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Aug 3

LPA3D: 3D Room-Level Scene Generation from In-the-Wild Images

Generating realistic, room-level indoor scenes with semantically plausible and detailed appearances from in-the-wild images is crucial for various applications in VR, AR, and robotics. The success of NeRF-based generative methods indicates a promising direction to address this challenge. However, unlike their success at the object level, existing scene-level generative methods require additional information, such as multiple views, depth images, or semantic guidance, rather than relying solely on RGB images. This is because NeRF-based methods necessitate prior knowledge of camera poses, which is challenging to approximate for indoor scenes due to the complexity of defining alignment and the difficulty of globally estimating poses from a single image, given the unseen parts behind the camera. To address this challenge, we redefine global poses within the framework of Local-Pose-Alignment (LPA) -- an anchor-based multi-local-coordinate system that uses a selected number of anchors as the roots of these coordinates. Building on this foundation, we introduce LPA-GAN, a novel NeRF-based generative approach that incorporates specific modifications to estimate the priors of camera poses under LPA. It also co-optimizes the pose predictor and scene generation processes. Our ablation study and comparisons with straightforward extensions of NeRF-based object generative methods demonstrate the effectiveness of our approach. Furthermore, visual comparisons with other techniques reveal that our method achieves superior view-to-view consistency and semantic normality.

  • 5 authors
·
Apr 3, 2025

Learning a Room with the Occ-SDF Hybrid: Signed Distance Function Mingled with Occupancy Aids Scene Representation

Implicit neural rendering, which uses signed distance function (SDF) representation with geometric priors (such as depth or surface normal), has led to impressive progress in the surface reconstruction of large-scale scenes. However, applying this method to reconstruct a room-level scene from images may miss structures in low-intensity areas or small and thin objects. We conducted experiments on three datasets to identify limitations of the original color rendering loss and priors-embedded SDF scene representation. We found that the color rendering loss results in optimization bias against low-intensity areas, causing gradient vanishing and leaving these areas unoptimized. To address this issue, we propose a feature-based color rendering loss that utilizes non-zero feature values to bring back optimization signals. Additionally, the SDF representation can be influenced by objects along a ray path, disrupting the monotonic change of SDF values when a single object is present. To counteract this, we explore using the occupancy representation, which encodes each point separately and is unaffected by objects along a querying ray. Our experimental results demonstrate that the joint forces of the feature-based rendering loss and Occ-SDF hybrid representation scheme can provide high-quality reconstruction results, especially in challenging room-level scenarios. The code would be released.

  • 7 authors
·
Mar 16, 2023

Global-Local Tree Search for Language Guided 3D Scene Generation

Large Vision-Language Models (VLMs), such as GPT-4, have achieved remarkable success across various fields. However, there are few studies on 3D indoor scene generation with VLMs. This paper considers this task as a planning problem subject to spatial and layout common sense constraints. To solve the problem with a VLM, we propose a new global-local tree search algorithm. Globally, the method places each object sequentially and explores multiple placements during each placement process, where the problem space is represented as a tree. To reduce the depth of the tree, we decompose the scene structure hierarchically, i.e. room level, region level, floor object level, and supported object level. The algorithm independently generates the floor objects in different regions and supported objects placed on different floor objects. Locally, we also decompose the sub-task, the placement of each object, into multiple steps. The algorithm searches the tree of problem space. To leverage the VLM model to produce positions of objects, we discretize the top-down view space as a dense grid and fill each cell with diverse emojis to make to cells distinct. We prompt the VLM with the emoji grid and the VLM produces a reasonable location for the object by describing the position with the name of emojis. The quantitative and qualitative experimental results illustrate our approach generates more plausible 3D scenes than state-of-the-art approaches. Our source code is available at https://github.com/dw-dengwei/TreeSearchGen .

  • 3 authors
·
Mar 24, 2025 2

SceneCode: Executable World Programs for Editable Indoor Scenes with Articulated Objects

Indoor scene synthesis underpins embodied AI, robotic manipulation, and simulation-based policy evaluation, where a useful scene must specify not only what the environment looks like, but also how its objects are structured. Existing pipelines, however, typically represent generated content as static meshes and inherit articulation only from curated asset libraries, which limits object-level controllability and prevents new interactable assets from being produced on demand. We address this gap by formulating physically interactable indoor scene synthesis as programmatic world generation, and present SceneCode, a framework that compiles a natural language prompt into an executable, code-driven indoor world rather than a collection of opaque meshes. A room-level agentic backbone first turns the prompt into a structured house layout and emits per-object AssetRequests through a planner--designer--critic loop. Each request is then routed to one of five code-generation strategies and converted into a synthesized part-wise Blender Python programs that are validated through an execution-guided repair-and-refine loop. The resulting programs are compiled into simulation-ready assets, and exported as SDF for physics simulation. A persistent scene-state registry links object requests, executable programs, rendered geometry, and simulation assets, turning scene assembly into a traceable and locally editable world-building process. We evaluate SceneCode across scene-level synthesis, object-level asset quality, human judgment, and downstream robot interaction. Results show that executable world programs improve prompt-faithful indoor scene generation and produce assets with cleaner mesh structure, and simulator-loadable articulation metadata. Project page: https://scene-code.github.io/.

  • 7 authors
·
May 18

Live or Lie: Action-Aware Capsule Multiple Instance Learning for Risk Assessment in Live Streaming Platforms

Live streaming has become a cornerstone of today's internet, enabling massive real-time social interactions. However, it faces severe risks arising from sparse, coordinated malicious behaviors among multiple participants, which are often concealed within normal activities and challenging to detect timely and accurately. In this work, we provide a pioneering study on risk assessment in live streaming rooms, characterized by weak supervision where only room-level labels are available. We formulate the task as a Multiple Instance Learning (MIL) problem, treating each room as a bag and defining structured user-timeslot capsules as instances. These capsules represent subsequences of user actions within specific time windows, encapsulating localized behavioral patterns. Based on this formulation, we propose AC-MIL, an Action-aware Capsule MIL framework that models both individual behaviors and group-level coordination patterns. AC-MIL captures multi-granular semantics and behavioral cues through a serial and parallel architecture that jointly encodes temporal dynamics and cross-user dependencies. These signals are integrated for robust room-level risk prediction, while also offering interpretable evidence at the behavior segment level. Extensive experiments on large-scale industrial datasets from Douyin demonstrate that AC-MIL significantly outperforms MIL and sequential baselines, establishing new state-of-the-art performance in room-level risk assessment for live streaming. Moreover, AC-MIL provides capsule-level interpretability, enabling identification of risky behavior segments as actionable evidence for intervention. The project page is available at: https://qiaoyran.github.io/AC-MIL/.

  • 6 authors
·
Feb 10

Mono-Hydra++: Real-Time Monocular Scene Graph Construction with Multi-Task Learning for 3D Indoor Mapping

Autonomous agile robots need more than metric geometry: they must understand objects, rooms, places, and spatial relations for search, inspection, exploration, and human robot interaction. Conventional metric maps support localization and collision avoidance, but do not provide this semantic and relational structure. 3D scene graphs address this gap by connecting geometry with object level and room level understanding. Building such representations on agile platforms remains difficult because aerial and lightweight robots operate under strict payload, power, and compute limits, making RGB-D cameras and LiDAR sensors impractical for many onboard settings. We present Mono-Hydra++, a real time monocular RGB plus IMU pipeline for indoor metric semantic mapping and hierarchical 3D scene graph construction. The system combines M2H-MX, a DINOv3 based multi-task model for depth and semantics, with a deep feature visual inertial odometry front end, sparse predicted depth constraints in the VIO derived pose graph, semantic masking for dynamic regions, and pose aware temporal alignment before volumetric fusion in the Mono-Hydra backend. On the Go-SLAM ScanNet evaluation subset, Mono-Hydra++ achieves 1.6% lower average trajectory error than the strongest RGB-D baseline in our comparison, while using only monocular RGB plus IMU input. On calibrated 7-Scenes, it improves average ATE by 29.8% over the strongest competing calibrated baseline. We further validate Mono-Hydra++ in a real ITC building deployment using RealSense RGB plus IMU and demonstrate embedded feasibility by deploying the ONNX/TensorRT FP16 M2H-MX-L perception model at 25.53 FPS on a Jetson Orin NX 16GB. These results show that Mono-Hydra++ can provide real time metric semantic mapping and scene graph construction for resource constrained robotic platforms without relying on active depth sensors.

  • 3 authors
·
May 16

When to Personalize Household Object Search: A Rigidity-Gated Hybrid Policy

Service robots searching for household objects rely on spatial priors to reduce search cost, yet object locations can vary with resident traits. Collecting longitudinal, trait-specific in-home trajectories is invasive and hard to scale. We study when personalization helps and propose PerSim, a rigidity-gated hybrid policy that combines a trait-conditioned prior with a population-frequency baseline, personalizing only when placement behavior is variable. To scale resident-conditioned dynamics, we employ a human-calibrated simulation pipeline to generate and validate object-placement transitions in diverse home layouts, and train a predictor that injects continuous Big Five vectors to output room-level priors and within-room co-occurrence cues. In a unified human study (N=200), dual-layer validation shows that (i) synthetic transitions are judged behaviorally plausible (mean 3.85/5, p < 1e-6), and (ii) in a blinded A/B comparison, personalization is favored primarily for low-rigidity objects (p=0.005), while the population-frequency baseline remains strong for universally placed items, yielding a decision rule for when to personalize. In an offline objective test, we observe a small but significant improvement on unseen continuous trait vectors over nearest discrete configuration matching (p=0.035), supporting interpolation in five-dimensional trait space. Finally, in a home digital twin we show that PerSim reduces expected search cost by combining room visitation effort with within-room cue checking, demonstrating end-to-end gains beyond isolated prediction metrics.

  • 6 authors
·
Jul 1

SceneHGN: Hierarchical Graph Networks for 3D Indoor Scene Generation with Fine-Grained Geometry

3D indoor scenes are widely used in computer graphics, with applications ranging from interior design to gaming to virtual and augmented reality. They also contain rich information, including room layout, as well as furniture type, geometry, and placement. High-quality 3D indoor scenes are highly demanded while it requires expertise and is time-consuming to design high-quality 3D indoor scenes manually. Existing research only addresses partial problems: some works learn to generate room layout, and other works focus on generating detailed structure and geometry of individual furniture objects. However, these partial steps are related and should be addressed together for optimal synthesis. We propose SCENEHGN, a hierarchical graph network for 3D indoor scenes that takes into account the full hierarchy from the room level to the object level, then finally to the object part level. Therefore for the first time, our method is able to directly generate plausible 3D room content, including furniture objects with fine-grained geometry, and their layout. To address the challenge, we introduce functional regions as intermediate proxies between the room and object levels to make learning more manageable. To ensure plausibility, our graph-based representation incorporates both vertical edges connecting child nodes with parent nodes from different levels, and horizontal edges encoding relationships between nodes at the same level. Extensive experiments demonstrate that our method produces superior generation results, even when comparing results of partial steps with alternative methods that can only achieve these. We also demonstrate that our method is effective for various applications such as part-level room editing, room interpolation, and room generation by arbitrary room boundaries.

  • 6 authors
·
Feb 16, 2023

VTM-Nav: Hierarchical Visual-Topological Memory for Cross-Episode Object-Goal Navigation

Object-goal navigation requires an embodied agent to locate and reach an instance of a specified object category in an indoor environment. Recent training-free approaches leverage vision-language models (VLMs) for open-vocabulary semantic reasoning, but are typically evaluated under an episodic protocol that resets all scene-specific state after each episode. We introduce Cross-Episode Object-Goal Navigation, in which an agent repeatedly operates in the same scene, retains only self-acquired experience, and keeps its model parameters fixed. To support experience reuse, we present \method, a training-free VLM navigation framework with a persistent hierarchical Visual-Topological Memory (VTM). The VTM organizes scene knowledge at room and object levels and retrieves relevant experience through coarse-to-fine matching, providing memory as soft guidance only when it agrees with current observations. A conservative execution guard further mitigates oscillations, blocked motions, and premature stopping. Under a controlled same-scene protocol, we evaluate on three benchmarks, HM3D v0.1, HM3D v0.2, and MP3D, and compare it with a strengthened WMNav baseline augmented with cross-episode textual memory, while keeping the VLM backbone and action pipeline identical. achieves the best performance across all three benchmarks, demonstrating the effectiveness and robustness of structured visual-topological experience reuse across datasets.

  • 7 authors
·
Jul 15

A Multi-View Pipeline and Benchmark Dataset for 3D Hand Pose Estimation in Surgery

Purpose: Accurate 3D hand pose estimation supports surgical applications such as skill assessment, robot-assisted interventions, and geometry-aware workflow analysis. However, surgical environments pose severe challenges, including intense and localized lighting, frequent occlusions by instruments or staff, and uniform hand appearance due to gloves, combined with a scarcity of annotated datasets for reliable model training. Method: We propose a robust multi-view pipeline for 3D hand pose estimation in surgical contexts that requires no domain-specific fine-tuning and relies solely on off-the-shelf pretrained models. The pipeline integrates reliable person detection, whole-body pose estimation, and state-of-the-art 2D hand keypoint prediction on tracked hand crops, followed by a constrained 3D optimization. In addition, we introduce a novel surgical benchmark dataset comprising over 68,000 frames and 3,000 manually annotated 2D hand poses with triangulated 3D ground truth, recorded in a replica operating room under varying levels of scene complexity. Results: Quantitative experiments demonstrate that our method consistently outperforms baselines, achieving a 31% reduction in 2D mean joint error and a 76% reduction in 3D mean per-joint position error. Conclusion: Our work establishes a strong baseline for 3D hand pose estimation in surgery, providing both a training-free pipeline and a comprehensive annotated dataset to facilitate future research in surgical computer vision.

  • 11 authors
·
Jan 22

Towards Expert-Level Medical Question Answering with Large Language Models

Recent artificial intelligence (AI) systems have reached milestones in "grand challenges" ranging from Go to protein-folding. The capability to retrieve medical knowledge, reason over it, and answer medical questions comparably to physicians has long been viewed as one such grand challenge. Large language models (LLMs) have catalyzed significant progress in medical question answering; Med-PaLM was the first model to exceed a "passing" score in US Medical Licensing Examination (USMLE) style questions with a score of 67.2% on the MedQA dataset. However, this and other prior work suggested significant room for improvement, especially when models' answers were compared to clinicians' answers. Here we present Med-PaLM 2, which bridges these gaps by leveraging a combination of base LLM improvements (PaLM 2), medical domain finetuning, and prompting strategies including a novel ensemble refinement approach. Med-PaLM 2 scored up to 86.5% on the MedQA dataset, improving upon Med-PaLM by over 19% and setting a new state-of-the-art. We also observed performance approaching or exceeding state-of-the-art across MedMCQA, PubMedQA, and MMLU clinical topics datasets. We performed detailed human evaluations on long-form questions along multiple axes relevant to clinical applications. In pairwise comparative ranking of 1066 consumer medical questions, physicians preferred Med-PaLM 2 answers to those produced by physicians on eight of nine axes pertaining to clinical utility (p < 0.001). We also observed significant improvements compared to Med-PaLM on every evaluation axis (p < 0.001) on newly introduced datasets of 240 long-form "adversarial" questions to probe LLM limitations. While further studies are necessary to validate the efficacy of these models in real-world settings, these results highlight rapid progress towards physician-level performance in medical question answering.

  • 31 authors
·
May 16, 2023 2

DreamSpace: Dreaming Your Room Space with Text-Driven Panoramic Texture Propagation

Diffusion-based methods have achieved prominent success in generating 2D media. However, accomplishing similar proficiencies for scene-level mesh texturing in 3D spatial applications, e.g., XR/VR, remains constrained, primarily due to the intricate nature of 3D geometry and the necessity for immersive free-viewpoint rendering. In this paper, we propose a novel indoor scene texturing framework, which delivers text-driven texture generation with enchanting details and authentic spatial coherence. The key insight is to first imagine a stylized 360{\deg} panoramic texture from the central viewpoint of the scene, and then propagate it to the rest areas with inpainting and imitating techniques. To ensure meaningful and aligned textures to the scene, we develop a novel coarse-to-fine panoramic texture generation approach with dual texture alignment, which both considers the geometry and texture cues of the captured scenes. To survive from cluttered geometries during texture propagation, we design a separated strategy, which conducts texture inpainting in confidential regions and then learns an implicit imitating network to synthesize textures in occluded and tiny structural areas. Extensive experiments and the immersive VR application on real-world indoor scenes demonstrate the high quality of the generated textures and the engaging experience on VR headsets. Project webpage: https://ybbbbt.com/publication/dreamspace

  • 7 authors
·
Oct 19, 2023 1

SkillNav: Score-Level Skill Intervention for Zero-Shot Object Goal Navigation

Vision-Language Model (VLM) agents have advanced zero-shot object-goal navigation, yet single-frame reasoning leaves them without the cross-step behavioral awareness an embodied navigator requires, producing recurring failures such as dead-end stalls, in-room loops, and circuitous approaches to detected targets. Prompt-based remedies inflate token budgets across multi-submodule episodes and still struggle to encode inherently spatial signals such as angles, map cells, and viewpoint coordinates. In this paper, we propose SkillNav, an extensible behavioral skill framework for VLM-based navigation that treats the curiosity value map already maintained by modern VLM navigators as a writable substrate on which composable skills inscribe behavioral memory at zero token cost. Skills are stratified into three tiers by their level of behavioral authority, namely soft scaling for proportional reweighting, lower-bound boost for region-level guarantees, and hard override for threshold-triggered forced actions, and cooperate across tiers under a fixed composition order that establishes a predictable, declared priority among skills. This design turns capability improvement into skill registration: new behaviors plug in without retraining the VLM or disturbing existing skills, opening a path for continual refinement. A minimal prompt channel complements the score-level skills with category-level semantic hints, yielding a dual-representation design in which spatial memory lives on the map and semantic memory in short prompts. Training-free, SkillNav establishes new state-of-the-art SPL across MP3D (25.5), HM3D v0.1 (39.3), and HM3D v0.2 (43.2), improving SPL by up to 6.0 absolute over the strongest prior method, and achieves the highest Success Rate on HM3D v0.1 (69.7) and v0.2 (75.9).

  • 6 authors
·
Jul 16

MRMR: A Realistic and Expert-Level Multidisciplinary Benchmark for Reasoning-Intensive Multimodal Retrieval

We introduce MRMR, the first expert-level multidisciplinary multimodal retrieval benchmark requiring intensive reasoning. MRMR contains 1,502 queries spanning 23 domains, with positive documents carefully verified by human experts. Compared to prior benchmarks, MRMR introduces three key advancements. First, it challenges retrieval systems across diverse areas of expertise, enabling fine-grained model comparison across domains. Second, queries are reasoning-intensive, with images requiring deeper interpretation such as diagnosing microscopic slides. We further introduce Contradiction Retrieval, a novel task requiring models to identify conflicting concepts. Finally, queries and documents are constructed as image-text interleaved sequences. Unlike earlier benchmarks restricted to single images or unimodal documents, MRMR offers a realistic setting with multi-image queries and mixed-modality corpus documents. We conduct an extensive evaluation of 4 categories of multimodal retrieval systems and 14 frontier models on MRMR. The text embedding model Qwen3-Embedding with LLM-generated image captions achieves the highest performance, highlighting substantial room for improving multimodal retrieval models. Although latest multimodal models such as Ops-MM-Embedding perform competitively on expert-domain queries, they fall short on reasoning-intensive tasks. We believe that MRMR paves the way for advancing multimodal retrieval in more realistic and challenging scenarios.

  • 8 authors
·
Oct 10, 2025 2

SciKnowEval: Evaluating Multi-level Scientific Knowledge of Large Language Models

The burgeoning utilization of Large Language Models (LLMs) in scientific research necessitates advanced benchmarks capable of evaluating their understanding and application of scientific knowledge comprehensively. To address this need, we introduce the SciKnowEval benchmark, a novel framework that systematically evaluates LLMs across five progressive levels of scientific knowledge: studying extensively, inquiring earnestly, thinking profoundly, discerning clearly, and practicing assiduously. These levels aim to assess the breadth and depth of scientific knowledge in LLMs, including knowledge coverage, inquiry and exploration capabilities, reflection and reasoning abilities, ethic and safety considerations, as well as practice proficiency. Specifically, we take biology and chemistry as the two instances of SciKnowEval and construct a dataset encompassing 50K multi-level scientific problems and solutions. By leveraging this dataset, we benchmark 20 leading open-source and proprietary LLMs using zero-shot and few-shot prompting strategies. The results reveal that despite achieving state-of-the-art performance, the proprietary LLMs still have considerable room for improvement, particularly in addressing scientific computations and applications. We anticipate that SciKnowEval will establish a comprehensive standard for benchmarking LLMs in science research and discovery, and promote the development of LLMs that integrate scientific knowledge with strong safety awareness. The dataset and code are publicly available at https://github.com/hicai-zju/sciknoweval .

  • 10 authors
·
Jun 13, 2024

Pre-training A Neural Language Model Improves The Sample Efficiency of an Emergency Room Classification Model

To build a French national electronic injury surveillance system based on emergency room visits, we aim to develop a coding system to classify their causes from clinical notes in free-text. Supervised learning techniques have shown good results in this area but require a large amount of expert annotated dataset which is time consuming and costly to obtain. We hypothesize that the Natural Language Processing Transformer model incorporating a generative self-supervised pre-training step can significantly reduce the required number of annotated samples for supervised fine-tuning. In this preliminary study, we test our hypothesis in the simplified problem of predicting whether a visit is the consequence of a traumatic event or not from free-text clinical notes. Using fully re-trained GPT-2 models (without OpenAI pre-trained weights), we assess the gain of applying a self-supervised pre-training phase with unlabeled notes prior to the supervised learning task. Results show that the number of data required to achieve a ginve level of performance (AUC>0.95) was reduced by a factor of 10 when applying pre-training. Namely, for 16 times more data, the fully-supervised model achieved an improvement <1% in AUC. To conclude, it is possible to adapt a multi-purpose neural language model such as the GPT-2 to create a powerful tool for classification of free-text notes with only a small number of labeled samples.

  • 6 authors
·
Aug 30, 2019

HLG: Comprehensive 3D Room Construction via Hierarchical Layout Generation

Realistic 3D indoor scene generation is crucial for virtual reality, interior design, embodied intelligence, and scene understanding. While existing methods have made progress in coarse-scale furniture arrangement, they struggle to capture fine-grained object placements, limiting the realism and utility of generated environments. This gap hinders immersive virtual experiences and detailed scene comprehension for embodied AI applications. To address these issues, we propose Hierarchical Layout Generation (HLG), a novel method for fine-grained 3D scene generation. HLG is the first to adopt a coarse-to-fine hierarchical approach, refining scene layouts from large-scale furniture placement to intricate object arrangements. Specifically, our fine-grained layout alignment module constructs a hierarchical layout through vertical and horizontal decoupling, effectively decomposing complex 3D indoor scenes into multiple levels of granularity. Additionally, our trainable layout optimization network addresses placement issues, such as incorrect positioning, orientation errors, and object intersections, ensuring structurally coherent and physically plausible scene generation. We demonstrate the effectiveness of our approach through extensive experiments, showing superior performance in generating realistic indoor scenes compared to existing methods. This work advances the field of scene generation and opens new possibilities for applications requiring detailed 3D environments. We will release our code upon publication to encourage future research.

  • 5 authors
·
Aug 25, 2025

The Gold Medals in an Empty Room: Diagnosing Metalinguistic Reasoning in LLMs with Camlang

Large Language Models (LLMs) achieve gold-medal performance across many benchmarks, yet it remains unclear whether such success reflects genuine reasoning or pattern matching. From a cognitive science perspective, an informative test is whether models can master an unfamiliar language through explicit metalinguistic deductive learning, a paradigm where human learners can reliably internalise grammatical systems through metalinguistic reasoning. We address this question with Camlang, a novel constructed language that exhibits naturalistic yet unattested feature combinations. Camlang consists of two explicit resources, a grammar book and a bilingual dictionary, which mirror adult second-language learning via explicit grammar rules and lexical lookup, and enable us to disentangle errors in morpho-syntax, lexical semantics, and sentence-level reasoning. Human experiments show that these resources are sufficient for participants to acquire Camlang and successfully solve Camlang tasks. To operationalise evaluation, we adapt CommonsenseQA into Camlang, creating Camlang-CSQA-v0, the first task in a broader suite where solving questions requires applying grammar rules and lexical mappings. Experimental results show that GPT-5 achieves 98\% EM accuracy in English but only 47\% in Camlang, far below human performance at 87\%, while other state-of-the-art reasoning LLMs perform even worse. Human verification further reveals that most model successes stem from shallow lexical alignment while GPT-5 shows emerging metalinguistic awareness to a limited extent but not systematic grammatical mastery as humans. Camlang establishes a cognitively grounded evaluation paradigm that exposes fundamental gaps between current models and human metalinguistic competence.

  • 6 authors
·
Aug 30, 2025 1

RULER-Bench: Probing Rule-based Reasoning Abilities of Next-level Video Generation Models for Vision Foundation Intelligence

Recent advances in video generation have enabled the synthesis of videos with strong temporal consistency and impressive visual quality, marking a crucial step toward vision foundation models. To evaluate these video generation models, existing benchmarks primarily focus on factors related to visual perception and understanding, like visual aesthetics, instruction adherence, and temporal coherence. However, the rule-based reasoning capabilities of video generation models remain largely unexplored. Although recent studies have carried out preliminary explorations into whether video models can serve as zero-shot learners, they still lack a fine-grained decomposition of reasoning capabilities and a comprehensive evaluation protocol. To address this gap, we introduce RULER-Bench, a benchmark designed to evaluate the reasoning ability of video generation models from the perspective of cognitive rules. Built upon two fundamental paradigms: text-to-video and image-to-video, RULER-Bench covers 40 representative tasks spanning six rule categories with 622 high-quality annotated instances. For the evaluation of each generated video, we construct a checklist covering four metrics and leverage GPT-o3 to assign scores to each question, achieving 85% alignment with human judgements. Extensive experiments show that the state-of-the-art model achieves only 48.87% on the rule coherence metric, highlighting significant room for improvement in the reasoning capability of next-level video models. We expect that the insight obtained from RULER-Bench will facilitate further development of reasoning-aware video generation, advancing video generation models toward vision foundation intelligence.

  • 10 authors
·
Dec 2, 2025 2

Mind2Web: Towards a Generalist Agent for the Web

We introduce Mind2Web, the first dataset for developing and evaluating generalist agents for the web that can follow language instructions to complete complex tasks on any website. Existing datasets for web agents either use simulated websites or only cover a limited set of websites and tasks, thus not suitable for generalist web agents. With over 2,000 open-ended tasks collected from 137 websites spanning 31 domains and crowdsourced action sequences for the tasks, Mind2Web provides three necessary ingredients for building generalist web agents: 1) diverse domains, websites, and tasks, 2) use of real-world websites instead of simulated and simplified ones, and 3) a broad spectrum of user interaction patterns. Based on Mind2Web, we conduct an initial exploration of using large language models (LLMs) for building generalist web agents. While the raw HTML of real-world websites are often too large to be fed to LLMs, we show that first filtering it with a small LM significantly improves the effectiveness and efficiency of LLMs. Our solution demonstrates a decent level of performance, even on websites or entire domains the model has never seen before, but there is still a substantial room to improve towards truly generalizable agents. We open-source our dataset, model implementation, and trained models (https://osu-nlp-group.github.io/Mind2Web) to facilitate further research on building a generalist agent for the web.

  • 8 authors
·
Jun 9, 2023 3

Cortex: Compact Behavior Cloning for Quake with Frozen Visual Features

We study how far a deliberately simple behavioral-cloning policy can progress in a visually rich first-person game before adding reinforcement learning or explicit memory. Cortex is a compact Quake policy with 10.98 million trainable parameters in a six-layer transformer over a frozen DINOv3 encoder. It is trained on the Quake subset of the public Pixels2Play corpus: 6,849 recordings (about 474.7 hours), represented as 17.09 million cached decision frames with keyboard and mouse actions. One sampled training epoch uses 517,048 four-frame windows and takes 3.3 minutes of policy-head optimization on one RTX 5080, excluding one-time feature extraction. We evaluate two independent batches of 20 stochastic, 120-second episodes on Quake E1M1. Cortex does not complete the level, but every episode reaches the opening door, button room, and gate descent; 19 of 20 episodes in each batch record at least one kill. Under the same time-controlled harness, released P2P-150M and NitroGen checkpoints remain shallower in five matched-duration episodes each. These comparisons are limited by small reference samples and different native interfaces. Ablations show that denser visual tokens improve combat and survival, while longer optimization and naive action history improve offline metrics without consistently improving play. The remaining failures are consistent with covariate shift and motivate targeted corrective data. We release the policy implementation, checkpoint, and a representative rollout.

  • 1 authors
·
Jul 21

TRUST: An LLM-Based Dialogue System for Trauma Understanding and Structured Assessments

Objectives: While Large Language Models (LLMs) have been widely used to assist clinicians and support patients, no existing work has explored dialogue systems for standard diagnostic interviews and assessments. This study aims to bridge the gap in mental healthcare accessibility by developing an LLM-powered dialogue system that replicates clinician behavior. Materials and Methods: We introduce TRUST, a framework of cooperative LLM modules capable of conducting formal diagnostic interviews and assessments for Post-Traumatic Stress Disorder (PTSD). To guide the generation of appropriate clinical responses, we propose a Dialogue Acts schema specifically designed for clinical interviews. Additionally, we develop a patient simulation approach based on real-life interview transcripts to replace time-consuming and costly manual testing by clinicians. Results: A comprehensive set of evaluation metrics is designed to assess the dialogue system from both the agent and patient simulation perspectives. Expert evaluations by conversation and clinical specialists show that TRUST performs comparably to real-life clinical interviews. Discussion: Our system performs at the level of average clinicians, with room for future enhancements in communication styles and response appropriateness. Conclusions: Our TRUST framework shows its potential to facilitate mental healthcare availability.

  • 4 authors
·
Apr 30, 2025

Modeling of Rakugo Speech and Its Limitations: Toward Speech Synthesis That Entertains Audiences

We have been investigating rakugo speech synthesis as a challenging example of speech synthesis that entertains audiences. Rakugo is a traditional Japanese form of verbal entertainment similar to a combination of one-person stand-up comedy and comic storytelling and is popular even today. In rakugo, a performer plays multiple characters, and conversations or dialogues between the characters make the story progress. To investigate how close the quality of synthesized rakugo speech can approach that of professionals' speech, we modeled rakugo speech using Tacotron 2, a state-of-the-art speech synthesis system that can produce speech that sounds as natural as human speech albeit under limited conditions, and an enhanced version of it with self-attention to better consider long-term dependencies. We also used global style tokens and manually labeled context features to enrich speaking styles. Through a listening test, we measured not only naturalness but also distinguishability of characters, understandability of the content, and the degree of entertainment. Although we found that the speech synthesis models could not yet reach the professional level, the results of the listening test provided interesting insights: 1) we should not focus only on the naturalness of synthesized speech but also the distinguishability of characters and the understandability of the content to further entertain audiences; 2) the fundamental frequency (fo) expressions of synthesized speech are poorer than those of human speech, and more entertaining speech should have richer fo expression. Although there is room for improvement, we believe this is an important stepping stone toward achieving entertaining speech synthesis at the professional level.

  • 6 authors
·
May 31, 2020

AMO-Bench: Large Language Models Still Struggle in High School Math Competitions

We present AMO-Bench, an Advanced Mathematical reasoning benchmark with Olympiad level or even higher difficulty, comprising 50 human-crafted problems. Existing benchmarks have widely leveraged high school math competitions for evaluating mathematical reasoning capabilities of large language models (LLMs). However, many existing math competitions are becoming less effective for assessing top-tier LLMs due to performance saturation (e.g., AIME24/25). To address this, AMO-Bench introduces more rigorous challenges by ensuring all 50 problems are (1) cross-validated by experts to meet at least the International Mathematical Olympiad (IMO) difficulty standards, and (2) entirely original problems to prevent potential performance leakages from data memorization. Moreover, each problem in AMO-Bench requires only a final answer rather than a proof, enabling automatic and robust grading for evaluation. Experimental results across 26 LLMs on AMO-Bench show that even the best-performing model achieves only 52.4% accuracy on AMO-Bench, with most LLMs scoring below 40%. Beyond these poor performances, our further analysis reveals a promising scaling trend with increasing test-time compute on AMO-Bench. These results highlight the significant room for improving the mathematical reasoning in current LLMs. We release AMO-Bench to facilitate further research into advancing the reasoning abilities of language models. https://amo-bench.github.io/

meituan-longcat LongCat
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Oct 30, 2025 1

CM-EVS: Sparse Panoramic RGB-D-Pose Data for Complete Scene Coverage

Modern 3D visual learning relies on observations sampled from metric 3D assets, yet existing scans, meshes, point clouds, simulations, and reconstructions do not directly provide a sparse, comparable, and geometry-consistent panoramic training interface. Dense trajectories duplicate nearby views, source-specific rendering policies yield heterogeneous annotations, and sparse heuristics may miss important regions or introduce depth-inconsistent observations. We study how to convert 3D assets into sparse panoramic RGB-D-pose data that preserves complete scene coverage with low redundancy and auditable provenance. We propose COVER (Coverage-Oriented Viewpoint curation with ERP Range-depth warping), a training-free ERP viewpoint curator that projects geometry observed from selected views into candidate ERP probes, scores incremental coverage, and penalizes depth conflicts. Under bounded proxy error, its greedy coverage proxy preserves the standard coverage-style approximation behavior up to an additive error term. Using COVER, we build CM-EVS (Coverage-curated Metric ERP View Set), a panoramic RGB-D-pose dataset with 36,373 curated ERP frames from 1,275 indoor scenes across Blender indoor, HM3D, and ScanNet++, complemented by outdoor panoramas from TartanGround and OB3D re-encoded into the same schema. Each frame provides full-sphere RGB, metric range depth, calibrated pose; COVER-produced indoor frames include per-step provenance logs. With a median of only 25 frames per indoor scene, CM-EVS covers all 13 unified room types while maintaining compact scene-level coverage. Experiments show that COVER improves the coverage-conflict trade-off, making CM-EVS a sparse, compact, and auditable RGB-D-pose resource for geometry-consistent panoramic 3D learning.

  • 16 authors
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May 14 1

LLM-driven Indoor Scene Layout Generation via Scaled Human-aligned Data Synthesis and Multi-Stage Preference Optimization

Automatic indoor layout generation has attracted increasing attention due to its potential in interior design, virtual environment construction, and embodied AI. Existing methods fall into two categories: prompt-driven approaches that leverage proprietary LLM services (e.g., GPT APIs) and learning-based methods trained on layout data upon diffusion-based models. Prompt-driven methods often suffer from spatial inconsistency and high computational costs, while learning-based methods are typically constrained by coarse relational graphs and limited datasets, restricting their generalization to diverse room categories. In this paper, we revisit LLM-based indoor layout generation and present 3D-SynthPlace, a large-scale dataset that combines synthetic layouts generated via a 'GPT synthesize, Human inspect' pipeline, upgraded from the 3D-Front dataset. 3D-SynthPlace contains nearly 17,000 scenes, covering four common room types -- bedroom, living room, kitchen, and bathroom -- enriched with diverse objects and high-level spatial annotations. We further introduce OptiScene, a strong open-source LLM optimized for indoor layout generation, fine-tuned based on our 3D-SynthPlace dataset through our two-stage training. For the warum-up stage I, we adopt supervised fine-tuning (SFT), which is taught to first generate high-level spatial descriptions then conditionally predict concrete object placements. For the reinforcing stage II, to better align the generated layouts with human design preferences, we apply multi-turn direct preference optimization (DPO), which significantly improving layout quality and generation success rates. Extensive experiments demonstrate that OptiScene outperforms traditional prompt-driven and learning-based baselines. Moreover, OptiScene shows promising potential in interactive tasks such as scene editing and robot navigation.

  • 8 authors
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Jun 9, 2025

KGym: A Platform and Dataset to Benchmark Large Language Models on Linux Kernel Crash Resolution

Large Language Models (LLMs) are consistently improving at increasingly realistic software engineering (SE) tasks. In real-world software stacks, significant SE effort is spent developing foundational system software like the Linux kernel. Unlike application-level software, a systems codebase like Linux is multilingual (low-level C/Assembly/Bash/Rust); gigantic (>20 million lines); critical (impacting billions of devices worldwide), and highly concurrent (involving complex multi-threading). To evaluate if ML models are useful while developing such large-scale systems-level software, we introduce kGym (a platform) and kBench (a dataset). The kGym platform provides a SE environment for large-scale experiments on the Linux kernel, including compiling and running kernels in parallel across several virtual machines, detecting operations and crashes, inspecting logs, and querying and patching the code base. We use kGym to facilitate evaluation on kBench, a crash resolution benchmark drawn from real-world Linux kernel bugs. An example bug in kBench contains crashing stack traces, a bug-reproducer file, a developer-written fix, and other associated data. To understand current performance, we conduct baseline experiments by prompting LLMs to resolve Linux kernel crashes. Our initial evaluations reveal that the best performing LLM achieves 0.72% and 5.38% in the unassisted and assisted (i.e., buggy files disclosed to the model) settings, respectively. These results highlight the need for further research to enhance model performance in SE tasks. Improving performance on kBench requires models to master new learning skills, including understanding the cause of crashes and repairing faults, writing memory-safe and hardware-aware code, and understanding concurrency. As a result, this work opens up multiple avenues of research at the intersection of machine learning and systems software.

  • 7 authors
·
Jul 2, 2024

What Does My QA Model Know? Devising Controlled Probes using Expert Knowledge

Open-domain question answering (QA) is known to involve several underlying knowledge and reasoning challenges, but are models actually learning such knowledge when trained on benchmark tasks? To investigate this, we introduce several new challenge tasks that probe whether state-of-the-art QA models have general knowledge about word definitions and general taxonomic reasoning, both of which are fundamental to more complex forms of reasoning and are widespread in benchmark datasets. As an alternative to expensive crowd-sourcing, we introduce a methodology for automatically building datasets from various types of expert knowledge (e.g., knowledge graphs and lexical taxonomies), allowing for systematic control over the resulting probes and for a more comprehensive evaluation. We find automatically constructing probes to be vulnerable to annotation artifacts, which we carefully control for. Our evaluation confirms that transformer-based QA models are already predisposed to recognize certain types of structural lexical knowledge. However, it also reveals a more nuanced picture: their performance degrades substantially with even a slight increase in the number of hops in the underlying taxonomic hierarchy, or as more challenging distractor candidate answers are introduced. Further, even when these models succeed at the standard instance-level evaluation, they leave much room for improvement when assessed at the level of clusters of semantically connected probes (e.g., all Isa questions about a concept).

  • 2 authors
·
Dec 31, 2019

Building a Foundational Guardrail for General Agentic Systems via Synthetic Data

While LLM agents can plan multi-step tasks, intervening at the planning stage-before any action is executed-is often the safest way to prevent harm, since certain risks can lead to severe consequences once carried out. However, existing guardrails mostly operate post-execution, which is difficult to scale and leaves little room for controllable supervision at the plan level. To address this challenge, we highlight three critical gaps in current research: data gap, model gap, and evaluation gap. To close the data gap, we introduce AuraGen, a controllable engine that (i) synthesizes benign trajectories, (ii) injects category-labeled risks with calibrated difficulty, and (iii) filters outputs via an automated reward model, producing large and reliable corpora for pre-execution safety. To close the guardian model gap, we propose a foundational guardrail Safiron, combining a cross-planner adapter with a compact guardian model. The adapter unifies different input formats, while Safiron flags risky cases, assigns risk types, and generates rationales; trained in two stages with a broadly explored data recipe, Safiron achieves robust transfer across settings. To close the evaluation gap, we release Pre-Exec Bench, a realistic benchmark covering diverse tools and branching trajectories, which measures detection, fine-grained categorization, explanation, and cross-planner generalization in human-verified scenarios. Extensive experiments demonstrate consistent gains of the proposed guardrail over strong baselines on Pre-Exec Bench, and ablations further distill actionable practices, providing a practical template for safer agentic systems.

  • 14 authors
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Oct 10, 2025 2

DEER: A Benchmark for Evaluating Deep Research Agents on Expert Report Generation

Recent advances in large language models have enabled deep research systems that generate expert-level reports through multi-step reasoning and evidence-based synthesis. However, evaluating such reports remains challenging: report quality is multifaceted, making it difficult to determine what to assess and by what criteria; LLM-based judges may miss errors that require domain expertise to identify; and because deep research relies on retrieved evidence, report-wide claim verification is also necessary. To address these issues, we propose DEER, a benchmark for evaluating expert-level deep research reports. DEER systematizes evaluation criteria with an expert-developed taxonomy (7 dimensions, 25 subdimensions) operationalized as 101 fine-grained rubric items. We also provide task-specific Expert Evaluation Guidance to support LLM-based judging. Alongside rubric-based assessment, we propose a claim verification architecture that verifies both cited and uncited claims and quantifies evidence quality. Experiments show that while current deep research systems can produce structurally plausible reports that cite external evidence, there is room for improvement in fulfilling expert-level user requests and achieving logical completeness. Beyond simple performance comparisons, DEER makes system strengths and limitations interpretable and provides diagnostic signals for improvement.

LG-AI-Research LG AI Research
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Dec 19, 2025 1

Indoor Scene Generation from a Collection of Semantic-Segmented Depth Images

We present a method for creating 3D indoor scenes with a generative model learned from a collection of semantic-segmented depth images captured from different unknown scenes. Given a room with a specified size, our method automatically generates 3D objects in a room from a randomly sampled latent code. Different from existing methods that represent an indoor scene with the type, location, and other properties of objects in the room and learn the scene layout from a collection of complete 3D indoor scenes, our method models each indoor scene as a 3D semantic scene volume and learns a volumetric generative adversarial network (GAN) from a collection of 2.5D partial observations of 3D scenes. To this end, we apply a differentiable projection layer to project the generated 3D semantic scene volumes into semantic-segmented depth images and design a new multiple-view discriminator for learning the complete 3D scene volume from 2.5D semantic-segmented depth images. Compared to existing methods, our method not only efficiently reduces the workload of modeling and acquiring 3D scenes for training, but also produces better object shapes and their detailed layouts in the scene. We evaluate our method with different indoor scene datasets and demonstrate the advantages of our method. We also extend our method for generating 3D indoor scenes from semantic-segmented depth images inferred from RGB images of real scenes.

  • 4 authors
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Aug 20, 2021