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Alan Zhao

Publications and source records attributed to Alan Zhao.

At least 19 recordsLinked to original sources

WorldCycle: Self-Verifiable Reinforcement Learning for Long-Horizon Video World Models

Interactive video world models are essential for long-horizon planning and exploration, yet they suffer from compounding errors. Post-training methods such as reinforcement learning (RL) can improve these models, but they hit a verification bottleneck: for arbitrary action sequences, no ground-truth future state exists to measure long-term drift. Our key insight is that reversible action cycles make this verification possible: a sequence composed with its inverse must analytically return to the initial state, yielding annotation-free supervision on long-horizon correctness. Building on this, we introduce WorldCycle, a self-verifiable RL framework that constructs closed action cycles and their repeated executions from ordinary action sequences, and optimizes two complementary rewards: a spatial closure reward enforcing symmetry between mirrored forward and reverse segments, and a temporal consistency reward aligning states across repeated cycle executions. These rewards force the model to learn actions as consistent state operators rather than memorized temporal patterns, and extend naturally to out-of-distribution composite action cycles that the base model handles poorly. We further release CycleBench, a diagnostic benchmark for state-returning ability under complex action structures. WorldCycle reduces state returning drift by up to 44% and lifts composite-action accuracy nearly 4x over the base model, providing a vital foundation for physically grounded world models.

cs.AI

Scaling LLM Inference Beyond Amdahl`s Limits via Eliminating Non-Scalable Overheads

Deployers of online LLM services usually seek to maximize cluster-wide performance given a fixed number of GPUs. Tensor parallelism (TP) is necessary to fit modern models but scales sub-linearly as the TP degree t grows, due to cross-GPU communication and non-scalable runtime work, as predicted by Amdahl's Law. Conversely, increasing t improves memory efficiency and alleviates KV-cache contention and swapping. We identify and validate an empirical optimal TP degree t_e that balances these effects. We present Albireo, a parallel inference system that raises the attainable t_e by shrinking the non-scalable portion via overlap of scheduling and I/O with compute and sequence-parallel sampling, without changing model architectures. Across models and benchmarks, Albireo achieves up to 1.9x higher throughput, 48% lower latency, 28% higher GPU utilization, and 54% lower energy than vLLM; in production it yields up to 2x higher throughput.

cs.DC

SiDP: Memory-Efficient Data Parallelism for Offline LLM Inference

The rapid adoption of large language models (LLMs) has shifted a substantial portion of inference workloads into throughput-oriented offline regimes, where fully utilizing GPU compute requires large batch sizes. However, existing deployments face a structural tension. Data parallelism (DP) scales throughput well but replicates model weights, leaving limited GPU memory for key-value (KV) cache and constraining batch size. Model parallelism reduces per-device weights, but requires fine-grained synchronization that erodes DP's independence and scheduling flexibility. We present SiDP, a memory-efficient data-parallel paradigm for offline LLM inference that treats weights as a bandwidth-backed shared resource inside a DP group. Instead of storing the full model on every GPU, SiDP organizes weights as a distributed pool: each layer is owned by a single GPU, and other replicas access its weights on demand via two complementary execution modes: a Weight-as-a-Service (WaS) mode that streams remote weights over NVLink into a small cache in the large-batch regime, and a Compute-as-a-Service (CaS) mode that ships activations to owners in the small-batch tail. Evaluated on NVIDIA H20, H200, and B200 GPUs with Qwen3-32B, Qwen2.5-72B, and Llama-3.1-70B, SiDP increases usable KV capacity by up to 1.8x under the same configurations, and converts this into up to 1.5x higher end-to-end throughput over baselines (vLLM) for offline workloads.

cs.DC

WorldCraft: From Camera Navigation to Object Manipulation in Interactive Video World Models

Recent video-based world models have made pixel-space environments interactive at the camera level: users can navigate viewpoints while the model generates coherent visual continuations. Yet their action spaces remain incomplete: users can move the camera, but cannot act on individual objects. Since real-world interaction is inherently object-centric, such models remain closer to passive scene observers than truly manipulable environments. We present WorldCraft, a framework that expands interactive video world models from camera navigation to object-level trajectory actions. Given a user click and a sketched path, WorldCraft generates future frames in which the selected object follows the prescribed trajectory while the camera continues to navigate the scene. WorldCraft achieves this through a trajectory-centric control pipeline: First, Normalized World Trajectory (NWT) represents user-drawn motion in a camera-invariant world coordinate system and dynamically re-projects it under the current camera pose, separating object motion from camera-induced screen-space displacement; Spatial-Pathway LoRA (SP-LoRA) then injects this world-space signal through the model's spatial-control pathway, adding object manipulation capability while preserving the pretrained camera controller; finally, Trajectory-Anchored State Persistence (TASP) treats the world trajectory as a persistent spatial state and refreshes autoregressive memory after trajectory-conditioned generation, allowing moved objects to reappear at their updated positions after leaving the camera view. Experiments show that WorldCraft enables accurate object control, preserves the video-based world model's camera fidelity under camera-only evaluation, and maintains object state across long autoregressive rollouts with off-camera excursions.

cs.CV

EvalVerse: Pipeline-Aware and Expert-Calibrated Benchmarking for Professional Cinematic Video Generation

The rapid evolution of generative video foundation models has propelled the field toward professional-grade cinematic synthesis. To achieve such demanding quality, the community transitions towards Reinforcement Learning (RL) and agentic workflows. However, reliable evaluation has emerged as a critical bottleneck. Existing benchmarks predominantly evaluate ''whether it is right'' (basic prompt-following) while fundamentally neglecting ''whether it is good'' (cinematic quality, acting, and aesthetics). Furthermore, current automated metrics lack the domain-specific rigor required to provide trustworthy signals, creating a severe credibility gap between human aesthetic perception and machine scoring. To bridge this gap, we introduce EvalVerse, a comprehensive, pipeline-aware, and expert-calibrated evaluation framework. We treat video generation assessment not merely as an engineering task, but as a core scientific problem: the systematic digitization of subjective cinematic expertise. First, we organize domain knowledge into an evaluation taxonomy aligned with the professional filmmaking workflow (pre-production, production, and post-production). Second, we distill human expert judgments into a curated dataset with large-scale human annotations. Third, we inject this knowledge into Vision-Language Models (VLMs) through an expert-calibrated fine-tuning strategy, enabling the VLM to perform explicit Chain-of-Thought reasoning. Compared to previous works, EvalVerse not only retains compatibility with foundational ''rightness'' metrics, but also significantly expands the criteria to ''goodness'' and broaden the task coverage to complex multi-shot sequencing and audio-visual integration. Consequently, by providing granular diagnostic signals, EvalVerse transcends a static leaderboard and establishes a fundamental infrastructure for future work, such as reward models and evaluator agent.

cs.CV

CogOmniControl: Reasoning-Driven Controllable Video Generation via Creative Intent Cognition

Recent diffusion models achieve strong photorealism and fluency in video generation, yet remain fragile under abstract, sparse or complex conditions, leading to poor performance in professional production workflows such as storyboard sketches and clay render conditions. Existing video generation models, either inject conditions through adapters or couple a generic vision-language model (VLM) within a diffusion backbone, leaving a capability gap and failing to produce the videos that align with the user's creative intent. We present CogOmniControl, a reasoning-driven framework that factorizes controllable video generation into creative intent cognition and generation. Specifically, we train a specialized CogVLM using authentic anime production data. Compared to generic VLMs, it generates more professional and clear outputs, accurately cognizing user creative intent from sparse and abstract conditions and tuning these cues into dense reasoning output. Besides, CogOmniDiT unifies the controls from various conditions through in-context generation and is aligned to the CogVLM reasoning outputs via reinforcement learning. Furthermore, leveraging CogVLM's robust capability in guiding video generation, we release its potential in planning specific evaluators and enable a Best-of-N selection for the generated videos. This integration transforms the entire framework into a closed-loop "harness-like" architecture. We further introduce CogReasonBench and CogControlBench, built from professional workflows data that carry genuine creative intent rather than simulated ones. Experiments on two benchmarks show that CogOmniControl surpassed the existing open-source models. The project website: https://um-lab.github.io/CogOmniControl/

cs.CV

A Readiness-Driven Runtime for Pipeline-Parallel Training under Runtime Variability

Pipeline parallelism is a key technique for scaling large-model training, but modern workloads exhibit runtime variability in computation and communication. Existing pipeline systems typically consume static, profiled, or adaptively generated schedules as pre-committed execution orders. When realized task readiness diverges from the pre-committed order, stages may wait for not-yet-ready work even though other executable work is available, creating stage misalignment, idle bubbles, and reduced utilization. We present Runtime-Readiness-First Pipeline (RRFP), a readiness-driven runtime for pipeline-parallel training. RRFP changes how schedules are consumed at runtime: instead of treating a schedule as a sequence that stages must wait to follow, it treats the schedule as a non-binding hint order for ranking currently ready work. To support this model, RRFP combines message-driven asynchronous communication, lightweight tensor-parallel coordination for collective consistency, and ready-set arbitration for low-overhead dispatch. We implement RRFP in a Megatron-based training framework and evaluate it on language-only and multimodal workloads at up to 128 GPUs. RRFP improves over fixed-order pipeline baselines across all settings. Using the BFW hint, RRFP achieves up to 1.77$\times$ speedup on language-only workloads and up to 2.77$\times$ on multimodal workloads. In cross-framework comparisons, RRFP with the default BF hint outperforms the faster available external system by up to 1.84$\times$ while preserving training correctness.

cs.DC

Micro-Macro Retrieval: Reducing Long-Form Hallucination in Large Language Models

Large Language Models (LLMs) achieve impressive performance across many tasks but remain prone to hallucination, especially in long-form generation where redundant retrieved contexts and lengthy reasoning chains amplify factual errors. Recent studies highlight a critical phenomenon: the closer key information appears to the model outputs, the higher the factual accuracy. However, existing retrieval-augmented language models (RALMs) lack effective mechanisms to ensure this proximity - external evidence is injected into reasoning via multi-turn retrieval, but this cannot ensure key information stays close to the outputs. We propose Micro-Macro Retrieval (M2R), a novel retrieve-while-generate framework to fill this gap. At the macro level, M2R retrieves coarse-grained evidence from external sources; at the micro level, it extracts essential results from a key information repository built during reasoning and reuses them while generating answers. This design directly addresses the key-information-to-output proximity bottleneck, effectively reducing hallucination in long-form tasks. M2R is trained with a curriculum learning-based reinforcement learning strategy using customized rule-based rewards, enabling stable acquisition of retrieval and grounding skills. Extensive experiments across different benchmarks demonstrate the effectiveness of M2R, especially in lengthy-context settings.

cs.CL

ShotVerse: Advancing Cinematic Camera Control for Text-Driven Multi-Shot Video Creation

Text-driven video generation has democratized film creation, but camera control in cinematic multi-shot scenarios remains a significant block. Implicit textual prompts lack precision, while explicit trajectory conditioning imposes prohibitive manual overhead and often triggers execution failures in current models. To overcome this bottleneck, we propose a data-centric paradigm shift, positing that aligned (Caption, Trajectory, Video) triplets form an inherent joint distribution that can connect automated plotting and precise execution. Guided by this insight, we present ShotVerse, a ``Plan-then-Control'' framework that decouples generation into two collaborative agents: a VLM (Vision-Language Model)-based Planner that leverages spatial priors to obtain cinematic, globally aligned trajectories from text, and a Controller that renders these trajectories into multi-shot video content via a camera adapter. Central to our approach is the construction of a data foundation: we design an automated multi-shot camera calibration pipeline aligns disjoint single-shot trajectories into a unified global coordinate system. This facilitates the curation of ShotVerse-Bench, a high-fidelity cinematic dataset with a three-track evaluation protocol that serves as the bedrock for our framework. Extensive experiments demonstrate that ShotVerse effectively bridges the gap between unreliable textual control and labor-intensive manual plotting, achieving superior cinematic aesthetics and generating multi-shot videos that are both camera-accurate and cross-shot consistent.

cs.CV

Place-it-R1: Unlocking Environment-aware Reasoning Potential of MLLM for Video Object Insertion

Video object insertion is fundamental to video editing, yet existing diffusion methods often produce visually plausible but physically inconsistent results. We present Place-it-R1, an end-to-end framework for physically plausible video object insertion driven by environment-aware MLLM reasoning. Rather than treating reasoning as a generic text prompt, Place-it-R1 uses the MLLM to analyze the target environment, infer object-scene interactions, and determine where an insertion is physically valid. The resulting reasoning is translated into two complementary forms of guidance for video diffusion: semantic guidance that describes the intended physical interaction and spatial guidance that provides a valid insertion region in each frame. To further align generation with local physical realism, we introduce Spatial Direct Preference Optimization, which leverages an MLLM to rank generated candidates, and introduces a region-aware preference objective that explicitly localizes physical-violation penalties to the inserted-object region. Place-it-R1 further offers flexible and standard modes to trade off environment adaptation and scene preservation. Extensive experiments show that Place-it-R1 produces more physically coherent and visually natural insertions than state-of-the-art methods and achieves competitive results against commercial systems.

cs.CV

Make-It-Poseable: Feed-forward Latent Posing Model for 3D Characters

Posing 3D characters is a fundamental task in computer graphics. However, existing paradigms, ranging from traditional auto-rigging to recent pose-conditioned generative models, frequently struggle with inaccurate skinning weights, fixed mesh topologies, and poor pose conformance. These challenges have become particularly pronounced with the recent explosion of AI-generated 3D assets, which often exhibit flawed structures and fused geometry. To address these issues, we introduce \textbf{Make-It-Poseable}, a novel feed-forward framework that reformulates character posing as a skinning-free latent-space transformation problem. By decoupling shape deformation from the constraints of fixed mesh connectivity, our method directly operates on compact latent representations to reconstruct characters in target poses. To achieve this, our framework integrates a latent posing transformer for shape manipulation, a dense pose representation for fine-grained control, and an adaptive completion module optimized via a bipartite-matched latent loss to robustly handle topological changes. Extensive experiments demonstrate that our method significantly outperforms existing baselines in posing quality. Furthermore, our design shows promising generalization to diverse morphologies such as quadrupeds in our qualitative tests, and supports various 3D authoring applications such as part replacement and refinement.

cs.CV

Ambiguity Awareness Optimization: Towards Semantic Disambiguation for Direct Preference Optimization

Direct Preference Optimization (DPO) is a widely used reinforcement learning from human feedback (RLHF) method across various domains. Recent research has increasingly focused on the role of token importance in improving DPO effectiveness. It is observed that identical or semantically similar content (defined as ambiguous content) frequently appears within the preference pairs. We hypothesize that the presence of ambiguous content during DPO training may introduce ambiguity, thereby limiting further improvements in alignment. Through mathematical analysis and proof-of-concept experiments, we reveal that ambiguous content may potentially introduce ambiguities, thereby degrading performance. To address this issue, we introduce Ambiguity Awareness Optimization (AAO), a simple yet effective approach that automatically re-weights ambiguous content to reduce ambiguities by calculating semantic similarity from preference pairs. Through extensive experiments, we demonstrate that AAO consistently and significantly surpasses state-of-the-art approaches in performance, without markedly increasing response length, across multiple model scales and widely adopted benchmark datasets, including AlpacaEval 2, MT-Bench, and Arena-Hard. Specifically, AAO outperforms DPO by up to 8.9 points on AlpacaEval 2 and achieves an improvement of by up to 15.0 points on Arena-Hard.

cs.CL

The $\rho$-Fourier transform

Let $G$ be a reductive group over a local field $F$ and let $\rho:{}^LG \to \mathrm{GL}_{V_{\rho}}(\mathbb{C})$ be a representation of its $L$-group satisfying suitable assumptions. Braverman, Kazhdan and Ng\^o conjectured that one has a $\rho$-Fourier transform on $L^2(G(F))$ and a $\rho$-Schwartz space $\mathcal{S}_{\rho}(G(F))<L^2(G(F))$ fixed under the Fourier transform that satisfies certain desiderata. We construct the Fourier transform for arbitrary fields. Over non-Archimedean fields we construct the Schwartz space, and in the Archimedean case we construct an approximation to it. This proves a large portion of their conjectures. Our methods are spectral in nature.

math.NT

Modulation groups

Conjectures of Braverman and Kazhdan, Ng\^o and Sakellaridis have motivated the development of Schwartz spaces for certain spherical varieties. We prove that under suitable assumptions these Schwartz spaces are naturally a representation of a group that we christen the modulation group. This provides a broad generalization of the defining representation of the metaplectic group. The example of a vector space and the zero locus of a quadric cone in an even number of variables are discussed in detail. In both of these cases the modulation group is closely related to algebraic groups, and we propose a conjectural method of linking modulation groups to ind-algebraic groups in general. At the end of the paper we discuss adelization and the relationship between representations of modulation groups and the Poisson summation conjecture.

math.NT

AIMMerging: Adaptive Iterative Model Merging Using Training Trajectories for Language Model Continual Learning

Continual learning (CL) is essential for deploying large language models (LLMs) in dynamic real-world environments without the need for costly retraining. Recent model merging-based methods have attracted significant attention, but they still struggle to effectively manage the trade-off between learning new knowledge and preventing forgetting, a challenge largely stemming from suboptimal number of merges and merging frequency. In this paper, we introduce Adaptive Iterative Model Merging (AimMerging), a novel CL framework that utilizes learning and forgetting signals from the training trajectory to dynamically monitor the model's training status. Guided by dynamic monitoring, the training trajectory-guided merge controller adaptively determines the timing and frequency of iterative fusion, while the rehearsal-based knowledge fusion module computes the merging weights and executes the fusion. Comprehensive experiments on three CL benchmarks with various model sizes (from 770M to 13B) demonstrate that AimMerging achieves significant performance improvements over existing state-of-the-art methods, with an average relative improvement of 80% and 59% on FWT and BWT, respectively. The source code is provided for reproducibility.

cs.CL

Pusa V1.0: Unlocking Temporal Control in Pretrained Video Diffusion Models via Vectorized Timestep Adaptation

The rapid advancement of video diffusion models has been hindered by fundamental limitations in temporal modeling, particularly the rigid synchronization of frame evolution imposed by conventional scalar timestep variables. While task-specific adaptations and autoregressive models have sought to address these challenges, they remain constrained by computational inefficiency, catastrophic forgetting, or narrow applicability. In this work, we present \textbf{Pusa} V1.0, a versatile model that leverages \textbf{vectorized timestep adaptation (VTA)} to enable fine-grained temporal control within a unified video diffusion framework. Note that VTA is a non-destructive adaptation, which means that it fully preserves the capabilities of the base model. Unlike conventional methods like Wan-I2V, which finetune a base text-to-video (T2V) model with abundant resources to do image-to-video (I2V), we achieve comparable results in a zero-shot manner after an ultra-efficient finetuning process based on VTA. Moreover, this method also unlocks many other zero-shot capabilities simultaneously, such as start-end frames and video extension -- all without task-specific training. Meanwhile, it keeps the T2V capability from the base model. Mechanistic analyses also reveal that our approach preserves the foundation model's generative priors while surgically injecting temporal dynamics, avoiding the combinatorial explosion inherent to the vectorized timestep. This work establishes a scalable, efficient, and versatile paradigm for next-generation video synthesis, democratizing high-fidelity video generation for research and industry alike.

cs.CV

Crab: A Unified Audio-Visual Scene Understanding Model with Explicit Cooperation

In recent years, numerous tasks have been proposed to encourage model to develop specified capability in understanding audio-visual scene, primarily categorized into temporal localization, spatial localization, spatio-temporal reasoning, and pixel-level understanding. Instead, human possesses a unified understanding ability for diversified tasks. Therefore, designing an audio-visual model with general capability to unify these tasks is of great value. However, simply joint training for all tasks can lead to interference due to the heterogeneity of audiovisual data and complex relationship among tasks. We argue that this problem can be solved through explicit cooperation among tasks. To achieve this goal, we propose a unified learning method which achieves explicit inter-task cooperation from both the perspectives of data and model thoroughly. Specifically, considering the labels of existing datasets are simple words, we carefully refine these datasets and construct an Audio-Visual Unified Instruction-tuning dataset with Explicit reasoning process (AV-UIE), which clarifies the cooperative relationship among tasks. Subsequently, to facilitate concrete cooperation in learning stage, an interaction-aware LoRA structure with multiple LoRA heads is designed to learn different aspects of audiovisual data interaction. By unifying the explicit cooperation across the data and model aspect, our method not only surpasses existing unified audio-visual model on multiple tasks, but also outperforms most specialized models for certain tasks. Furthermore, we also visualize the process of explicit cooperation and surprisingly find that each LoRA head has certain audio-visual understanding ability. Code and dataset: https://github.com/GeWu-Lab/Crab

cs.CV

3D Dynamic Fluid Assets from Single-View Videos with Generative Gaussian Splatting

While the generation of 3D content from single-view images has been extensively studied, the creation of physically consistent 3D dynamic scenes from videos remains in its early stages. We propose a novel framework leveraging generative 3D Gaussian Splatting (3DGS) models to extract and re-simulate 3D dynamic fluid objects from single-view videos using simulation methods. The fluid geometry represented by 3DGS is initially generated and optimized from single-view images, then denoised, densified, and aligned across frames. We estimate the fluid surface velocity using optical flow, propose a mainstream extraction algorithm to refine it. The 3D volumetric velocity field is then derived from the velocity of the fluid's enclosed surface. The velocity field is therewith converted into a divergence-free, grid-based representation, enabling the optimization of simulation parameters through its differentiability across frames. This process outputs simulation-ready fluid assets with physical dynamics closely matching those observed in the source video. Our approach is applicable to various liquid fluids, including inviscid and viscous types, and allows users to edit the output geometry or extend movement durations seamlessly. This automatic method for creating 3D dynamic fluid assets from single-view videos, easily obtainable from the internet, shows great potential for generating large-scale 3D fluid assets at a low cost.

cs.GR