Researcher profile

Donglin Wang

Donglin Wang contributes to research discovery and scholarly infrastructure.

ResearcherAffiliation not importedOpen to collaborate

Trust snapshot

Quick read

Trust 21 - EmergingVerification L1Unclaimed author
14works
0followers
8topics
4close collaborators

Actions

Decide how to stay connected

Follow researcher0

Identity and collaboration

How to connect with this researcher

Claiming links this public author record to a researcher profile and unlocks direct collaboration workflows.

Log in to claim

Direct collaboration

Open a focused conversation when the fit is right

Claim this author entity first to unlock direct invitations.

Research graph

See the researcher in context

Open full explorer

Inspect adjacent work, topics, institutions and collaborators without jumping out to a separate graph page.

Building this graph slice

BZPEER is loading the nearby papers, people, topics and institutions for this page.

Published work

14 published item(s)

preprint2026arXiv

CapVector: Learning Transferable Capability Vectors in Parametric Space for Vision-Language-Action Models

This paper proposes a novel approach to address the challenge that pretrained VLA models often fail to effectively improve performance and reduce adaptation costs during standard supervised finetuning (SFT). Some advanced finetuning methods with auxiliary training objectives can improve performance and reduce the number of convergence steps. However, they typically incur significant computational overhead due to the additional losses from auxiliary objectives. To simultaneously achieve the enhanced capabilities of auxiliary training with the simplicity of standard SFT, we decouple the two objectives of auxiliary-objective SFT within the parameter space, namely, enhancing general capabilities and fitting task-specific action distributions. To deliver the goal, we only need to train the model to converge on a small-scale task set using two distinct training strategies, resulting in two finetuned models. The parameters' difference between the two models can then be interpreted as capability vectors provided by auxiliary objectives. These vectors are then merged with pretrained parameters to form a capability-enhanced meta model. Moreover, when standard SFT is augmented with a lightweight orthogonal regularization loss, the merged model attains performance comparable to auxiliary finetuned baselines with reduced computational overhead. Internal and external experiments demonstrate that our capability vectors (1) are effective and versatile across diverse models, (2) can generalize to novel environments and embodiments out of the box.

preprint2026arXiv

CUBic: Coordinated Unified Bimanual Perception and Control Framework

Recent advances in visuomotor policy learning have enabled robots to perform control directly from visual inputs. Yet, extending such end-to-end learning from single-arm to bimanual manipulation remains challenging due to the need for both independent perception and coordinated interaction between arms. Existing methods typically favor one side -- either decoupling the two arms to avoid interference or enforcing strong cross-arm coupling for coordination -- thus lacking a unified treatment. We propose CUBic, a Coordinated and Unified framework for Bimanual perception and control that reformulates bimanual coordination as a unified perceptual modeling problem. CUBic learns a shared tokenized representation bridging perception and control, where independence and coordination emerge intrinsically from structure rather than from hand-crafted coupling. Our approach integrates three components: unidirectional perception aggregation, bidirectional perception coordination through two codebooks with shared mapping, and a unified perception-to-control diffusion policy. Extensive experiments on the RoboTwin benchmark show that CUBic consistently surpasses standard baselines, achieving marked improvements in coordination accuracy and task success rates over state-of-the-art visuomotor baselines.

preprint2026arXiv

QHyer: Q-conditioned Hybrid Attention-mamba Transformer for Offline Goal-conditioned RL

Offline goal-conditioned RL (GCRL) learns goal-reaching policies from static datasets, but real-world datasets are often partially observable and history-dependent, exhibiting a mix of Markovian and non-Markovian that violate standard RL assumptions. History-aware sequence models such as Decision Transformer (DT) are a natural fit for long-term dependency modeling, yet pure attention is inefficient and brittle when handling local Markovian structure and long-range context simultaneously. Although recent hybrid architectures (e.g., LSDT) introduce local extractors to improve local dependencies modeling, the fixed-window extraction cannot adapt its effective memory to varying dependency lengths in temporally heterogeneous settings, often truncating long-range context rather than compressing its content adaptively. Moreover, sequential offline GCRL faces a key bottleneck: under sparse rewards, return-to-go (RTG) becomes non-discriminative across sub-trajectories, providing little guidance signal for stitching goal-reaching behaviors from diverse demonstrations. To address these, we propose \textbf{QHyer}, which replaces RTG with a flow-parameterized, state-conditioned goal-reaching Q-estimator to support stitching across demonstrations, and introduces a gated Hybrid Attention-Mamba backbone that performs content-adaptive history compression while preserving local dynamics. Extensive experiments demonstrate that \textbf{QHyer} achieves state-of-the-art performance on both non-Markovian and Markovian datasets, validating its effectiveness for diverse scenarios.

preprint2023arXiv

Graph based Environment Representation for Vision-and-Language Navigation in Continuous Environments

Vision-and-Language Navigation in Continuous Environments (VLN-CE) is a navigation task that requires an agent to follow a language instruction in a realistic environment. The understanding of environments is a crucial part of the VLN-CE task, but existing methods are relatively simple and direct in understanding the environment, without delving into the relationship between language instructions and visual environments. Therefore, we propose a new environment representation in order to solve the above problems. First, we propose an Environment Representation Graph (ERG) through object detection to express the environment in semantic level. This operation enhances the relationship between language and environment. Then, the relational representations of object-object, object-agent in ERG are learned through GCN, so as to obtain a continuous expression about ERG. Sequentially, we combine the ERG expression with object label embeddings to obtain the environment representation. Finally, a new cross-modal attention navigation framework is proposed, incorporating our environment representation and a special loss function dedicated to training ERG. Experimental result shows that our method achieves satisfactory performance in terms of success rate on VLN-CE tasks. Further analysis explains that our method attains better cross-modal matching and strong generalization ability.

preprint2023arXiv

The Effect of Variable Factors on the Handover Performance for Ultra Dense Network

With wireless communication technology development, the 5G New Radio (NR) has been proposed and developed for a decade. This advanced mobile communication technology has more advancements, such as higher system capacity, higher spectrum efficiency, higher data rates, and so on. In 5G, Ultra- Dense Network (UDN) is deployed for increasing the system capacity and frequency reuse to meet high application requirements. The architecture of 5G UDN is to realize the dense and flexible deployment of smaller general Node B (gNB). However, the increased capacity of applying UDN in 5G is anticipated at the cost of increased signal interference, increased handover times, and increased handover failures. The Time to Trigger (TTT) is one of the most important factors in handover frequency which is deserved to be detected. Moreover, the density of the 5G gNBs influences the handover times and performance as well. In this work, we provide a compendium of 5G handover management. A downlink system-level simulator for 5G handover is built and utilized to evaluate the effect of different TTT values and densities of gNBs on the 5G handover. In addition, different velocities of Traffic Users (TUs) have been applied to the simulation system. From the simulation results, the handover performance has been analyzed and optimized by applying adjustable TTT under different densities of gNBs which will help people have a better understanding of the selection and effect of proper TTT, UDN, and different velocities of TUs on 5G handover performance.

preprint2022arXiv

A Transferable Legged Mobile Manipulation Framework Based on Disturbance Predictive Control

Due to their ability to adapt to different terrains, quadruped robots have drawn much attention in the research field of robot learning. Legged mobile manipulation, where a quadruped robot is equipped with a robotic arm, can greatly enhance the performance of the robot in diverse manipulation tasks. Several prior works have investigated legged mobile manipulation from the viewpoint of control theory. However, modeling a unified structure for various robotic arms and quadruped robots is a challenging task. In this paper, we propose a unified framework disturbance predictive control where a reinforcement learning scheme with a latent dynamic adapter is embedded into our proposed low-level controller. Our method can adapt well to various types of robotic arms with a few random motion samples and the experimental results demonstrate the effectiveness of our method.

preprint2022arXiv

DARA: Dynamics-Aware Reward Augmentation in Offline Reinforcement Learning

Offline reinforcement learning algorithms promise to be applicable in settings where a fixed dataset is available and no new experience can be acquired. However, such formulation is inevitably offline-data-hungry and, in practice, collecting a large offline dataset for one specific task over one specific environment is also costly and laborious. In this paper, we thus 1) formulate the offline dynamics adaptation by using (source) offline data collected from another dynamics to relax the requirement for the extensive (target) offline data, 2) characterize the dynamics shift problem in which prior offline methods do not scale well, and 3) derive a simple dynamics-aware reward augmentation (DARA) framework from both model-free and model-based offline settings. Specifically, DARA emphasizes learning from those source transition pairs that are adaptive for the target environment and mitigates the offline dynamics shift by characterizing state-action-next-state pairs instead of the typical state-action distribution sketched by prior offline RL methods. The experimental evaluation demonstrates that DARA, by augmenting rewards in the source offline dataset, can acquire an adaptive policy for the target environment and yet significantly reduce the requirement of target offline data. With only modest amounts of target offline data, our performance consistently outperforms the prior offline RL methods in both simulated and real-world tasks.

preprint2022arXiv

Imitation and Adaptation Based on Consistency: A Quadruped Robot Imitates Animals from Videos Using Deep Reinforcement Learning

The essence of quadrupeds' movements is the movement of the center of gravity, which has a pattern in the action of quadrupeds. However, the gait motion planning of the quadruped robot is time-consuming. Animals in nature can provide a large amount of gait information for robots to learn and imitate. Common methods learn animal posture with a motion capture system or numerous motion data points. In this paper, we propose a video imitation adaptation network (VIAN) that can imitate the action of animals and adapt it to the robot from a few seconds of video. The deep learning model extracts key points during animal motion from videos. The VIAN eliminates noise and extracts key information of motion with a motion adaptor, and then applies the extracted movements function as the motion pattern into deep reinforcement learning (DRL). To ensure similarity between the learning result and the animal motion in the video, we introduce rewards that are based on the consistency of the motion. DRL explores and learns to maintain balance from movement patterns from videos, imitates the action of animals, and eventually, allows the model to learn the gait or skills from short motion videos of different animals and to transfer the motion pattern to the real robot.

preprint2022arXiv

KSG: Knowledge and Skill Graph

The knowledge graph (KG) is an essential form of knowledge representation that has grown in prominence in recent years. Because it concentrates on nominal entities and their relationships, traditional knowledge graphs are static and encyclopedic in nature. On this basis, event knowledge graph (Event KG) models the temporal and spatial dynamics by text processing to facilitate downstream applications, such as question-answering, recommendation and intelligent search. Existing KG research, on the other hand, mostly focuses on text processing and static facts, ignoring the vast quantity of dynamic behavioral information included in photos, movies, and pre-trained neural networks. In addition, no effort has been done to include behavioral intelligence information into the knowledge graph for deep reinforcement learning (DRL) and robot learning. In this paper, we propose a novel dynamic knowledge and skill graph (KSG), and then we develop a basic and specific KSG based on CN-DBpedia. The nodes are divided into entity and attribute nodes, with entity nodes containing the agent, environment, and skill (DRL policy or policy representation), and attribute nodes containing the entity description, pre-train network, and offline dataset. KSG can search for different agents' skills in various environments and provide transferable information for acquiring new skills. This is the first study that we are aware of that looks into dynamic KSG for skill retrieval and learning. Extensive experimental results on new skill learning show that KSG boosts new skill learning efficiency.

preprint2022arXiv

Tree Structure-Aware Few-Shot Image Classification via Hierarchical Aggregation

In this paper, we mainly focus on the problem of how to learn additional feature representations for few-shot image classification through pretext tasks (e.g., rotation or color permutation and so on). This additional knowledge generated by pretext tasks can further improve the performance of few-shot learning (FSL) as it differs from human-annotated supervision (i.e., class labels of FSL tasks). To solve this problem, we present a plug-in Hierarchical Tree Structure-aware (HTS) method, which not only learns the relationship of FSL and pretext tasks, but more importantly, can adaptively select and aggregate feature representations generated by pretext tasks to maximize the performance of FSL tasks. A hierarchical tree constructing component and a gated selection aggregating component is introduced to construct the tree structure and find richer transferable knowledge that can rapidly adapt to novel classes with a few labeled images. Extensive experiments show that our HTS can significantly enhance multiple few-shot methods to achieve new state-of-the-art performance on four benchmark datasets. The code is available at: https://github.com/remiMZ/HTS-ECCV22.

preprint2021arXiv

Attributes-Guided and Pure-Visual Attention Alignment for Few-Shot Recognition

The purpose of few-shot recognition is to recognize novel categories with a limited number of labeled examples in each class. To encourage learning from a supplementary view, recent approaches have introduced auxiliary semantic modalities into effective metric-learning frameworks that aim to learn a feature similarity between training samples (support set) and test samples (query set). However, these approaches only augment the representations of samples with available semantics while ignoring the query set, which loses the potential for the improvement and may lead to a shift between the modalities combination and the pure-visual representation. In this paper, we devise an attributes-guided attention module (AGAM) to utilize human-annotated attributes and learn more discriminative features. This plug-and-play module enables visual contents and corresponding attributes to collectively focus on important channels and regions for the support set. And the feature selection is also achieved for query set with only visual information while the attributes are not available. Therefore, representations from both sets are improved in a fine-grained manner. Moreover, an attention alignment mechanism is proposed to distill knowledge from the guidance of attributes to the pure-visual branch for samples without attributes. Extensive experiments and analysis show that our proposed module can significantly improve simple metric-based approaches to achieve state-of-the-art performance on different datasets and settings.

preprint2021arXiv

Visual Perception Generalization for Vision-and-Language Navigation via Meta-Learning

Vision-and-language navigation (VLN) is a challenging task that requires an agent to navigate in real-world environments by understanding natural language instructions and visual information received in real-time. Prior works have implemented VLN tasks on continuous environments or physical robots, all of which use a fixed camera configuration due to the limitations of datasets, such as 1.5 meters height, 90 degrees horizontal field of view (HFOV), etc. However, real-life robots with different purposes have multiple camera configurations, and the huge gap in visual information makes it difficult to directly transfer the learned navigation model between various robots. In this paper, we propose a visual perception generalization strategy based on meta-learning, which enables the agent to fast adapt to a new camera configuration with a few shots. In the training phase, we first locate the generalization problem to the visual perception module, and then compare two meta-learning algorithms for better generalization in seen and unseen environments. One of them uses the Model-Agnostic Meta-Learning (MAML) algorithm that requires a few shot adaptation, and the other refers to a metric-based meta-learning method with a feature-wise affine transformation layer. The experiment results show that our strategy successfully adapts the learned navigation model to a new camera configuration, and the two algorithms show their advantages in seen and unseen environments respectively.

preprint2020arXiv

Effect of Retransmissions on the Performance of C-V2X Communication for 5G

In recent years, the next generation of wireless communication (5G) plays a significant role in both industry and academy societies. Cellular Vehicle-to-Everything (C-V2X) communication technology has been one of the prominent services for 5G. For C-V2X transmission mode, there is a newly defined communication channel (sidelink) that can support direct C-V2X communication. Direct C-V2X communication is a technology that allows vehicles to communicate and share safety-related information with other traffic participates directly without going through the cellular network. The C-V2X data packet will be delivered to all traffic Users (UE) in the proximity of the Transmitter (Tx). Some UEs might not successfully receive the data packets during one transmission but the sidelink Tx is not able to check whether the Receivers (Rxs) get the information or not due to the lack of feedback channel. For enabling the strict requirements in terms of reliability and latency for C-V2X communication, we propose and evaluate one retransmission scheme and retransmission with different traffic speed scheme. These schemes try to improve the reliability of the safety-related data by one blind retransmission without requiring feedback. Although this retransmission scheme is essential to C-V2X communication, the scheme has a limitation in the performance aspect because of its redundant retransmission. Since radio resources for CV2X communication are limited, we have to detect the effect of retransmission on the performance of the communication system. To the end, the simulator for evaluating the proposed schemes for the C-V2X communication has been implemented, and the performances of the different communication schemes are shown through the Packet Reception Ratio (PRR).

preprint2020arXiv

Link Level Performance Comparison of C-V2X and ITS-G5 for Vehicular Channel Models

V2X communications plays a significant role in increasing traffic safety and efficiency by enabling vehicles to exchange their status information with other vehicles and traffic entities in their proximity. In this regard, two technologies emerged as the main contenders for enabling V2X communications which have stringent requirements in terms of latency and reliability due to their apparent safety criticality. The first one is the DSRC standard (referred to as ITS-G5 in Europe) that is well researched since 20 years and has attained enough technical maturity for current deployment. The second one is the relatively new CV2X standard that is nevertheless, based on the 3GPP standard family that have successful deployments in almost every corner of the globe. In this work, we compare the link level performance of the PHY protocols for both the technologies for different vehicular fading channel models. To this end, we construct and simulate the PHY pipelines and show the performance results by means of BLER} versus SNR graphs. Our investigations show that CV2X performs better than ITS-G5 for almost all the considered channel models due to better channel coding and estimation schemes.