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Jul 30

CraftsMan: High-fidelity Mesh Generation with 3D Native Generation and Interactive Geometry Refiner

We present a novel generative 3D modeling system, coined CraftsMan, which can generate high-fidelity 3D geometries with highly varied shapes, regular mesh topologies, and detailed surfaces, and, notably, allows for refining the geometry in an interactive manner. Despite the significant advancements in 3D generation, existing methods still struggle with lengthy optimization processes, irregular mesh topologies, noisy surfaces, and difficulties in accommodating user edits, consequently impeding their widespread adoption and implementation in 3D modeling software. Our work is inspired by the craftsman, who usually roughs out the holistic figure of the work first and elaborates the surface details subsequently. Specifically, we employ a 3D native diffusion model, which operates on latent space learned from latent set-based 3D representations, to generate coarse geometries with regular mesh topology in seconds. In particular, this process takes as input a text prompt or a reference image and leverages a powerful multi-view (MV) diffusion model to generate multiple views of the coarse geometry, which are fed into our MV-conditioned 3D diffusion model for generating the 3D geometry, significantly improving robustness and generalizability. Following that, a normal-based geometry refiner is used to significantly enhance the surface details. This refinement can be performed automatically, or interactively with user-supplied edits. Extensive experiments demonstrate that our method achieves high efficacy in producing superior-quality 3D assets compared to existing methods. HomePage: https://craftsman3d.github.io/, Code: https://github.com/wyysf-98/CraftsMan

  • 7 authors
·
May 23, 2024 2

LLM Interactive Optimization of Open Source Python Libraries -- Case Studies and Generalization

With the advent of large language models (LLMs) like GPT-3, a natural question is the extent to which these models can be utilized for source code optimization. This paper presents methodologically stringent case studies applied to well-known open source python libraries pillow and numpy. We find that contemporary LLM ChatGPT-4 (state September and October 2023) is surprisingly adept at optimizing energy and compute efficiency. However, this is only the case in interactive use, with a human expert in the loop. Aware of experimenter bias, we document our qualitative approach in detail, and provide transcript and source code. We start by providing a detailed description of our approach in conversing with the LLM to optimize the _getextrema function in the pillow library, and a quantitative evaluation of the performance improvement. To demonstrate qualitative replicability, we report further attempts on another locus in the pillow library, and one code locus in the numpy library, to demonstrate generalization within and beyond a library. In all attempts, the performance improvement is significant (factor up to 38). We have also not omitted reporting of failed attempts (there were none). We conclude that LLMs are a promising tool for code optimization in open source libraries, but that the human expert in the loop is essential for success. Nonetheless, we were surprised by how few iterations were required to achieve substantial performance improvements that were not obvious to the expert in the loop. We would like bring attention to the qualitative nature of this study, more robust quantitative studies would need to introduce a layer of selecting experts in a representative sample -- we invite the community to collaborate.

  • 1 authors
·
Dec 8, 2023

Chat2Layout: Interactive 3D Furniture Layout with a Multimodal LLM

Automatic furniture layout is long desired for convenient interior design. Leveraging the remarkable visual reasoning capabilities of multimodal large language models (MLLMs), recent methods address layout generation in a static manner, lacking the feedback-driven refinement essential for interactive user engagement. We introduce Chat2Layout, a novel interactive furniture layout generation system that extends the functionality of MLLMs into the realm of interactive layout design. To achieve this, we establish a unified vision-question paradigm for in-context learning, enabling seamless communication with MLLMs to steer their behavior without altering model weights. Within this framework, we present a novel training-free visual prompting mechanism. This involves a visual-text prompting technique that assist MLLMs in reasoning about plausible layout plans, followed by an Offline-to-Online search (O2O-Search) method, which automatically identifies the minimal set of informative references to provide exemplars for visual-text prompting. By employing an agent system with MLLMs as the core controller, we enable bidirectional interaction. The agent not only comprehends the 3D environment and user requirements through linguistic and visual perception but also plans tasks and reasons about actions to generate and arrange furniture within the virtual space. Furthermore, the agent iteratively updates based on visual feedback from execution results. Experimental results demonstrate that our approach facilitates language-interactive generation and arrangement for diverse and complex 3D furniture.

  • 6 authors
·
Jul 31, 2024

NExT-Search: Rebuilding User Feedback Ecosystem for Generative AI Search

Generative AI search is reshaping information retrieval by offering end-to-end answers to complex queries, reducing users' reliance on manually browsing and summarizing multiple web pages. However, while this paradigm enhances convenience, it disrupts the feedback-driven improvement loop that has historically powered the evolution of traditional Web search. Web search can continuously improve their ranking models by collecting large-scale, fine-grained user feedback (e.g., clicks, dwell time) at the document level. In contrast, generative AI search operates through a much longer search pipeline, spanning query decomposition, document retrieval, and answer generation, yet typically receives only coarse-grained feedback on the final answer. This introduces a feedback loop disconnect, where user feedback for the final output cannot be effectively mapped back to specific system components, making it difficult to improve each intermediate stage and sustain the feedback loop. In this paper, we envision NExT-Search, a next-generation paradigm designed to reintroduce fine-grained, process-level feedback into generative AI search. NExT-Search integrates two complementary modes: User Debug Mode, which allows engaged users to intervene at key stages; and Shadow User Mode, where a personalized user agent simulates user preferences and provides AI-assisted feedback for less interactive users. Furthermore, we envision how these feedback signals can be leveraged through online adaptation, which refines current search outputs in real-time, and offline update, which aggregates interaction logs to periodically fine-tune query decomposition, retrieval, and generation models. By restoring human control over key stages of the generative AI search pipeline, we believe NExT-Search offers a promising direction for building feedback-rich AI search systems that can evolve continuously alongside human feedback.

  • 7 authors
·
May 20, 2025 2

GDC Cohort Copilot: An AI Copilot for Curating Cohorts from the Genomic Data Commons

Motivation: The Genomic Data Commons (GDC) provides access to high quality, harmonized cancer genomics data through a unified curation and analysis platform centered around patient cohorts. While GDC users can interactively create complex cohorts through the graphical Cohort Builder, users (especially new ones) may struggle to find specific cohort descriptors across hundreds of possible fields and properties. However, users may be better able to describe their desired cohort in free-text natural language. Results: We introduce GDC Cohort Copilot, an open-source copilot tool for curating cohorts from the GDC. GDC Cohort Copilot automatically generates the GDC cohort filter corresponding to a user-input natural language description of their desired cohort, before exporting the cohort back to the GDC for further analysis. An interactive user interface allows users to further refine the generated cohort. We develop and evaluate multiple large language models (LLMs) for GDC Cohort Copilot and demonstrate that our locally-served, open-source GDC Cohort LLM achieves better results than GPT-4o prompting in generating GDC cohorts. Availability and implementation: The standalone docker image for GDC Cohort Copilot is available at https://quay.io/repository/cdis/gdc-cohort-copilot. Source code is available at https://github.com/uc-cdis/gdc-cohort-copilot. GDC Cohort LLM weights are available at https://huggingface.co/uc-ctds.

  • 5 authors
·
Jul 2, 2025

MuseChat: A Conversational Music Recommendation System for Videos

We introduce MuseChat, an innovative dialog-based music recommendation system. This unique platform not only offers interactive user engagement but also suggests music tailored for input videos, so that users can refine and personalize their music selections. In contrast, previous systems predominantly emphasized content compatibility, often overlooking the nuances of users' individual preferences. For example, all the datasets only provide basic music-video pairings or such pairings with textual music descriptions. To address this gap, our research offers three contributions. First, we devise a conversation-synthesis method that simulates a two-turn interaction between a user and a recommendation system, which leverages pre-trained music tags and artist information. In this interaction, users submit a video to the system, which then suggests a suitable music piece with a rationale. Afterwards, users communicate their musical preferences, and the system presents a refined music recommendation with reasoning. Second, we introduce a multi-modal recommendation engine that matches music either by aligning it with visual cues from the video or by harmonizing visual information, feedback from previously recommended music, and the user's textual input. Third, we bridge music representations and textual data with a Large Language Model(Vicuna-7B). This alignment equips MuseChat to deliver music recommendations and their underlying reasoning in a manner resembling human communication. Our evaluations show that MuseChat surpasses existing state-of-the-art models in music retrieval tasks and pioneers the integration of the recommendation process within a natural language framework.

  • 5 authors
·
Oct 9, 2023

Mage-Flow: An Efficient Native-Resolution Foundation Model for Image Generation and Editing

Large-scale visual generators are increasingly capable but costly to train, fine-tune, and deploy. We introduce Mage-Flow, a compact 4B-scale generative stack for efficient text-to-image generation and instruction-based image editing. The stack is built from two co-designed components: Mage-VAE, a lightweight high-fidelity latent tokenizer, and a Native-Resolution Multimodal Diffusion Transformer trained with rectified flow matching. Mage-VAE uses one-step diffusion-style encoding and decoding with anchor-latent regularization, preserving the reconstruction quality of strong public VAEs while reducing tokenization cost by more than an order of magnitude. Together with native-resolution packing and stack-level CUDA kernel fusion, the stack supports flexible-resolution training and improves end-to-end training throughput by about 2.5times. Built on this foundation, we develop a complete model family with Base, RL-aligned, and Turbo variants for both generation and editing. Diffusion-NFT improves prompt following, text rendering, aesthetic quality, and editing fidelity, while few-step distillation with adversarial perceptual guidance produces 4-step Turbo models for low-latency inference. Despite its compact scale, Mage-Flow and Mage-Flow-Edit achieves competitive performance across standard generation and editing benchmarks. More importantly, the Turbo variants make high-resolution generation and editing practical for interactive use: at 1024^2 resolution on a single NVIDIA A100 GPU, Mage-Flow-Turbo generates an image in 0.59s, and Mage-Flow-Edit-Turbo edits an image in 1.02s, while maintaining a small memory footprint. These results show that careful tokenizer--backbone--system co-design can deliver strong high-resolution generation and editing within an efficient 4B model family.

microsoft Microsoft
·
Jul 20 2

WorldCache: Accelerating World Models for Free via Heterogeneous Token Caching

Diffusion-based world models have shown strong potential for unified world simulation, but the iterative denoising remains too costly for interactive use and long-horizon rollouts. While feature caching can accelerate inference without training, we find that policies designed for single-modal diffusion transfer poorly to world models due to two world-model-specific obstacles: token heterogeneity from multi-modal coupling and spatial variation, and non-uniform temporal dynamics where a small set of hard tokens drives error growth, making uniform skipping either unstable or overly conservative. We propose WorldCache, a caching framework tailored to diffusion world models. We introduce Curvature-guided Heterogeneous Token Prediction, which uses a physics-grounded curvature score to estimate token predictability and applies a Hermite-guided damped predictor for chaotic tokens with abrupt direction changes. We also design Chaotic-prioritized Adaptive Skipping, which accumulates a curvature-normalized, dimensionless drift signal and recomputes only when bottleneck tokens begin to drift. Experiments on diffusion world models show that WorldCache delivers up to 3.7times end-to-end speedups while maintaining 98\% rollout quality, demonstrating the vast advantages and practicality of WorldCache in resource-constrained scenarios. Our code is released in https://github.com/FofGofx/WorldCache.

  • 13 authors
·
Mar 6 3

Hallo-Live: Real-Time Streaming Joint Audio-Video Avatar Generation with Asynchronous Dual-Stream and Human-Centric Preference Distillation

Real-time text-driven joint audio-video avatar generation requires jointly synthesizing portrait video and speech with high fidelity and precise synchronization, yet existing audio-visual diffusion models remain too slow for interactive use and often degrade noticeably after aggressive acceleration. We present Hallo-Live, a streaming framework for joint audio-visual avatar generation that combines asynchronous dual-stream diffusion with human-centric preference-guided distillation. To reduce articulation lag in causal generation, we introduce Future-Expanding Attention, which allows each video block to access synchronous audio together with a short horizon of future phonetic cues. To mitigate the quality loss of few-step distillation, we further propose Human-Centric Preference-Guided DMD (HP-DMD), which reweights training samples using rewards from visual fidelity, speech naturalness, and audio-visual synchronization. On two NVIDIA H200 GPUs, Hallo-Live runs at 20.38 FPS with 0.94 seconds latency, yielding 16.0x higher throughput and 99.3x lower latency than the teacher model Ovi. Despite this speedup, it retains strong generation quality, reaching comparable VideoAlign overall score and Sync Confidence score while outperforming other accelerated baselines in the overall quality-efficiency trade-off. Qualitative results further show robust generalization across photorealistic, multi-speaker, and stylized scenarios. To the best of our knowledge, Hallo-Live is the first framework to combine streaming dual-stream diffusion with preference-guided distillation for real-time, text-driven audio-visual generation.

  • 7 authors
·
Apr 25

Predicting Camera Pose from Perspective Descriptions for Spatial Reasoning

Multi-image spatial reasoning remains challenging for current multimodal large language models (MLLMs). While single-view perception is inherently 2D, reasoning over multiple views requires building a coherent scene understanding across viewpoints. In particular, we study perspective taking, where a model must build a coherent 3D understanding from multi-view observations and use it to reason from a new, language-specified viewpoint. We introduce CAMCUE, a pose-aware multi-image framework that uses camera pose as an explicit geometric anchor for cross-view fusion and novel-view reasoning. CAMCUE injects per-view pose into visual tokens, grounds natural-language viewpoint descriptions to a target camera pose, and synthesizes a pose-conditioned imagined target view to support answering. To support this setting, we curate CAMCUE-DATA with 27,668 training and 508 test instances pairing multi-view images and poses with diverse target-viewpoint descriptions and perspective-shift questions. We also include human-annotated viewpoint descriptions in the test split to evaluate generalization to human language. CAMCUE improves overall accuracy by 9.06% and predicts target poses from natural-language viewpoint descriptions with over 90% rotation accuracy within 20° and translation accuracy within a 0.5 error threshold. This direct grounding avoids expensive test-time search-and-match, reducing inference time from 256.6s to 1.45s per example and enabling fast, interactive use in real-world scenarios.

  • 4 authors
·
Feb 5

IntellAgent: A Multi-Agent Framework for Evaluating Conversational AI Systems

Large Language Models (LLMs) are transforming artificial intelligence, evolving into task-oriented systems capable of autonomous planning and execution. One of the primary applications of LLMs is conversational AI systems, which must navigate multi-turn dialogues, integrate domain-specific APIs, and adhere to strict policy constraints. However, evaluating these agents remains a significant challenge, as traditional methods fail to capture the complexity and variability of real-world interactions. We introduce IntellAgent, a scalable, open-source multi-agent framework designed to evaluate conversational AI systems comprehensively. IntellAgent automates the creation of diverse, synthetic benchmarks by combining policy-driven graph modeling, realistic event generation, and interactive user-agent simulations. This innovative approach provides fine-grained diagnostics, addressing the limitations of static and manually curated benchmarks with coarse-grained metrics. IntellAgent represents a paradigm shift in evaluating conversational AI. By simulating realistic, multi-policy scenarios across varying levels of complexity, IntellAgent captures the nuanced interplay of agent capabilities and policy constraints. Unlike traditional methods, it employs a graph-based policy model to represent relationships, likelihoods, and complexities of policy interactions, enabling highly detailed diagnostics. IntellAgent also identifies critical performance gaps, offering actionable insights for targeted optimization. Its modular, open-source design supports seamless integration of new domains, policies, and APIs, fostering reproducibility and community collaboration. Our findings demonstrate that IntellAgent serves as an effective framework for advancing conversational AI by addressing challenges in bridging research and deployment. The framework is available at https://github.com/plurai-ai/intellagent

Plurai Plurai
·
Jan 19, 2025 2

DeepRetro: Retrosynthetic Pathway Discovery using Iterative LLM Reasoning

The synthesis of complex natural products remains one of the grand challenges of organic chemistry. We present DeepRetro, a major advancement in computational retrosynthesis that enables the discovery of viable synthetic routes for complex molecules typically considered beyond the reach of existing retrosynthetic methods. DeepRetro is a novel, open-source framework that tightly integrates large language models (LLMs), traditional retrosynthetic engines, and expert human feedback in an iterative design loop. Prior approaches rely solely on template-based methods or unconstrained LLM outputs. In contrast, DeepRetro combines the precision of template-based methods with the generative flexibility of LLMs, controlled by rigorous chemical validity checks and enhanced by recursive refinement. This hybrid system dynamically explores and revises synthetic pathways, guided by both algorithmic checks and expert chemist feedback through an interactive user interface. While DeepRetro achieves strong performance on standard retrosynthesis benchmarks, its true strength lies in its ability to propose novel, viable pathways to highly complex natural products-targets that have historically eluded automated planning. Through detailed case studies, we illustrate how this approach enables new routes for total synthesis and facilitates human-machine collaboration in organic chemistry. Beyond retrosynthesis, DeepRetro represents a working model for how to leverage LLMs in scientific discovery. We provide a transparent account of the system's design, algorithms, and human-feedback loop, enabling broad adaptation across scientific domains. By releasing DeepRetro as an open-source tool, we aim to empower chemists to tackle increasingly ambitious synthetic targets, accelerating progress in drug discovery, materials design, and beyond.

  • 9 authors
·
Aug 18, 2025

From Questions to Clinical Recommendations: Large Language Models Driving Evidence-Based Clinical Decision Making

Clinical evidence, derived from rigorous research and data analysis, provides healthcare professionals with reliable scientific foundations for informed decision-making. Integrating clinical evidence into real-time practice is challenging due to the enormous workload, complex professional processes, and time constraints. This highlights the need for tools that automate evidence synthesis to support more efficient and accurate decision making in clinical settings. This study introduces Quicker, an evidence-based clinical decision support system powered by large language models (LLMs), designed to automate evidence synthesis and generate clinical recommendations modeled after standard clinical guideline development processes. Quicker implements a fully automated chain that covers all phases, from questions to clinical recommendations, and further enables customized decision-making through integrated tools and interactive user interfaces. To evaluate Quicker's capabilities, we developed the Q2CRBench-3 benchmark dataset, based on clinical guideline development records for three different diseases. Experimental results highlighted Quicker's strong performance, with fine-grained question decomposition tailored to user preferences, retrieval sensitivities comparable to human experts, and literature screening performance approaching comprehensive inclusion of relevant studies. In addition, Quicker-assisted evidence assessment effectively supported human reviewers, while Quicker's recommendations were more comprehensive and logically coherent than those of clinicians. In system-level testing, collaboration between a single reviewer and Quicker reduced the time required for recommendation development to 20-40 minutes. In general, our findings affirm the potential of Quicker to help physicians make quicker and more reliable evidence-based clinical decisions.

  • 16 authors
·
May 15, 2025

Structured Legal Document Generation in India: A Model-Agnostic Wrapper Approach with VidhikDastaavej

Automating legal document drafting can significantly enhance efficiency, reduce manual effort, and streamline legal workflows. While prior research has explored tasks such as judgment prediction and case summarization, the structured generation of private legal documents in the Indian legal domain remains largely unaddressed. To bridge this gap, we introduce VidhikDastaavej, a novel, anonymized dataset of private legal documents, and develop NyayaShilp, a fine-tuned legal document generation model specifically adapted to Indian legal texts. We propose a Model-Agnostic Wrapper (MAW), a two-step framework that first generates structured section titles and then iteratively produces content while leveraging retrieval-based mechanisms to ensure coherence and factual accuracy. We benchmark multiple open-source LLMs, including instruction-tuned and domain-adapted versions, alongside proprietary models for comparison. Our findings indicate that while direct fine-tuning on small datasets does not always yield improvements, our structured wrapper significantly enhances coherence, factual adherence, and overall document quality while mitigating hallucinations. To ensure real-world applicability, we developed a Human-in-the-Loop (HITL) Document Generation System, an interactive user interface that enables users to specify document types, refine section details, and generate structured legal drafts. This tool allows legal professionals and researchers to generate, validate, and refine AI-generated legal documents efficiently. Extensive evaluations, including expert assessments, confirm that our framework achieves high reliability in structured legal drafting. This research establishes a scalable and adaptable foundation for AI-assisted legal drafting in India, offering an effective approach to structured legal document generation.

  • 6 authors
·
Apr 4, 2025

CoVe: Training Interactive Tool-Use Agents via Constraint-Guided Verification

Developing multi-turn interactive tool-use agents is challenging because real-world user needs are often complex and ambiguous, yet agents must execute deterministic actions to satisfy them. To address this gap, we introduce CoVe (Constraint-Verification), a post-training data synthesis framework designed for training interactive tool-use agents while ensuring both data complexity and correctness. CoVe begins by defining explicit task constraints, which serve a dual role: they guide the generation of complex trajectories and act as deterministic verifiers for assessing trajectory quality. This enables the creation of high-quality training trajectories for supervised fine-tuning (SFT) and the derivation of accurate reward signals for reinforcement learning (RL). Our evaluation on the challenging τ^2-bench benchmark demonstrates the effectiveness of the framework. Notably, our compact CoVe-4B model achieves success rates of 43.0\% and 59.4\% in the Airline and Retail domains, respectively; its overall performance significantly outperforms strong baselines of similar scale and remains competitive with models up to 17times its size. These results indicate that CoVe provides an effective and efficient pathway for synthesizing training data for state-of-the-art interactive tool-use agents. To support future research, we open-source our code, trained model, and the full set of 12K high-quality trajectories used for training.

  • 12 authors
·
Mar 2 2

MobileWorld: Benchmarking Autonomous Mobile Agents in Agent-User Interactive, and MCP-Augmented Environments

Among existing online mobile-use benchmarks, AndroidWorld has emerged as the dominant benchmark due to its reproducible environment and deterministic evaluation; however, recent agents achieving over 90% success rates indicate its saturation and motivate the need for a more challenging benchmark. In addition, its environment lacks key application categories, such as e-commerce and enterprise communication, and does not reflect realistic mobile-use scenarios characterized by vague user instructions and hybrid tool usage. To bridge this gap, we introduce MobileWorld, a substantially more challenging benchmark designed to better reflect real-world mobile usage, comprising 201 tasks across 20 applications, while maintaining the same level of reproducible evaluation as AndroidWorld. The difficulty of MobileWorld is twofold. First, it emphasizes long-horizon tasks with cross-application interactions: MobileWorld requires nearly twice as many task-completion steps on average (27.8 vs. 14.3) and includes far more multi-application tasks (62.2% vs. 9.5%) compared to AndroidWorld. Second, MobileWorld extends beyond standard GUI manipulation by introducing novel task categories, including agent-user interaction and MCP-augmented tasks. To ensure robust evaluation, we provide snapshot-based container environment and precise functional verifications, including backend database inspection and task callback APIs. We further develop a planner-executor agentic framework with extended action spaces to support user interactions and MCP calls. Our results reveal a sharp performance drop compared to AndroidWorld, with the best agentic framework and end-to-end model achieving 51.7% and 20.9% success rates, respectively. Our analysis shows that current models struggle significantly with user interaction and MCP calls, offering a strategic roadmap toward more robust, next-generation mobile intelligence.

AlibabaTongyiLab TongyiLab
·
Dec 22, 2025 2

FAMA: Failure-Aware Meta-Agentic Framework for Open-Source LLMs in Interactive Tool Use Environments

Large Language Models are being increasingly deployed as the decision-making core of autonomous agents capable of effecting change in external environments. Yet, in conversational benchmarks, which simulate real-world customer-centric issue resolution scenarios, these agents frequently fail due to the cascading effects of incorrect decision-making. These challenges are particularly pronounced for open-source LLMs with smaller parameter sizes, limited context windows, and constrained inference budgets, which contribute to increased error accumulation in agentic settings. To tackle these challenges, we present the Failure-Aware Meta-Agentic (FAMA) framework. FAMA operates in two stages: first, it analyzes failure trajectories from baseline agents to identify the most prevalent errors; second, it employs an orchestration mechanism that activates a minimal subset of specialized agents tailored to address these failures by injecting a targeted context for the tool-use agent before the decision-making step. Experiments across open-source LLMs demonstrate performance gains up to 27% across evaluation modes over standard baselines. These results highlight that targeted curation of context through specialized agents to address common failures is a valuable design principle for building reliable, multi-turn tool-use LLM agents that simulate real-world conversational scenarios.

  • 7 authors
·
Apr 27 2

Interactive Path Reasoning on Graph for Conversational Recommendation

Traditional recommendation systems estimate user preference on items from past interaction history, thus suffering from the limitations of obtaining fine-grained and dynamic user preference. Conversational recommendation system (CRS) brings revolutions to those limitations by enabling the system to directly ask users about their preferred attributes on items. However, existing CRS methods do not make full use of such advantage -- they only use the attribute feedback in rather implicit ways such as updating the latent user representation. In this paper, we propose Conversational Path Reasoning (CPR), a generic framework that models conversational recommendation as an interactive path reasoning problem on a graph. It walks through the attribute vertices by following user feedback, utilizing the user preferred attributes in an explicit way. By leveraging on the graph structure, CPR is able to prune off many irrelevant candidate attributes, leading to better chance of hitting user preferred attributes. To demonstrate how CPR works, we propose a simple yet effective instantiation named SCPR (Simple CPR). We perform empirical studies on the multi-round conversational recommendation scenario, the most realistic CRS setting so far that considers multiple rounds of asking attributes and recommending items. Through extensive experiments on two datasets Yelp and LastFM, we validate the effectiveness of our SCPR, which significantly outperforms the state-of-the-art CRS methods EAR (arXiv:2002.09102) and CRM (arXiv:1806.03277). In particular, we find that the more attributes there are, the more advantages our method can achieve.

  • 7 authors
·
Jun 30, 2020

Drag Your GAN: Interactive Point-based Manipulation on the Generative Image Manifold

Synthesizing visual content that meets users' needs often requires flexible and precise controllability of the pose, shape, expression, and layout of the generated objects. Existing approaches gain controllability of generative adversarial networks (GANs) via manually annotated training data or a prior 3D model, which often lack flexibility, precision, and generality. In this work, we study a powerful yet much less explored way of controlling GANs, that is, to "drag" any points of the image to precisely reach target points in a user-interactive manner, as shown in Fig.1. To achieve this, we propose DragGAN, which consists of two main components: 1) a feature-based motion supervision that drives the handle point to move towards the target position, and 2) a new point tracking approach that leverages the discriminative generator features to keep localizing the position of the handle points. Through DragGAN, anyone can deform an image with precise control over where pixels go, thus manipulating the pose, shape, expression, and layout of diverse categories such as animals, cars, humans, landscapes, etc. As these manipulations are performed on the learned generative image manifold of a GAN, they tend to produce realistic outputs even for challenging scenarios such as hallucinating occluded content and deforming shapes that consistently follow the object's rigidity. Both qualitative and quantitative comparisons demonstrate the advantage of DragGAN over prior approaches in the tasks of image manipulation and point tracking. We also showcase the manipulation of real images through GAN inversion.

  • 6 authors
·
May 18, 2023 74

Mind the Sim2Real Gap in User Simulation for Agentic Tasks

As NLP evaluation shifts from static benchmarks to multi-turn interactive settings, LLM-based simulators have become widely used as user proxies, serving two roles: generating user turns and providing evaluation signals. Yet, these simulations are frequently assumed to be faithful to real human behaviors, often without rigorous verification. We formalize the Sim2Real gap in user simulation and present the first study running the full τ-bench protocol with real humans (451 participants, 165 tasks), benchmarking 31 LLM simulators across proprietary, open-source, and specialized families using the User-Sim Index (USI), a metric we introduce to quantify how well LLM simulators resemble real user interactive behaviors and feedback. Behaviorally, LLM simulators are excessively cooperative, stylistically uniform, and lack realistic frustration or ambiguity, creating an "easy mode" that inflates agent success rates above the human baseline. In evaluations, real humans provide nuanced judgments across eight quality dimensions while simulated users produce uniformly more positive feedback; rule-based rewards are failing to capture rich feedback signals generated by human users. Overall, higher general model capability does not necessarily yield more faithful user simulation. These findings highlight the importance of human validation when using LLM-based user simulators in the agent development cycle and motivate improved models for user simulation.

  • 11 authors
·
Mar 10

DotaMath: Decomposition of Thought with Code Assistance and Self-correction for Mathematical Reasoning

Large language models (LLMs) have made impressive progress in handling simple math problems, yet they still struggle with more challenging and complex mathematical tasks. In this paper, we introduce a series of LLMs that employs the Decomposition of thought with code assistance and self-correction for mathematical reasoning, dubbed as DotaMath. DotaMath models tackle complex mathematical tasks by decomposing them into simpler logical subtasks, leveraging code to solve these subtasks, obtaining fine-grained feedback from the code interpreter, and engaging in self-reflection and correction. By annotating diverse interactive tool-use trajectories and employing query evolution on GSM8K and MATH datasets, we generate an instruction fine-tuning dataset called DotaMathQA with 574K query-response pairs. We train a series of base LLMs using imitation learning on DotaMathQA, resulting in DotaMath models that achieve remarkable performance compared to open-source LLMs across various in-domain and out-of-domain benchmarks. Notably, DotaMath-deepseek-7B showcases an outstanding performance of 64.8% on the competitive MATH dataset and 86.7% on GSM8K. Besides, DotaMath-deepseek-7B maintains strong competitiveness on a series of in-domain and out-of-domain benchmarks (Avg. 80.1%). Looking forward, we anticipate that the DotaMath paradigm will open new pathways for addressing intricate mathematical problems. Our code is publicly available at https://github.com/ChengpengLi1003/DotaMath.

  • 6 authors
·
Jul 4, 2024 3

Democratizing Reasoning Ability: Tailored Learning from Large Language Model

Large language models (LLMs) exhibit impressive emergent abilities in natural language processing, but their democratization is hindered due to huge computation requirements and closed-source nature. Recent research on advancing open-source smaller LMs by distilling knowledge from black-box LLMs has obtained promising results in the instruction-following ability. However, the reasoning ability which is more challenging to foster, is relatively rarely explored. In this paper, we propose a tailored learning approach to distill such reasoning ability to smaller LMs to facilitate the democratization of the exclusive reasoning ability. In contrast to merely employing LLM as a data annotator, we exploit the potential of LLM as a reasoning teacher by building an interactive multi-round learning paradigm. This paradigm enables the student to expose its deficiencies to the black-box teacher who then can provide customized training data in return. Further, to exploit the reasoning potential of the smaller LM, we propose self-reflection learning to motivate the student to learn from self-made mistakes. The learning from self-reflection and LLM are all tailored to the student's learning status, thanks to the seamless integration with the multi-round learning paradigm. Comprehensive experiments and analysis on mathematical and commonsense reasoning tasks demonstrate the effectiveness of our method. The code will be available at https://github.com/Raibows/Learn-to-Reason.

  • 11 authors
·
Oct 20, 2023 1

InterPrior: Scaling Generative Control for Physics-Based Human-Object Interactions

Humans rarely plan whole-body interactions with objects at the level of explicit whole-body movements. High-level intentions, such as affordance, define the goal, while coordinated balance, contact, and manipulation can emerge naturally from underlying physical and motor priors. Scaling such priors is key to enabling humanoids to compose and generalize loco-manipulation skills across diverse contexts while maintaining physically coherent whole-body coordination. To this end, we introduce InterPrior, a scalable framework that learns a unified generative controller through large-scale imitation pretraining and post-training by reinforcement learning. InterPrior first distills a full-reference imitation expert into a versatile, goal-conditioned variational policy that reconstructs motion from multimodal observations and high-level intent. While the distilled policy reconstructs training behaviors, it does not generalize reliably due to the vast configuration space of large-scale human-object interactions. To address this, we apply data augmentation with physical perturbations, and then perform reinforcement learning finetuning to improve competence on unseen goals and initializations. Together, these steps consolidate the reconstructed latent skills into a valid manifold, yielding a motion prior that generalizes beyond the training data, e.g., it can incorporate new behaviors such as interactions with unseen objects. We further demonstrate its effectiveness for user-interactive control and its potential for real robot deployment.

  • 7 authors
·
Feb 5 3

Gym-Anything: Turn any Software into an Agent Environment

Computer-use agents hold the promise of assisting in a wide range of digital economic activities. However, current research has largely focused on short-horizon tasks over a limited set of software with limited economic value, such as basic e-commerce and OS-configuration tasks. A key reason is that creating environments for complex software requires significant time and human effort, and therefore does not scale. To address this, we introduce Gym-Anything, a framework for converting any software into an interactive computer-use environment. We frame environment creation itself as a multi-agent task: a coding agent writes setup scripts, downloads real-world data, and configures the software, while producing evidence of correct setup. An independent audit agent then verifies evidence for the environment setup against a quality checklist. Using a taxonomy of economically valuable occupations grounded in U.S. GDP data, we apply this pipeline to 200 software applications with broad occupational coverage. The result is CUA-World, a collection of over 10K long-horizon tasks spanning domains from medical science and astronomy to engineering and enterprise systems, each configured with realistic data along with train and test splits. CUA-World also includes CUA-World-Long, a challenging long-horizon benchmark with tasks often requiring over 500 steps, far exceeding existing benchmarks. Distilling successful trajectories from the training split into a 2B vision-language model outperforms models 2times its size. We also apply the same auditing principle at test time: a separate VLM reviews completed trajectories and provides feedback on what remains, improving Gemini-3-Flash on CUA-World-Long from 11.5% to 14.0%. We release all code, infrastructure, and benchmark data to facilitate future research in realistic computer-use agents.

  • 3 authors
·
Apr 6

ToRA: A Tool-Integrated Reasoning Agent for Mathematical Problem Solving

Large language models have made significant progress in various language tasks, yet they still struggle with complex mathematics. In this paper, we propose ToRA a series of Tool-integrated Reasoning Agents designed to solve challenging mathematical problems by seamlessly integrating natural language reasoning with the utilization of external tools (e.g., computation libraries and symbolic solvers), thereby amalgamating the analytical prowess of language and the computational efficiency of tools. To train ToRA, we curate interactive tool-use trajectories on mathematical datasets, apply imitation learning on the annotations, and propose output space shaping to further refine models' reasoning behavior. As a result, ToRA models significantly outperform open-source models on 10 mathematical reasoning datasets across all scales with 13%-19% absolute improvements on average. Notably, ToRA-7B reaches 44.6% on the competition-level dataset MATH, surpassing the best open-source model WizardMath-70B by 22% absolute. ToRA-34B is also the first open-source model that achieves an accuracy exceeding 50% on MATH, which significantly outperforms GPT-4's CoT result, and is competitive with GPT-4 solving problems with programs. Additionally, we conduct a comprehensive analysis of the benefits and remaining challenges of tool interaction for mathematical reasoning, providing valuable insights for future research.

  • 8 authors
·
Sep 29, 2023

SEAL: Synergistic Co-Evolution of Agents and Learning Environments

Large Language Model (LLM) agents are increasingly improved through interaction, yet most self-evolution methods adapt either the policy or the learning environment in isolation. We identify this structural gap as Agent-Environment Misalignment: the agent's capability frontier changes during training, while the environment that provides supervision remains static or only weakly coupled to the agent's revealed failures. We propose SEAL, a closed-loop co-evolution framework for interactive tool-use agents. SEAL collects on-policy trajectories under executable verification, diagnoses failed rollouts into turn-level failure labels, and uses these diagnoses as a shared signal for both environment-side adaptation and model-side policy optimization. The environment evolves its training-time learning interface by exposing clearer tool affordance cues, constraint information, and recovery-oriented feedback, while the policy is updated with diagnosis-guided advantage reweighting. Extensive experiments across in-distribution and out-of-distribution multi-turn tool-use evaluations show that SEAL improves low-resource agent learning: with only 400 training samples, it yields +8.25 to +26.25 average-point gains across three backbones and exhibits positive out-of-distribution transfer. These results demonstrate the value of jointly adapting the learner and its training-time learning substrate for robust self-improving LLM agents.

Yo'City: Personalized and Boundless 3D Realistic City Scene Generation via Self-Critic Expansion

Realistic 3D city generation is fundamental to a wide range of applications, including virtual reality and digital twins. However, most existing methods rely on training a single diffusion model, which limits their ability to generate personalized and boundless city-scale scenes. In this paper, we present Yo'City, a novel agentic framework that enables user-customized and infinitely expandable 3D city generation by leveraging the reasoning and compositional capabilities of off-the-shelf large models. Specifically, Yo'City first conceptualize the city through a top-down planning strategy that defines a hierarchical "City-District-Grid" structure. The Global Planner determines the overall layout and potential functional districts, while the Local Designer further refines each district with detailed grid-level descriptions. Subsequently, the grid-level 3D generation is achieved through a "produce-refine-evaluate" isometric image synthesis loop, followed by image-to-3D generation. To simulate continuous city evolution, Yo'City further introduces a user-interactive, relationship-guided expansion mechanism, which performs scene graph-based distance- and semantics-aware layout optimization, ensuring spatially coherent city growth. To comprehensively evaluate our method, we construct a diverse benchmark dataset and design six multi-dimensional metrics that assess generation quality from the perspectives of semantics, geometry, texture, and layout. Extensive experiments demonstrate that Yo'City consistently outperforms existing state-of-the-art methods across all evaluation aspects.

  • 9 authors
·
Nov 23, 2025 2

Hawk: Learning to Understand Open-World Video Anomalies

Video Anomaly Detection (VAD) systems can autonomously monitor and identify disturbances, reducing the need for manual labor and associated costs. However, current VAD systems are often limited by their superficial semantic understanding of scenes and minimal user interaction. Additionally, the prevalent data scarcity in existing datasets restricts their applicability in open-world scenarios. In this paper, we introduce Hawk, a novel framework that leverages interactive large Visual Language Models (VLM) to interpret video anomalies precisely. Recognizing the difference in motion information between abnormal and normal videos, Hawk explicitly integrates motion modality to enhance anomaly identification. To reinforce motion attention, we construct an auxiliary consistency loss within the motion and video space, guiding the video branch to focus on the motion modality. Moreover, to improve the interpretation of motion-to-language, we establish a clear supervisory relationship between motion and its linguistic representation. Furthermore, we have annotated over 8,000 anomaly videos with language descriptions, enabling effective training across diverse open-world scenarios, and also created 8,000 question-answering pairs for users' open-world questions. The final results demonstrate that Hawk achieves SOTA performance, surpassing existing baselines in both video description generation and question-answering. Our codes/dataset/demo will be released at https://github.com/jqtangust/hawk.

  • 10 authors
·
May 27, 2024

HLL: Can Agents Cross Humanity's Last Line of Verification?

Multimodal agents are increasingly expected to operate interfaces on behalf of users, raising a central deployment question: can they truly substitute for humans in workflows that services deliberately protect against automation? CAPTCHA verification makes this question concrete. It is not merely a visual puzzle, but a human-verification boundary placed before account creation, content access, form submission, and other protected actions. We introduce Humanity's Last Line of Verification (HLL), a controlled benchmark that uses interactive CAPTCHA verification to evaluate whether agents can cross this boundary through grounded, human-like interaction rather than recognition alone. HLL covers diverse CAPTCHA interactions and exposes agents to controlled realism stressors, including cluttered webpages, harder task variants, and trace-conditioned validation of the solving process. We evaluate eight frontier multimodal agents in a closed-loop GUI environment. The results show that current agents remain brittle at this human-substitution boundary: performance varies sharply across verification types, degrades under realistic interface conditions, and drops further when correct answers must be supported by valid action traces. By exposing gaps in localization, action calibration, state tracking, and process consistency, HLL provides a concrete testbed for measuring how close multimodal agents are to acting as human substitutes in protected real-world workflows. Our code is available at https://github.com/XinhaoS0101/HLL

  • 9 authors
·
May 31

Unified Vision-Language Representation Modeling for E-Commerce Same-Style Products Retrieval

Same-style products retrieval plays an important role in e-commerce platforms, aiming to identify the same products which may have different text descriptions or images. It can be used for similar products retrieval from different suppliers or duplicate products detection of one supplier. Common methods use the image as the detected object, but they only consider the visual features and overlook the attribute information contained in the textual descriptions, and perform weakly for products in image less important industries like machinery, hardware tools and electronic component, even if an additional text matching module is added. In this paper, we propose a unified vision-language modeling method for e-commerce same-style products retrieval, which is designed to represent one product with its textual descriptions and visual contents. It contains one sampling skill to collect positive pairs from user click log with category and relevance constrained, and a novel contrastive loss unit to model the image, text, and image+text representations into one joint embedding space. It is capable of cross-modal product-to-product retrieval, as well as style transfer and user-interactive search. Offline evaluations on annotated data demonstrate its superior retrieval performance, and online testings show it can attract more clicks and conversions. Moreover, this model has already been deployed online for similar products retrieval in alibaba.com, the largest B2B e-commerce platform in the world.

  • 6 authors
·
Feb 10, 2023

SkillX: Automatically Constructing Skill Knowledge Bases for Agents

Learning from experience is critical for building capable large language model (LLM) agents, yet prevailing self-evolving paradigms remain inefficient: agents learn in isolation, repeatedly rediscover similar behaviors from limited experience, resulting in redundant exploration and poor generalization. To address this problem, we propose SkillX, a fully automated framework for constructing a plug-and-play skill knowledge base that can be reused across agents and environments. SkillX operates through a fully automated pipeline built on three synergistic innovations: (i) Multi-Level Skills Design, which distills raw trajectories into three-tiered hierarchy of strategic plans, functional skills, and atomic skills; (ii) Iterative Skills Refinement, which automatically revises skills based on execution feedback to continuously improve library quality; and (iii) Exploratory Skills Expansion, which proactively generates and validates novel skills to expand coverage beyond seed training data. Using a strong backbone agent (GLM-4.6), we automatically build a reusable skill library and evaluate its transferability on challenging long-horizon, user-interactive benchmarks, including AppWorld, BFCL-v3, and τ^2-Bench. Experiments show that SkillKB consistently improves task success and execution efficiency when plugged into weaker base agents, highlighting the importance of structured, hierarchical experience representations for generalizable agent learning. Our code will be publicly available soon at https://github.com/zjunlp/SkillX.

zjunlp ZJUNLP
·
Apr 5 2

In-the-wild Audio Spatialization with Flexible Text-guided Localization

To enhance immersive experiences, binaural audio offers spatial awareness of sounding objects in AR, VR, and embodied AI applications. While existing audio spatialization methods can generally map any available monaural audio to binaural audio signals, they often lack the flexible and interactive control needed in complex multi-object user-interactive environments. To address this, we propose a Text-guided Audio Spatialization (TAS) framework that utilizes flexible text prompts and evaluates our model from unified generation and comprehension perspectives. Due to the limited availability of premium and large-scale stereo data, we construct the SpatialTAS dataset, which encompasses 376,000 simulated binaural audio samples to facilitate the training of our model. Our model learns binaural differences guided by 3D spatial location and relative position prompts, augmented by flipped-channel audio. It outperforms existing methods on both simulated and real-recorded datasets, demonstrating superior generalization and accuracy. Besides, we develop an assessment model based on Llama-3.1-8B, which evaluates the spatial semantic coherence between our generated binaural audio and text prompts through a spatial reasoning task. Results demonstrate that text prompts provide flexible and interactive control to generate binaural audio with excellent quality and semantic consistency in spatial locations. Dataset is available at https://github.com/Alice01010101/TASU

  • 5 authors
·
Jun 1, 2025

Chameleon: A Data-Efficient Generalist for Dense Visual Prediction in the Wild

Large language models have evolved data-efficient generalists, benefiting from the universal language interface and large-scale pre-training. However, constructing a data-efficient generalist for dense visual prediction presents a distinct challenge due to the variation in label structures across different tasks. Consequently, generalization to unseen dense prediction tasks in the low-data regime is not straightforward and has received less attention from previous vision generalists. In this study, we explore a universal model that can flexibly adapt to unseen dense label structures with a few examples, enabling it to serve as a data-efficient vision generalist in diverse real-world scenarios. To this end, we base our method on a powerful meta-learning framework and explore several axes to improve its performance and versatility for real-world problems, such as flexible adaptation mechanisms and scalability. We evaluate our model across a spectrum of unseen real-world scenarios where low-shot learning is desirable, including video, 3D, medical, biological, and user-interactive tasks. Equipped with a generic architecture and an effective adaptation mechanism, our model flexibly adapts to all of these tasks with at most 50 labeled images, showcasing a significant advancement over existing data-efficient generalist approaches. Codes are available at https://github.com/GitGyun/chameleon.

  • 5 authors
·
Apr 29, 2024

FairLay-ML: Intuitive Remedies for Unfairness in Data-Driven Social-Critical Algorithms

This thesis explores open-sourced machine learning (ML) model explanation tools to understand whether these tools can allow a layman to visualize, understand, and suggest intuitive remedies to unfairness in ML-based decision-support systems. Machine learning models trained on datasets biased against minority groups are increasingly used to guide life-altering social decisions, prompting the urgent need to study their logic for unfairness. Due to this problem's impact on vast populations of the general public, it is critical for the layperson -- not just subject matter experts in social justice or machine learning experts -- to understand the nature of unfairness within these algorithms and the potential trade-offs. Existing research on fairness in machine learning focuses mostly on the mathematical definitions and tools to understand and remedy unfair models, with some directly citing user-interactive tools as necessary for future work. This thesis presents FairLay-ML, a proof-of-concept GUI integrating some of the most promising tools to provide intuitive explanations for unfair logic in ML models by integrating existing research tools (e.g. Local Interpretable Model-Agnostic Explanations) with existing ML-focused GUI (e.g. Python Streamlit). We test FairLay-ML using models of various accuracy and fairness generated by an unfairness detector tool, Parfait-ML, and validate our results using Themis. Our study finds that the technology stack used for FairLay-ML makes it easy to install and provides real-time black-box explanations of pre-trained models to users. Furthermore, the explanations provided translate to actionable remedies.

  • 3 authors
·
Jul 11, 2023

TIMotion: Temporal and Interactive Framework for Efficient Human-Human Motion Generation

Human-human motion generation is essential for understanding humans as social beings. Current methods fall into two main categories: single-person-based methods and separate modeling-based methods. To delve into this field, we abstract the overall generation process into a general framework MetaMotion, which consists of two phases: temporal modeling and interaction mixing. For temporal modeling, the single-person-based methods concatenate two people into a single one directly, while the separate modeling-based methods skip the modeling of interaction sequences. The inadequate modeling described above resulted in sub-optimal performance and redundant model parameters. In this paper, we introduce TIMotion (Temporal and Interactive Modeling), an efficient and effective framework for human-human motion generation. Specifically, we first propose Causal Interactive Injection to model two separate sequences as a causal sequence leveraging the temporal and causal properties. Then we present Role-Evolving Scanning to adjust to the change in the active and passive roles throughout the interaction. Finally, to generate smoother and more rational motion, we design Localized Pattern Amplification to capture short-term motion patterns. Extensive experiments on InterHuman and InterX demonstrate that our method achieves superior performance. Project page: https://aigc-explorer.github.io/TIMotion-page/

  • 7 authors
·
Aug 30, 2024

Situated Language Learning via Interactive Narratives

This paper provides a roadmap that explores the question of how to imbue learning agents with the ability to understand and generate contextually relevant natural language in service of achieving a goal. We hypothesize that two key components in creating such agents are interactivity and environment grounding, shown to be vital parts of language learning in humans, and posit that interactive narratives should be the environments of choice for such training these agents. These games are simulations in which an agent interacts with the world through natural language -- "perceiving", "acting upon", and "talking to" the world using textual descriptions, commands, and dialogue -- and as such exist at the intersection of natural language processing, storytelling, and sequential decision making. We discuss the unique challenges a text games' puzzle-like structure combined with natural language state-and-action spaces provides: knowledge representation, commonsense reasoning, and exploration. Beyond the challenges described so far, progress in the realm of interactive narratives can be applied in adjacent problem domains. These applications provide interesting challenges of their own as well as extensions to those discussed so far. We describe three of them in detail: (1) evaluating AI system's commonsense understanding by automatically creating interactive narratives; (2) adapting abstract text-based policies to include other modalities such as vision; and (3) enabling multi-agent and human-AI collaboration in shared, situated worlds.

  • 2 authors
·
Mar 17, 2021

TaleCrafter: Interactive Story Visualization with Multiple Characters

Accurate Story visualization requires several necessary elements, such as identity consistency across frames, the alignment between plain text and visual content, and a reasonable layout of objects in images. Most previous works endeavor to meet these requirements by fitting a text-to-image (T2I) model on a set of videos in the same style and with the same characters, e.g., the FlintstonesSV dataset. However, the learned T2I models typically struggle to adapt to new characters, scenes, and styles, and often lack the flexibility to revise the layout of the synthesized images. This paper proposes a system for generic interactive story visualization, capable of handling multiple novel characters and supporting the editing of layout and local structure. It is developed by leveraging the prior knowledge of large language and T2I models, trained on massive corpora. The system comprises four interconnected components: story-to-prompt generation (S2P), text-to-layout generation (T2L), controllable text-to-image generation (C-T2I), and image-to-video animation (I2V). First, the S2P module converts concise story information into detailed prompts required for subsequent stages. Next, T2L generates diverse and reasonable layouts based on the prompts, offering users the ability to adjust and refine the layout to their preference. The core component, C-T2I, enables the creation of images guided by layouts, sketches, and actor-specific identifiers to maintain consistency and detail across visualizations. Finally, I2V enriches the visualization process by animating the generated images. Extensive experiments and a user study are conducted to validate the effectiveness and flexibility of interactive editing of the proposed system.

  • 10 authors
·
May 29, 2023

AlayaWorld: Interactive Long-Horizon World Modeling -- Full Technical Report

Unlike conventional video game development, which relies on labor-intensive pipelines for asset production, animation, physics, and programming, video world models generate interactive environments from user inputs instantly. It enable us to create customized, explorable, and continuously evolving virtual world from text, an image, or video. Realizing this vision requires four tightly coupled capabilities: interaction, persistent spatiotemporal consistency, stable long-horizon generation, and efficient response. We present AlayaWorld, an interactive long-horizon video world model that generates 24-fps video at 540p and 720p. Built on a 15B video diffusion transformer, AlayaWorld generates short latent chunks autoregressively under camera trajectories and switchable text prompts. Its bounded visual context combines a persistent sink frame, compressed temporal history, geometry-aligned spatial memory, and recent-frame conditioning. To reduce long-term drift, the model is trained with corrupted histories and prediction residuals collected from its own roll-outs. We further introduce a discrete autoregressive distillation formulation that combines distribution-matching distillation, self-forcing++, and consistency distillation, reducing inference from approximately 30 sampling steps to four steps per chunk. On iWorld-Bench, AlayaWorld achieves the best performance over long-horizon generation. Conceived as a full-stack, open-source, and long-term project, AlayaWorld is intended to provide an extensible foundation for future research on interactive video world models.

AlayaLab Alaya Lab
·
Jul 20 2

iSegMan: Interactive Segment-and-Manipulate 3D Gaussians

The efficient rendering and explicit nature of 3DGS promote the advancement of 3D scene manipulation. However, existing methods typically encounter challenges in controlling the manipulation region and are unable to furnish the user with interactive feedback, which inevitably leads to unexpected results. Intuitively, incorporating interactive 3D segmentation tools can compensate for this deficiency. Nevertheless, existing segmentation frameworks impose a pre-processing step of scene-specific parameter training, which limits the efficiency and flexibility of scene manipulation. To deliver a 3D region control module that is well-suited for scene manipulation with reliable efficiency, we propose interactive Segment-and-Manipulate 3D Gaussians (iSegMan), an interactive segmentation and manipulation framework that only requires simple 2D user interactions in any view. To propagate user interactions to other views, we propose Epipolar-guided Interaction Propagation (EIP), which innovatively exploits epipolar constraint for efficient and robust interaction matching. To avoid scene-specific training to maintain efficiency, we further propose the novel Visibility-based Gaussian Voting (VGV), which obtains 2D segmentations from SAM and models the region extraction as a voting game between 2D Pixels and 3D Gaussians based on Gaussian visibility. Taking advantage of the efficient and precise region control of EIP and VGV, we put forth a Manipulation Toolbox to implement various functions on selected regions, enhancing the controllability, flexibility and practicality of scene manipulation. Extensive results on 3D scene manipulation and segmentation tasks fully demonstrate the significant advantages of iSegMan. Project page is available at https://zhao-yian.github.io/iSegMan.

  • 6 authors
·
May 17, 2025

SoundReactor: Frame-level Online Video-to-Audio Generation

Prevailing Video-to-Audio (V2A) generation models operate offline, assuming an entire video sequence or chunks of frames are available beforehand. This critically limits their use in interactive applications such as live content creation and emerging generative world models. To address this gap, we introduce the novel task of frame-level online V2A generation, where a model autoregressively generates audio from video without access to future video frames. Furthermore, we propose SoundReactor, which, to the best of our knowledge, is the first simple yet effective framework explicitly tailored for this task. Our design enforces end-to-end causality and targets low per-frame latency with audio-visual synchronization. Our model's backbone is a decoder-only causal transformer over continuous audio latents. For vision conditioning, it leverages grid (patch) features extracted from the smallest variant of the DINOv2 vision encoder, which are aggregated into a single token per frame to maintain end-to-end causality and efficiency. The model is trained through a diffusion pre-training followed by consistency fine-tuning to accelerate the diffusion head decoding. On a benchmark of diverse gameplay videos from AAA titles, our model successfully generates semantically and temporally aligned, high-quality full-band stereo audio, validated by both objective and human evaluations. Furthermore, our model achieves low per-frame waveform-level latency (26.3ms with the head NFE=1, 31.5ms with NFE=4) on 30FPS, 480p videos using a single H100. Demo samples are available at https://koichi-saito-sony.github.io/soundreactor/.

Sony Sony
·
Oct 2, 2025 2

TopNet: Transformer-based Object Placement Network for Image Compositing

We investigate the problem of automatically placing an object into a background image for image compositing. Given a background image and a segmented object, the goal is to train a model to predict plausible placements (location and scale) of the object for compositing. The quality of the composite image highly depends on the predicted location/scale. Existing works either generate candidate bounding boxes or apply sliding-window search using global representations from background and object images, which fail to model local information in background images. However, local clues in background images are important to determine the compatibility of placing the objects with certain locations/scales. In this paper, we propose to learn the correlation between object features and all local background features with a transformer module so that detailed information can be provided on all possible location/scale configurations. A sparse contrastive loss is further proposed to train our model with sparse supervision. Our new formulation generates a 3D heatmap indicating the plausibility of all location/scale combinations in one network forward pass, which is over 10 times faster than the previous sliding-window method. It also supports interactive search when users provide a pre-defined location or scale. The proposed method can be trained with explicit annotation or in a self-supervised manner using an off-the-shelf inpainting model, and it outperforms state-of-the-art methods significantly. The user study shows that the trained model generalizes well to real-world images with diverse challenging scenes and object categories.

  • 6 authors
·
Apr 6, 2023

I-MPN: Inductive Message Passing Network for Efficient Human-in-the-Loop Annotation of Mobile Eye Tracking Data

Comprehending how humans process visual information in dynamic settings is crucial for psychology and designing user-centered interactions. While mobile eye-tracking systems combining egocentric video and gaze signals can offer valuable insights, manual analysis of these recordings is time-intensive. In this work, we present a novel human-centered learning algorithm designed for automated object recognition within mobile eye-tracking settings. Our approach seamlessly integrates an object detector with a spatial relation-aware inductive message-passing network (I-MPN), harnessing node profile information and capturing object correlations. Such mechanisms enable us to learn embedding functions capable of generalizing to new object angle views, facilitating rapid adaptation and efficient reasoning in dynamic contexts as users navigate their environment. Through experiments conducted on three distinct video sequences, our interactive-based method showcases significant performance improvements over fixed training/testing algorithms, even when trained on considerably smaller annotated samples collected through user feedback. Furthermore, we demonstrate exceptional efficiency in data annotation processes and surpass prior interactive methods that use complete object detectors, combine detectors with convolutional networks, or employ interactive video segmentation.

  • 8 authors
·
Jun 10, 2024

GenCompositor: Generative Video Compositing with Diffusion Transformer

Video compositing combines live-action footage to create video production, serving as a crucial technique in video creation and film production. Traditional pipelines require intensive labor efforts and expert collaboration, resulting in lengthy production cycles and high manpower costs. To address this issue, we automate this process with generative models, called generative video compositing. This new task strives to adaptively inject identity and motion information of foreground video to the target video in an interactive manner, allowing users to customize the size, motion trajectory, and other attributes of the dynamic elements added in final video. Specifically, we designed a novel Diffusion Transformer (DiT) pipeline based on its intrinsic properties. To maintain consistency of the target video before and after editing, we revised a light-weight DiT-based background preservation branch with masked token injection. As to inherit dynamic elements from other sources, a DiT fusion block is proposed using full self-attention, along with a simple yet effective foreground augmentation for training. Besides, for fusing background and foreground videos with different layouts based on user control, we developed a novel position embedding, named Extended Rotary Position Embedding (ERoPE). Finally, we curated a dataset comprising 61K sets of videos for our new task, called VideoComp. This data includes complete dynamic elements and high-quality target videos. Experiments demonstrate that our method effectively realizes generative video compositing, outperforming existing possible solutions in fidelity and consistency.

  • 7 authors
·
Sep 2, 2025 4

ToonCrafter: Generative Cartoon Interpolation

We introduce ToonCrafter, a novel approach that transcends traditional correspondence-based cartoon video interpolation, paving the way for generative interpolation. Traditional methods, that implicitly assume linear motion and the absence of complicated phenomena like dis-occlusion, often struggle with the exaggerated non-linear and large motions with occlusion commonly found in cartoons, resulting in implausible or even failed interpolation results. To overcome these limitations, we explore the potential of adapting live-action video priors to better suit cartoon interpolation within a generative framework. ToonCrafter effectively addresses the challenges faced when applying live-action video motion priors to generative cartoon interpolation. First, we design a toon rectification learning strategy that seamlessly adapts live-action video priors to the cartoon domain, resolving the domain gap and content leakage issues. Next, we introduce a dual-reference-based 3D decoder to compensate for lost details due to the highly compressed latent prior spaces, ensuring the preservation of fine details in interpolation results. Finally, we design a flexible sketch encoder that empowers users with interactive control over the interpolation results. Experimental results demonstrate that our proposed method not only produces visually convincing and more natural dynamics, but also effectively handles dis-occlusion. The comparative evaluation demonstrates the notable superiority of our approach over existing competitors.

  • 7 authors
·
May 28, 2024

RecInDial: A Unified Framework for Conversational Recommendation with Pretrained Language Models

Conversational Recommender System (CRS), which aims to recommend high-quality items to users through interactive conversations, has gained great research interest recently. A CRS is usually composed of a recommendation module and a generation module. In the previous work, these two modules are loosely connected in the model training and are shallowly integrated during inference, where a simple switching or copy mechanism is adopted to incorporate recommended items into generated responses. Moreover, the current end-to-end neural models trained on small crowd-sourcing datasets (e.g., 10K dialogs in the ReDial dataset) tend to overfit and have poor chit-chat ability. In this work, we propose a novel unified framework that integrates recommendation into the dialog (RecInDial) generation by introducing a vocabulary pointer. To tackle the low-resource issue in CRS, we finetune the large-scale pretrained language models to generate fluent and diverse responses, and introduce a knowledge-aware bias learned from an entity-oriented knowledge graph to enhance the recommendation performance. Furthermore, we propose to evaluate the CRS models in an end-to-end manner, which can reflect the overall performance of the entire system rather than the performance of individual modules, compared to the separate evaluations of the two modules used in previous work. Experiments on the benchmark dataset ReDial show our RecInDial model significantly surpasses the state-of-the-art methods. More extensive analyses show the effectiveness of our model.

  • 6 authors
·
Oct 14, 2021

VGGT-Edit: Feed-forward Native 3D Scene Editing with Residual Field Prediction

High-quality 3D scene reconstruction has recently advanced toward generalizable feed-forward architectures, enabling the generation of complex environments in a single forward pass. However, despite their strong performance in static scene perception, these models remain limited in responding to dynamic human instructions, which restricts their use in interactive applications. Existing editing methods typically rely on a 2D-lifting strategy, where individual views are edited independently and then lifted back into 3D space. This indirect pipeline often leads to blurry textures and inconsistent geometry, as 2D editors lack the spatial awareness required to preserve structure across viewpoints. To address these limitations, we propose VGGT-Edit, a feed-forward framework for text-conditioned native 3D scene editing. VGGT-Edit introduces depth-synchronized text injection to align semantic guidance with the backbone's spatial poses, ensuring stable instruction grounding. This semantic signal is then processed by a residual transformation head, which directly predicts 3D geometric displacements to deform the scene while preserving background stability. To ensure high-fidelity results, we supervise the framework with a multi-term objective function that enforces geometric accuracy and cross-view consistency. We also construct the DeltaScene Dataset, a large-scale dataset generated through an automated pipeline with 3D agreement filtering to ensure ground-truth quality. Experiments show that VGGT-Edit substantially outperforms 2D-lifting baselines, producing sharper object details, stronger multi-view consistency, and near-instant inference speed.

Graph2Eval: Automatic Multimodal Task Generation for Agents via Knowledge Graphs

As multimodal LLM-driven agents continue to advance in autonomy and generalization, evaluation based on static datasets can no longer adequately assess their true capabilities in dynamic environments and diverse tasks. Existing LLM-based synthetic data methods are largely designed for LLM training and evaluation, and thus cannot be directly applied to agent tasks that require tool use and interactive capabilities. While recent studies have explored automatic agent task generation with LLMs, most efforts remain limited to text or image analysis, without systematically modeling multi-step interactions in web environments. To address these challenges, we propose Graph2Eval, a knowledge graph-based framework that automatically generates both multimodal document comprehension tasks and web interaction tasks, enabling comprehensive evaluation of agents' reasoning, collaboration, and interactive capabilities. In our approach, knowledge graphs constructed from multi-source external data serve as the task space, where we translate semantic relations into structured multimodal tasks using subgraph sampling, task templates, and meta-paths. A multi-stage filtering pipeline based on node reachability, LLM scoring, and similarity analysis is applied to guarantee the quality and executability of the generated tasks. Furthermore, Graph2Eval supports end-to-end evaluation of multiple agent types (Single-Agent, Multi-Agent, Web Agent) and measures reasoning, collaboration, and interaction capabilities. We instantiate the framework with Graph2Eval-Bench, a curated dataset of 1,319 tasks spanning document comprehension and web interaction scenarios. Experiments show that Graph2Eval efficiently generates tasks that differentiate agent and model performance, revealing gaps in reasoning, collaboration, and web interaction across different settings and offering a new perspective for agent evaluation.

  • 11 authors
·
Oct 1, 2025 2

OSOR: One-Step Diffusion Inpainting for Effect-Aware Object Removal

Real-world object removal is challenging due to two key difficulties: the target object's non-local effects, such as shadows and reflections, which are difficult to model, and the fact that user-provided masks are often inaccurate or incomplete. With billions of parameters and tens of denoising steps, diffusion-based models achieve strong removal performance at the expense of substantial computational cost, limiting their use in interactive applications and on edge devices. To address these challenges, we present OSOR (One-Step Object Removal), which simultaneously achieves efficient, effect-aware, and mask-robust object removal. Concretely, OSOR introduces: (1) an occupancy-guided discriminator for precise boundary supervision, enabling stable single-step diffusion training; (2) an alpha head that leverages knowledge from pretrained diffusion models to predict appropriate removal regions with minimal overhead, thereby handling imperfect masks; and (3) a semantic-anchored verification pipeline (SAVP) that filters noisy instruction-based triplets to produce effect-aware supervision at scale. Using SAVP, we curate CORNE, which contains 280K verified removal pairs, and further annotate AnimeEraseBench and TextEraseBench to evaluate performance on more complex removal tasks. Experiments show that OSOR surpasses strong multi-step diffusion baselines in perceptual quality while achieving 4times to 30times faster inference.

  • 9 authors
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Jun 25

A Comprehensive Survey on Pretrained Foundation Models: A History from BERT to ChatGPT

Pretrained Foundation Models (PFMs) are regarded as the foundation for various downstream tasks with different data modalities. A PFM (e.g., BERT, ChatGPT, and GPT-4) is trained on large-scale data which provides a reasonable parameter initialization for a wide range of downstream applications. BERT learns bidirectional encoder representations from Transformers, which are trained on large datasets as contextual language models. Similarly, the generative pretrained transformer (GPT) method employs Transformers as the feature extractor and is trained using an autoregressive paradigm on large datasets. Recently, ChatGPT shows promising success on large language models, which applies an autoregressive language model with zero shot or few shot prompting. The remarkable achievements of PFM have brought significant breakthroughs to various fields of AI. Numerous studies have proposed different methods, raising the demand for an updated survey. This study provides a comprehensive review of recent research advancements, challenges, and opportunities for PFMs in text, image, graph, as well as other data modalities. The review covers the basic components and existing pretraining methods used in natural language processing, computer vision, and graph learning. Additionally, it explores advanced PFMs used for different data modalities and unified PFMs that consider data quality and quantity. The review also discusses research related to the fundamentals of PFMs, such as model efficiency and compression, security, and privacy. Finally, the study provides key implications, future research directions, challenges, and open problems in the field of PFMs. Overall, this survey aims to shed light on the research of the PFMs on scalability, security, logical reasoning ability, cross-domain learning ability, and the user-friendly interactive ability for artificial general intelligence.

  • 19 authors
·
Feb 18, 2023

Shopping MMLU: A Massive Multi-Task Online Shopping Benchmark for Large Language Models

Online shopping is a complex multi-task, few-shot learning problem with a wide and evolving range of entities, relations, and tasks. However, existing models and benchmarks are commonly tailored to specific tasks, falling short of capturing the full complexity of online shopping. Large Language Models (LLMs), with their multi-task and few-shot learning abilities, have the potential to profoundly transform online shopping by alleviating task-specific engineering efforts and by providing users with interactive conversations. Despite the potential, LLMs face unique challenges in online shopping, such as domain-specific concepts, implicit knowledge, and heterogeneous user behaviors. Motivated by the potential and challenges, we propose Shopping MMLU, a diverse multi-task online shopping benchmark derived from real-world Amazon data. Shopping MMLU consists of 57 tasks covering 4 major shopping skills: concept understanding, knowledge reasoning, user behavior alignment, and multi-linguality, and can thus comprehensively evaluate the abilities of LLMs as general shop assistants. With Shopping MMLU, we benchmark over 20 existing LLMs and uncover valuable insights about practices and prospects of building versatile LLM-based shop assistants. Shopping MMLU can be publicly accessed at https://github.com/KL4805/ShoppingMMLU. In addition, with Shopping MMLU, we host a competition in KDD Cup 2024 with over 500 participating teams. The winning solutions and the associated workshop can be accessed at our website https://amazon-kddcup24.github.io/.

  • 22 authors
·
Oct 28, 2024

Fast and Accurate Bayesian Optimization with Pre-trained Transformers for Constrained Engineering Problems

Bayesian Optimization (BO) is a foundational strategy in the field of engineering design optimization for efficiently handling black-box functions with many constraints and expensive evaluations. This paper introduces a fast and accurate BO framework that leverages Pre-trained Transformers for Bayesian Optimization (PFN4sBO) to address constrained optimization problems in engineering. Unlike traditional BO methods that rely heavily on Gaussian Processes (GPs), our approach utilizes Prior-data Fitted Networks (PFNs), a type of pre-trained transformer, to infer constraints and optimal solutions without requiring any iterative retraining. We demonstrate the effectiveness of PFN-based BO through a comprehensive benchmark consisting of fifteen test problems, encompassing synthetic, structural, and engineering design challenges. Our findings reveal that PFN-based BO significantly outperforms Constrained Expected Improvement and Penalty-based GP methods by an order of magnitude in speed while also outperforming them in accuracy in identifying feasible, optimal solutions. This work showcases the potential of integrating machine learning with optimization techniques in solving complex engineering challenges, heralding a significant leap forward for optimization methodologies, opening up the path to using PFN-based BO to solve other challenging problems, such as enabling user-guided interactive BO, adaptive experiment design, or multi-objective design optimization. Additionally, we establish a benchmark for evaluating BO algorithms in engineering design, offering a robust platform for future research and development in the field. This benchmark framework for evaluating new BO algorithms in engineering design will be published at https://github.com/rosenyu304/BOEngineeringBenchmark.

  • 4 authors
·
Apr 6, 2024

SqueezeSAM: User friendly mobile interactive segmentation

Segment Anything Model (SAM) is a foundation model for interactive segmentation, and it has catalyzed major advances in generative AI, computational photography, and medical imaging. This model takes in an arbitrary user input and provides segmentation masks of the corresponding objects. It is our goal to develop a version of SAM that is appropriate for use in a photography app. The original SAM model has a few challenges in this setting. First, original SAM a 600 million parameter based on ViT-H, and its high computational cost and large model size that are not suitable for todays mobile hardware. We address this by proposing the SqueezeSAM model architecture, which is 50x faster and 100x smaller than SAM. Next, when a user takes a photo on their phone, it might not occur to them to click on the image and get a mask. Our solution is to use salient object detection to generate the first few clicks. This produces an initial segmentation mask that the user can interactively edit. Finally, when a user clicks on an object, they typically expect all related pieces of the object to be segmented. For instance, if a user clicks on a person t-shirt in a photo, they expect the whole person to be segmented, but SAM typically segments just the t-shirt. We address this with a new data augmentation scheme, and the end result is that if the user clicks on a person holding a basketball, the person and the basketball are all segmented together.

  • 8 authors
·
Dec 11, 2023

Interactive Recommendation Agent with Active User Commands

Traditional recommender systems rely on passive feedback mechanisms that limit users to simple choices such as like and dislike. However, these coarse-grained signals fail to capture users' nuanced behavior motivations and intentions. In turn, current systems cannot also distinguish which specific item attributes drive user satisfaction or dissatisfaction, resulting in inaccurate preference modeling. These fundamental limitations create a persistent gap between user intentions and system interpretations, ultimately undermining user satisfaction and harming system effectiveness. To address these limitations, we introduce the Interactive Recommendation Feed (IRF), a pioneering paradigm that enables natural language commands within mainstream recommendation feeds. Unlike traditional systems that confine users to passive implicit behavioral influence, IRF empowers active explicit control over recommendation policies through real-time linguistic commands. To support this paradigm, we develop RecBot, a dual-agent architecture where a Parser Agent transforms linguistic expressions into structured preferences and a Planner Agent dynamically orchestrates adaptive tool chains for on-the-fly policy adjustment. To enable practical deployment, we employ simulation-augmented knowledge distillation to achieve efficient performance while maintaining strong reasoning capabilities. Through extensive offline and long-term online experiments, RecBot shows significant improvements in both user satisfaction and business outcomes.

  • 15 authors
·
Sep 25, 2025 2