friction manipulation is an alternative approach to dexterity, previously demonstrating robust and versatile 2D IHM capabilities with only two single-joint fingers. However, the hard-coded manipulation methods for variable friction hands are restricted to regular polygon objects and limited target poses, as well as requiring the policy to be tailored for each object. This paper proposes an end-to-end learning-based manipulation method to achieve arbitrary object manipulation for any target pose on real hardware, with minimal engineering efforts and data collection. The method features a diffusion policy-based imitation learning method with cotraining from simulation and a small amount of real-world data. With the proposed framework, arbitrary objects including polygons and non-polygons can be precisely manipulated to reach arbitrary goal poses within 2 hours of training on an A100 GPU and only 1 hour of real-world data collection. The precision is higher than previous customized object-specific policies, achieving an average success rate of 71. 3 % with average pose error being 2. 676 mm and 1. 902°. Code and videos can be found at: https://sites.google.com/view/vf-ihm-il/home.

ICLR Conference 2024 Conference Paper

Consistency Models as a Rich and Efficient Policy Class for Reinforcement Learning

  • Zihan Ding
  • Chi Jin 0001

Score-based generative models like the diffusion model have been testified to be effective in modeling multi-modal data from image generation to reinforcement learning (RL). However, the inference process of diffusion model can be slow, which hinders its usage in RL with iterative sampling. We propose to apply the consistency model as an efficient yet expressive policy representation, namely consistency policy, with an actor-critic style algorithm for three typical RL settings: offline, offline-to-online and online. For offline RL, we demonstrate the expressiveness of generative models as policies from multi-modal data. For offline-to-online RL, the consistency policy is shown to be more computational efficient than diffusion policy, with a comparable performance. For online RL, the consistency policy demonstrates significant speedup and even higher average performances than the diffusion policy.

ICML Conference 2024 Conference Paper

FightLadder: A Benchmark for Competitive Multi-Agent Reinforcement Learning

  • Wenzhe Li
  • Zihan Ding
  • Seth Karten
  • Chi Jin 0001

Recent advances in reinforcement learning (RL) heavily rely on a variety of well-designed benchmarks, which provide environmental platforms and consistent criteria to evaluate existing and novel algorithms. Specifically, in multi-agent RL (MARL), a plethora of benchmarks based on cooperative games have spurred the development of algorithms that improve the scalability of cooperative multi-agent systems. However, for the competitive setting, a lightweight and open-sourced benchmark with challenging gaming dynamics and visual inputs has not yet been established. In this work, we present FightLadder, a real-time fighting game platform, to empower competitive MARL research. Along with the platform, we provide implementations of state-of-the-art MARL algorithms for competitive games, as well as a set of evaluation metrics to characterize the performance and exploitability of agents. We demonstrate the feasibility of this platform by training a general agent that consistently defeats 12 built-in characters in single-player mode, and expose the difficulty of training a non-exploitable agent without human knowledge and demonstrations in two-player mode. FightLadder provides meticulously designed environments to address critical challenges in competitive MARL research, aiming to catalyze a new era of discovery and advancement in the field. Videos and code at https: //sites. google. com/view/fightladder/home.

IJCAI Conference 2023 Conference Paper

Enriching Phrases with Coupled Pixel and Object Contexts for Panoptic Narrative Grounding

  • Tianrui Hui
  • Zihan Ding
  • Junshi Huang
  • Xiaoming Wei
  • Xiaolin Wei
  • Jiao Dai
  • Jizhong Han
  • Si Liu

Panoptic narrative grounding (PNG) aims to segment things and stuff objects in an image described by noun phrases of a narrative caption. As a multimodal task, an essential aspect of PNG is the visual-linguistic interaction between image and caption. The previous two-stage method aggregates visual contexts from offline-generated mask proposals to phrase features, which tend to be noisy and fragmentary. The recent one-stage method aggregates only pixel contexts from image features to phrase features, which may incur semantic misalignment due to lacking object priors. To realize more comprehensive visual-linguistic interaction, we propose to enrich phrases with coupled pixel and object contexts by designing a Phrase-Pixel-Object Transformer Decoder (PPO-TD), where both fine-grained part details and coarse-grained entity clues are aggregated to phrase features. In addition, we also propose a Phrase-Object Contrastive Loss (POCL) to pull closer the matched phrase-object pairs and push away unmatched ones for aggregating more precise object contexts from more phrase-relevant object tokens. Extensive experiments on the PNG benchmark show our method achieves new state-of-the-art performance with large margins.

ICLR Conference 2023 Conference Paper

Representation Learning for Low-rank General-sum Markov Games

  • Chengzhuo Ni
  • Yuda Song 0001
  • Xuezhou Zhang
  • Zihan Ding
  • Chi Jin 0001
  • Mengdi Wang 0001

We study multi-agent general-sum Markov games with nonlinear function approximation. We focus on low-rank Markov games whose transition matrix admits a hidden low-rank structure on top of an unknown non-linear representation. The goal is to design an algorithm that (1) finds an $\varepsilon$-equilibrium policy sample efficiently without prior knowledge of the environment or the representation, and (2) permits a deep-learning friendly implementation. We leverage representation learning and present a model-based and a model-free approach to construct an effective representation from collected data. For both approaches, the algorithm achieves a sample complexity of poly$(H,d,A,1/\varepsilon)$, where $H$ is the game horizon, $d$ is the dimension of the feature vector, $A$ is the size of the joint action space and $\varepsilon$ is the optimality gap. When the number of players is large, the above sample complexity can scale exponentially with the number of players in the worst case. To address this challenge, we consider Markov Games with a factorized transition structure and present an algorithm that escapes such exponential scaling. To our best knowledge, this is the first sample-efficient algorithm for multi-agent general-sum Markov games that incorporates (non-linear) function approximation. We accompany our theoretical result with a neural network-based implementation of our algorithm and evaluate it against the widely used deep RL baseline, DQN with fictitious play.

NeurIPS Conference 2022 Conference Paper

Learning Distributed and Fair Policies for Network Load Balancing as Markov Potential Game

  • Zhiyuan Yao
  • Zihan Ding

This paper investigates the network load balancing problem in data centers (DCs) where multiple load balancers (LBs) are deployed, using the multi-agent reinforcement learning (MARL) framework. The challenges of this problem consist of the heterogeneous processing architecture and dynamic environments, as well as limited and partial observability of each LB agent in distributed networking systems, which can largely degrade the performance of in-production load balancing algorithms in real-world setups. Centralised training and distributed execution (CTDE) RL scheme has been proposed to improve MARL performance, yet it incurs -- especially in distributed networking systems, which prefer distributed and plug-and-play design schemes -- additional communication and management overhead among agents. We formulate the multi-agent load balancing problem as a Markov potential game, with a carefully and properly designed workload distribution fairness as the potential function. A fully distributed MARL algorithm is proposed to approximate the Nash equilibrium of the game. Experimental evaluations involve both an event-driven simulator and a real-world system, where the proposed MARL load balancing algorithm shows close-to-optimal performance in simulations and superior results over in-production LBs in the real-world system.

IROS Conference 2021 Conference Paper

DMotion: Robotic Visuomotor Control with Unsupervised Forward Model Learned from Videos

  • Haoqi Yuan
  • Ruihai Wu
  • Andrew Zhao
  • Haipeng Zhang 0006
  • Zihan Ding
  • Hao Dong 0003

Learning an accurate model of the environment is essential for model-based control tasks. Existing methods in robotic visuomotor control usually learn from data with heavily labelled actions, object entities or locations, which can be demanding in many cases. To cope with this limitation, we propose a method, dubbed DMotion, that trains a forward model from video data only, via disentangling the motion of controllable agent to model the transition dynamics. An object extractor and an interaction learner are trained in an end-to-end manner without supervision. The agent’s motions are explicitly represented using spatial transformation matrices containing physical meanings. In the experiments, DMotion achieves superior performance on learning an accurate forward model in a Grid World environment, as well as a more realistic robot control environment in simulation. With the accurate learned forward models, we further demonstrate their usage in model predictive control as an effective approach for robotic manipulations. Code, video and more materials are available at: https://hyperplane-lab.github.io/dmotion.

IROS Conference 2021 Conference Paper

Sim-to-Real Transfer for Robotic Manipulation with Tactile Sensory

  • Zihan Ding
  • Ya-Yen Tsai
  • Wang Wei Lee
  • Bidan Huang

Reinforcement Learning (RL) methods have been widely applied for robotic manipulations via sim-to-real transfer, typically with proprioceptive and visual information. However, the incorporation of tactile sensing into RL for contact-rich tasks lacks investigation. In this paper, we model a tactile sensor in simulation and study the effects of its feedback in RL-based robotic control via a zero-shot sim-to-real approach with domain randomization. We demonstrate that learning and controlling with feedback from tactile sensor arrays at the gripper, both in simulation and reality, can enhance grasping stability, which leads to a significant improvement in robotic manipulation performance for a door opening task. In real-world experiments, the door open angle was increased by 45% on average for transferred policies with tactile sensing over those without it.

AAAI Conference 2020 Conference Paper

Arena: A General Evaluation Platform and Building Toolkit for Multi-Agent Intelligence

  • Yuhang Song
  • Andrzej Wojcicki
  • Thomas Lukasiewicz
  • Jianyi Wang
  • Abi Aryan
  • Zhenghua Xu
  • Mai Xu
  • Zihan Ding

Learning agents that are not only capable of taking tests, but also innovating is becoming a hot topic in AI. One of the most promising paths towards this vision is multi-agent learning, where agents act as the environment for each other, and improving each agent means proposing new problems for others. However, existing evaluation platforms are either not compatible with multi-agent settings, or limited to a specific game. That is, there is not yet a general evaluation platform for research on multi-agent intelligence. To this end, we introduce Arena, a general evaluation platform for multi-agent intelligence with 35 games of diverse logics and representations. Furthermore, multi-agent intelligence is still at the stage where many problems remain unexplored. Therefore, we provide a building toolkit for researchers to easily invent and build novel multi-agent problems from the provided game set based on a GUI-configurable social tree and five basic multi-agent reward schemes. Finally, we provide Python implementations of five state-of-the-art deep multi-agent reinforcement learning baselines. Along with the baseline implementations, we release a set of 100 best agents/teams that we can train with different training schemes for each game, as the base for evaluating agents with population performance. As such, the research community can perform comparisons under a stable and uniform standard. All the implementations and accompanied tutorials have been open-sourced for the community at https: //sites. google. com/view/arena-unity/.

IROS Conference 2020 Conference Paper

Crossing the Gap: A Deep Dive into Zero-Shot Sim-to-Real Transfer for Dynamics

  • Eugene Valassakis
  • Zihan Ding
  • Edward Johns

Zero-shot sim-to-real transfer of tasks with complex dynamics is a highly challenging and unsolved problem. A number of solutions have been proposed in recent years, but we have found that many works do not present a thorough evaluation in the real world, or underplay the significant engineering effort and task-specific fine tuning that is required to achieve the published results. In this paper, we dive deeper into the sim-to-real transfer challenge, investigate why this is such a difficult problem, and present objective evaluations of a number of transfer methods across a range of real-world tasks. Surprisingly, we found that a method which simply injects random forces into the simulation performs just as well as more complex methods, such as those which randomise the simulator's dynamics parameters, or adapt a policy online using recurrent network architectures.

ICRA Conference 2020 Conference Paper

Sim-to-Real Transfer for Optical Tactile Sensing

  • Zihan Ding
  • Nathan F. Lepora
  • Edward Johns

Deep learning and reinforcement learning methods have been shown to enable learning of flexible and complex robot controllers. However, the reliance on large amounts of training data often requires data collection to be carried out in simulation, with a number of sim-to-real transfer methods being developed in recent years. In this paper, we study these techniques for tactile sensing using the TacTip optical tactile sensor, which consists of a deformable tip with a camera observing the positions of pins inside this tip. We designed a model for soft body simulation which was implemented using the Unity physics engine, and trained a neural network to predict the locations and angles of edges when in contact with the sensor. Using domain randomisation techniques for sim-to-real transfer, we show how this framework can be used to accurately predict edges with less than 1 mm prediction error in real-world testing, without any real-world data at all.

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