Qi Liu
Current Organizations / Institutes
The organizations/institutes from the scholar's latest article
Previous Organizations / Institutes
The organizations / institutes from the scholar's other articles in the past ten years
Research Subjects
Qi Liu has a total of 65 co-authors. Here are the top co-authors by number of shared publications:
- Yanjie Li
Department of Guangdong Key Laboratory of Intelligent Morphing Mechanisms and Adaptive Robotics and School of Inteligence Science and Engineering, Harbin Institute of Technology, Shenzhen, China
10 shared publications - Ke Lin
Guangdong Key Laboratory of Intelligent Morphing Mechanisms and Adaptive Robotics and the School of Mechanical Engineering and Automation, Harbin Institute of Technology, Shenzhen, China
6 shared publications - Jianqi Gao
Department of Guangdong Key Laboratory of Intelligent Morphing Mechanisms and Adaptive Robotics and School of Inteligence Science and Engineering, Harbin Institute of Technology, Shenzhen, China
4 shared publications Yanjie Li
4 shared publications- Shiyu Chen
Department of Control Science and Engineering, Harbin Institute of Technology (Shenzhen), Shenzhen, China
3 shared publications - Yuecheng Liu
Department of Control Science and Engineering, Harbin Institute of Technology, Shenzhen, China
3 shared publications
Latest Publications
- 3 November 2026
- Published by Elsevier in Information Processing & Management
- Vol. 64 (2)
Whole-body collaboration policy for concurrent loco-manipulation based on multi-agent deep reinforcement learning
- 3 November 2026
- Published by Elsevier in Information Processing & Management
- Vol. 64 (2)
Whole-body collaboration policy for concurrent loco-manipulation based on multi-agent deep reinforcement learning
- 31 October 2026
- Published by Elsevier in Computers & Operations Research
- Vol. 196
Optimizing long-term charging management for warehouse robots using average reward reinforcement learning
- 31 October 2026
- Published by Elsevier in Computers & Operations Research
- Vol. 196
Optimizing long-term charging management for warehouse robots using average reward reinforcement learning
- 13 April 2026
- Published by Institute of Electrical and Electronics Engineers (IEEE) in IEEE Robotics and Automation Letters
- Vol. 11 (6) , 6815-6822
Dynamic Legged Ball Manipulation on Rugged Terrains With Hierarchical Reinforcement Learning
Achieving reliable object manipulation while traversing complex terrains is the missing link between agile quadruped locomotion and practical autonomy. Specifically, using traditional end-to-end reinforcement learning (RL) for dynamic ball manipulation in rugged environments presents two key challenges. The first is coordinating distinct motion modalities to integrate terrain traversal and ball control seamlessly. The second is overcoming sparse rewards in end-to-end RL, which impedes efficient policy convergence. To address these challenges, we propose a hierarchical RL framework. A high-level policy, informed by proprioceptive data and ball position, adaptively switches between pre-trained low-level skills such as ball dribbling and rough terrain navigation. We further propose Dynamic Skill-Focused Policy Optimization to suppress gradients from inactive skills and enhance critical skill learning. Both simulation and real-world experiments validate that our method outperforms baseline approaches in dynamic ball manipulation across rugged terrains, highlighting its effectiveness in challenging environments.
- 13 April 2026
- Published by Institute of Electrical and Electronics Engineers (IEEE) in IEEE Robotics and Automation Letters
- Vol. 11 (6) , 6815-6822
Dynamic Legged Ball Manipulation on Rugged Terrains With Hierarchical Reinforcement Learning
Achieving reliable object manipulation while traversing complex terrains is the missing link between agile quadruped locomotion and practical autonomy. Specifically, using traditional end-to-end reinforcement learning (RL) for dynamic ball manipulation in rugged environments presents two key challenges. The first is coordinating distinct motion modalities to integrate terrain traversal and ball control seamlessly. The second is overcoming sparse rewards in end-to-end RL, which impedes efficient policy convergence. To address these challenges, we propose a hierarchical RL framework. A high-level policy, informed by proprioceptive data and ball position, adaptively switches between pre-trained low-level skills such as ball dribbling and rough terrain navigation. We further propose Dynamic Skill-Focused Policy Optimization to suppress gradients from inactive skills and enhance critical skill learning. Both simulation and real-world experiments validate that our method outperforms baseline approaches in dynamic ball manipulation across rugged terrains, highlighting its effectiveness in challenging environments.
- Open Access
Sample-Efficient Policy Constraint Offline Deep Reinforcement Learning based on Sample Filtering
Offline reinforcement learning (RL) aims to learn a policy that maximizes the expected return using a given static dataset of transitions. However, offline RL faces the distribution shift problem. The policy constraint offline RL method is proposed to solve the distribution shift problem. During the policy constraint offline RL training, it is important to ensure the difference between the learned policy and behavior policy within a given threshold. Thus, the learned policy heavily relies on the quality of the behavior policy. However, a problem exists in existing policy constraint methods: if the dataset contains many low-reward transitions, the learned will be contained with a suboptimal reference policy, leading to slow learning speed, low sample efficiency, and inferior performances. This paper shows that the sampling method in policy constraint offline RL that uses all the transitions in the dataset can be improved. A simple but efficient sample filtering method is proposed to improve the sample efficiency and the final performance. First, we evaluate the score of the transitions by average reward and average discounted reward of episodes in the dataset and extract the transition samples of high scores. Second, the high-score transition samples are used to train the offline RL algorithms. We verify the proposed method in a series of offline RL algorithms and benchmark tasks. Experimental results show that the proposed method outperforms baselines.
Open AccessSample-Efficient Policy Constraint Offline Deep Reinforcement Learning based on Sample Filtering
Offline reinforcement learning (RL) aims to learn a policy that maximizes the expected return using a given static dataset of transitions. However, offline RL faces the distribution shift problem. The policy constraint offline RL method is proposed to solve the distribution shift problem. During the policy constraint offline RL training, it is important to ensure the difference between the learned policy and behavior policy within a given threshold. Thus, the learned policy heavily relies on the quality of the behavior policy. However, a problem exists in existing policy constraint methods: if the dataset contains many low-reward transitions, the learned will be contained with a suboptimal reference policy, leading to slow learning speed, low sample efficiency, and inferior performances. This paper shows that the sampling method in policy constraint offline RL that uses all the transitions in the dataset can be improved. A simple but efficient sample filtering method is proposed to improve the sample efficiency and the final performance. First, we evaluate the score of the transitions by average reward and average discounted reward of episodes in the dataset and extract the transition samples of high scores. Second, the high-score transition samples are used to train the offline RL algorithms. We verify the proposed method in a series of offline RL algorithms and benchmark tasks. Experimental results show that the proposed method outperforms baselines.
- 22 December 2025
- Published by Institute of Electrical and Electronics Engineers (IEEE) in IEEE Transactions on Emerging Topics in Computing
- Vol. 14 (1) , 94-104
Multi-Discounting Reinforcement Learning Based on Reward Decomposition
The standard paradigm of reinforcement learning (RL) is the Markov Decision Process (MDP) in which an agent learns to maximize the cumulative discounted rewards. The reward function in MDP is generally defined as the sum of multiple reward components, each designed to encapsulate a specific aspect of the expected policy. The discount factor $\gamma \in [0,1)$ decreases the future reward in the present value, which determines the effective time horizon for the agent. In the conventional MDP, all reward components are subject to the same discount factor regardless of their specific meanings. Although this convenient configuration simplifies the problem in the algorithm deployment, it sacrifices precision in defining the optimization problem and results in a temporal mismatch of rewards with diverse physical meanings. This paper proposes multi-discounting MDP (MDMDP), a novel model based on reward decomposition to solve the above problems. MDMDP allows practitioners to set separate discount factors for different reward components. This capability provides great flexibility in combining reward components at different timescales. Furthermore, this paper proposes an RL algorithm, multi-discounting Q-learning, to solve finite MDMDP. Moreover, we extend it to the deep RL version, including multi-discounting DQN for discrete action space tasks and multi-discounting actor-critic for continuous action space tasks. Experimental results demonstrate that the proposed methods improve flexibility and precision in modeling complex tasks, enhancing the alignment of the agent's policy with desired objectives.
- 22 December 2025
- Published by Institute of Electrical and Electronics Engineers (IEEE) in IEEE Transactions on Emerging Topics in Computing
- Vol. 14 (1) , 94-104
Multi-Discounting Reinforcement Learning Based on Reward Decomposition
The standard paradigm of reinforcement learning (RL) is the Markov Decision Process (MDP) in which an agent learns to maximize the cumulative discounted rewards. The reward function in MDP is generally defined as the sum of multiple reward components, each designed to encapsulate a specific aspect of the expected policy. The discount factor $\gamma \in [0,1)$ decreases the future reward in the present value, which determines the effective time horizon for the agent. In the conventional MDP, all reward components are subject to the same discount factor regardless of their specific meanings. Although this convenient configuration simplifies the problem in the algorithm deployment, it sacrifices precision in defining the optimization problem and results in a temporal mismatch of rewards with diverse physical meanings. This paper proposes multi-discounting MDP (MDMDP), a novel model based on reward decomposition to solve the above problems. MDMDP allows practitioners to set separate discount factors for different reward components. This capability provides great flexibility in combining reward components at different timescales. Furthermore, this paper proposes an RL algorithm, multi-discounting Q-learning, to solve finite MDMDP. Moreover, we extend it to the deep RL version, including multi-discounting DQN for discrete action space tasks and multi-discounting actor-critic for continuous action space tasks. Experimental results demonstrate that the proposed methods improve flexibility and precision in modeling complex tasks, enhancing the alignment of the agent's policy with desired objectives.
- 16 December 2025
- Published by Elsevier in Signal Processing
- Vol. 242
A fault-tolerant target tracking localization algorithm based on extended dimension cubature kalman filter and variational bayesian
- 16 December 2025
- Published by Elsevier in Signal Processing
- Vol. 242
A fault-tolerant target tracking localization algorithm based on extended dimension cubature kalman filter and variational bayesian
- Open Access
Advanced Servo Control and Adaptive Path Planning for a Vision-Aided Omnidirectional Launch Platform in Sports-Training Applications
A system-level scheme that couples a multi-dimensional attention-fused vision model and an improved Dijkstra planner is proposed for basketball robots in complex scenes. Fast-moving object detection, cluttered background recognition, and real-time path decision are targeted. For vision, the proposed YOLO11 with Multi-dimensional Attention Fusion (YOLO11-MAF) is equipped with four modules: Coordinate Attention (CoordAttention), Efficient Channel Attention (ECA), Multi-Scale Channel Attention (MSCA), and Large-Separable Kernel Attention (LSKA). Detection accuracy and robustness for high-speed basketballs are raised. For planning, an improved Dijkstra algorithm is proposed. Binary heap optimization and heuristic fusion cut time complexity from to . Redundant expansions are removed and planning speed is increased. A complete robot platform integrating mechanical, electronic, and software components is constructed. End-to-end experiments show the improved vision model raises mAP@0.5 by 0.7% while keeping real-time frames per second (FPS). The improved path planning algorithm cuts average compute time by 16% and achieves over 95% obstacle avoidance success. The work offers a new approach for real-time perception and autonomous navigation of intelligent sport robots. It lays a basis for future multi-sensor fusion and adaptive path planning research.Open AccessAdvanced Servo Control and Adaptive Path Planning for a Vision-Aided Omnidirectional Launch Platform in Sports-Training Applications
A system-level scheme that couples a multi-dimensional attention-fused vision model and an improved Dijkstra planner is proposed for basketball robots in complex scenes. Fast-moving object detection, cluttered background recognition, and real-time path decision are targeted. For vision, the proposed YOLO11 with Multi-dimensional Attention Fusion (YOLO11-MAF) is equipped with four modules: Coordinate Attention (CoordAttention), Efficient Channel Attention (ECA), Multi-Scale Channel Attention (MSCA), and Large-Separable Kernel Attention (LSKA). Detection accuracy and robustness for high-speed basketballs are raised. For planning, an improved Dijkstra algorithm is proposed. Binary heap optimization and heuristic fusion cut time complexity from to . Redundant expansions are removed and planning speed is increased. A complete robot platform integrating mechanical, electronic, and software components is constructed. End-to-end experiments show the improved vision model raises mAP@0.5 by 0.7% while keeping real-time frames per second (FPS). The improved path planning algorithm cuts average compute time by 16% and achieves over 95% obstacle avoidance success. The work offers a new approach for real-time perception and autonomous navigation of intelligent sport robots. It lays a basis for future multi-sensor fusion and adaptive path planning research. - Top Cited Papers
- 20 November 2025
- Published by Elsevier in Expert Systems with Applications
- Vol. 301
CoRLHF: Reinforcement learning from human feedback with cooperative policy-reward optimization for LLMs
- 20 November 2025
- Published by Elsevier in Expert Systems with Applications
- Vol. 301
Top Cited PapersCoRLHF: Reinforcement learning from human feedback with cooperative policy-reward optimization for LLMs
- Top Cited Papers
- 10 October 2025
- Published by Elsevier in Knowledge-Based Systems
- Vol. 330
Sample-efficient backtrack temporal difference deep reinforcement learning
- 10 October 2025
- Published by Elsevier in Knowledge-Based Systems
- Vol. 330
Top Cited PapersSample-efficient backtrack temporal difference deep reinforcement learning
- Open Access
Dynamic Legged Ball Manipulation on Rugged Terrains with Hierarchical Reinforcement Learning
Advancing the dynamic loco-manipulation capabilities of quadruped robots in complex terrains is crucial for performing diverse tasks. Specifically, dynamic ball manipulation in rugged environments presents two key challenges. The first is coordinating distinct motion modalities to integrate terrain traversal and ball control seamlessly. The second is overcoming sparse rewards in end-to-end deep reinforcement learning, which impedes efficient policy convergence. To address these challenges, we propose a hierarchical reinforcement learning framework. A high-level policy, informed by proprioceptive data and ball position, adaptively switches between pre-trained low-level skills such as ball dribbling and rough terrain navigation. We further propose Dynamic Skill-Focused Policy Optimization to suppress gradients from inactive skills and enhance critical skill learning. Both simulation and real-world experiments validate that our methods outperform baseline approaches in dynamic ball manipulation across rugged terrains, highlighting its effectiveness in challenging environments. Videos are on our website: dribble-hrl.github.io.
Open AccessDynamic Legged Ball Manipulation on Rugged Terrains with Hierarchical Reinforcement Learning
Advancing the dynamic loco-manipulation capabilities of quadruped robots in complex terrains is crucial for performing diverse tasks. Specifically, dynamic ball manipulation in rugged environments presents two key challenges. The first is coordinating distinct motion modalities to integrate terrain traversal and ball control seamlessly. The second is overcoming sparse rewards in end-to-end deep reinforcement learning, which impedes efficient policy convergence. To address these challenges, we propose a hierarchical reinforcement learning framework. A high-level policy, informed by proprioceptive data and ball position, adaptively switches between pre-trained low-level skills such as ball dribbling and rough terrain navigation. We further propose Dynamic Skill-Focused Policy Optimization to suppress gradients from inactive skills and enhance critical skill learning. Both simulation and real-world experiments validate that our methods outperform baseline approaches in dynamic ball manipulation across rugged terrains, highlighting its effectiveness in challenging environments. Videos are on our website: dribble-hrl.github.io.