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Chunjie Chen

Publications and source records attributed to Chunjie Chen.

11 recordsLinked to original sources

CineForge: Self-Improving Agents for Long-Horizon Video Generation

Long-horizon story-driven video generation requires a production agent to coordinate narrative decomposition, state tracking, shot design, prompt construction, rendering, and revision across interdependent scenes. Existing adaptive video systems primarily refine requests or reusable skills, leaving recurring production failures disconnected from persistent, stage-targeted improvements across stories. We introduce CineForge, a self-evolving video-production agent framework that couples CineForge-Produce for video generation with CineForge-Evolve for cross-story policy evolution. CineForge-Produce organizes each source story into typed narrative, character, spatial, and cinematic states, uses them to coordinate asset and clip generation, and records the process as a canonical production trajectory. CineForge-Evolve applies Case-to-Pattern-to-Policy Evolution (CPPE) to review trajectory evidence, consolidate recurrent findings into bounded stage-local patches, and deploy validated updates through structural replay and confidence-controlled paired evaluation. To measure complete story realization, we introduce CineScope, which combines a 100-script CineScope-Data suite with a human-aligned, multiscale CineScope-Metric spanning causal state, directorial orchestration, pacing and resource allocation, and character arc. Across CineScope-Data and two public benchmarks, the evolved CineForge policy improves CineScope-Metric from 4.024 to 4.380, outperforms three long-video baselines with consistent gains under ScriptAgent, and reduces review LLM calls by 37.0% on new stories. These results establish production trajectories as actionable experience for video agents that improve cumulatively across long-form storytelling tasks.

cs.CV

DrEM: Dual-Side Robust Ensemble Ranking from Noisy User Preference Predictions in Video Recommendation

Industrial video recommendation systems typically adopt a multi-stage architecture. At the ensemble ranking stage, multi-dimensional user preference predictions (pxtrs) from an upstream multi-task model are fused into a unified ranking score to reflect user satisfaction. Since users' true satisfaction is difficult to observe directly, ensemble ranking models commonly use pxtrs both as input features and as a source for constructing proxy preferences. However, as outputs of an upstream prediction model, pxtrs inevitably contain prediction noise, which propagates to downstream learning across two sides. On the supervision side, noisy pxtrs may flip proxy preferences and introduce erroneous gradients. On the feature side, pxtr noise may propagate through model inputs and destabilize ranking scores. Existing ensemble ranking methods typically treat pxtrs as reliable signals and overlook such prediction noise. To address this, we propose DrEM, a dual-side robust ensemble ranking framework. Our DrEM introduces a risk-denoising robust loss that corrects the empirical risk using estimated preference flip probability. Meanwhile, it samples perturbations from the distribution of prediction noise and introduces a preference-preserving ranking consistency regularizer to improve feature-side output stability. Theoretically, we obtain an approximate distribution of the prediction noise and prove that the robust loss remains superior under flip probability estimation error. Extensive offline experiments and large-scale online A/B tests demonstrate the effectiveness and robustness of our DrEM.

cs.IR

FlashEvaluator: Expanding Search Space with Parallel Sequence-Level Evaluation

The Generator-Evaluator (G-E) framework generates K candidate sequences and uses an evaluator to select the highest-scoring one, which is widely used in recommender systems (RecSys) and natural language processing (NLP). Existing evaluators commonly score candidates independently. Although such evaluations can be batched, independent scoring neither models interactions among candidates nor eliminates repeated computation of request-level context and recurring candidate elements, causing the total evaluation work to grow approximately linearly with K. To handle with, we propose FlashEvaluator, a joint evaluator that scores all candidate sequences in a single forward pass. FlashEvaluator factorizes evaluation into shared request-level encoding, reusable candidate-side computation, sequence assembly by indexing, and cross-sequence interaction for setwise comparison. We call this request-local reuse scheme QKV-Cache: inspired by autoregressive KV caching, it reuses context-side key/value representations across candidate sequences and, when candidate elements recur, reuses their request-conditioned representations on the query side. In repeated-item settings, the dominant item-encoding cost therefore depends on the number of distinct items rather than their total occurrences across sequences, reducing the marginal cost of evaluating additional candidates. We provide a computational analysis and evaluate FlashEvaluator on recommendation and text summarization. The results show lower latency and higher throughput with competitive recommendation and summarization quality. In an online deployment at Kuaishou with K=50, FlashEvaluator reduces inference latency by 44% and increases QPS by 114% relative to the production baseline, while yielding statistically significant gains in retention, engagement, and ecosystem metrics.

cs.IR

FlowTime: Towards Continuous Generative Watch Time Prediction via Flow-based Personalized Priors

Watch time has emerged as a pivotal metric for optimizing deep user engagement in short-video recommender systems. However, current methods of watch time prediction (WTP) suffer from inherent paradigm-specific limitations. Direct Regression faces mean-collapse due to unimodal Gaussian assumptions, while Ordinal Regression is hampered by quantization errors from rigid discretization. Similarly, Discrete Generative Regression struggles with high inference latency and heuristic vocabulary design. Beyond these specific flaws, a shared deficiency is the inability to capture the intrinsic multimodality and heterogeneity of User-Item Interaction Patterns. To address these challenges, we first revisit the WTP problem from a causal perspective and identify these user-specific patterns as structural confounders that modulate watch time outcomes, where identical interests manifest as distinct watch time outcomes conditioned on diverse user habits. Then, we formally propose a new (or the fourth) paradigm -- Continuous Generative Regression, and introduce FlowTime, a novel method utilizing a One-step Generative Variational Autoencoder. FlowTime effectively circumvents the latency of iterative denoising while maintaining the expressivity of continuous latent spaces. Furthermore, we design a Flow-based Personalized Prior that leverages NFs to warp a standard Gaussian prior into a complex, history-conditioned manifold, thereby enabling the adaptive modeling of multimodal interaction patterns. Finally, we build TimeRec, the first open-source WTP Library, alongside a novel personalization metric to establish a rigorous benchmarking standard. Extensive offline experiments and online A/B tests demonstrate FlowTime's significant superiority over SOTA methods.

cs.AI

DiffoR: A Unified Continuous Generative Framework for Universal Ordinal Regression

Ordinal Regression (OR) aims to predict target values with inherent order, underpinning critical applications across diverse domains, from recommender systems to computer vision. Though having evolved from naive regression to discretization-based classification and generation, existing paradigms remain fundamentally constrained by quantization artifacts and the lack of global ordinal topological perception. These methods typically enforce rigid boundary delineations, failing to capture the non-stationary semantic transitions inherent to ordinal data. In this paper, we propose a novel paradigm where OR is formulated as a Continuous Generative Ordinal Regression task. Under the novel paradigm, we introduce DiffOR, a unified framework that leverages diffusion models to recover continuous ordinal values via iterative denoising, thereby enabling the dynamic learning of soft semantic transitions. To explicitly preserve ordinal topology, we devise a Dual-Decoupling Strategy: Spatially, Multi-scale Increment Aggregation decomposes targets into hierarchical continuous increments; Temporally, Dynamic Denoising Perception synchronizes denoising steps with feature frequencies, ensuring robust coarse-to-fine refinement. Theoretically, we show that the proposed method can significantly enhance both representation capability and mechanistic interpretability. Extensive experiments on 12 benchmarks across four domains validate DiffOR's consistent superiority over state-of-the-art methods, establishing a new standard that demonstrates strong potential as a general-purpose solution for universal ordinal regression.

cs.LG

SkiP: When to Skip and When to Refine for Efficient Robot Manipulation

Previous imitation learning policies predict future actions at every control step, whether in smooth motion phases or precise, contact-rich operation phases. This uniform treatment is wasteful: most steps in a manipulation trajectory traverse free space and carry little task-relevant information, while a small fraction of \emph{key} steps around contacts, grasps, and alignment demand dense, high-resolution prediction. We propose a novel \emph{action relabeling} mechanism: at each timestep in a skip segment, we replace the behavior cloning target with the action at the entrance of the next key segment, enabling the policy to leap over redundant steps in a single decision. The resulting \textbf{Skip Policy (SkiP)} dynamically leaps over skip segments and intensively refines actions in key segments, within a single unified network requiring no learned skip planner or hierarchical structure. To automatically partition demonstrations into key and skip segments without manual annotation, we introduce \emph{Motion Spectrum Keying} (MSK), a fast, task-agnostic procedure that detects local motion complexity from action signals. Extensive experiments across 72 simulated manipulation tasks and three real-robot tasks show that SkiP reduces executed steps by $15$--$40\%$ while matching or improving success rates across various policy backbones. Project page: \texttt{https://pgq18.github.io/SkiP-page/}.

cs.RO

GraspView: Active Perception Scoring and Best-View Optimization for Robotic Grasping in Cluttered Environments

Robotic grasping is a fundamental capability for autonomous manipulation, yet remains highly challenging in cluttered environments where occlusion, poor perception quality, and inconsistent 3D reconstructions often lead to unstable or failed grasps. Conventional pipelines have widely relied on RGB-D cameras to provide geometric information, which fail on transparent or glossy objects and degrade at close range. We present GraspView, an RGB-only robotic grasping pipeline that achieves accurate manipulation in cluttered environments without depth sensors. Our framework integrates three key components: (i) global perception scene reconstruction, which provides locally consistent, up-to-scale geometry from a single RGB view and fuses multi-view projections into a coherent global 3D scene; (ii) a render-and-score active perception strategy, which dynamically selects next-best-views to reveal occluded regions; and (iii) an online metric alignment module that calibrates VGGT predictions against robot kinematics to ensure physical scale consistency. Building on these tailor-designed modules, GraspView performs best-view global grasping, fusing multi-view reconstructions and leveraging GraspNet for robust execution. Experiments on diverse tabletop objects demonstrate that GraspView significantly outperforms both RGB-D and single-view RGB baselines, especially under heavy occlusion, near-field sensing, and with transparent objects. These results highlight GraspView as a practical and versatile alternative to RGB-D pipelines, enabling reliable grasping in unstructured real-world environments.

cs.RO

RoVer: Robot Reward Model as Test-Time Verifier for Vision-Language-Action Model

Vision-Language-Action (VLA) models have become a prominent paradigm for embodied intelligence, yet further performance improvements typically rely on scaling up training data and model size -- an approach that is prohibitively expensive for robotics and fundamentally limited by data collection costs. We address this limitation with $\mathbf{RoVer}$, an embodied test-time scaling framework that uses a $\mathbf{Ro}$bot Process Reward Model (PRM) as a Test-Time $\mathbf{Ver}$ifier to enhance the capabilities of existing VLA models without modifying their architectures or weights. Specifically, RoVer (i) assigns scalar-based process rewards to evaluate the reliability of candidate actions, and (ii) predicts an action-space direction for candidate expansion/refinement. During inference, RoVer generates multiple candidate actions concurrently from the base policy, expands them along PRM-predicted directions, and then scores all candidates with PRM to select the optimal action for execution. Notably, by caching shared perception features, it can amortize perception cost and evaluate more candidates under the same test-time computational budget. Essentially, our approach effectively transforms available computing resources into better action decision-making, realizing the benefits of test-time scaling without extra training overhead. Our contributions are threefold: (1) a general, plug-and-play test-time scaling framework for VLAs; (2) a PRM that jointly provides scalar process rewards and an action-space direction to guide exploration; and (3) an efficient direction-guided sampling strategy that leverages a shared perception cache to enable scalable candidate generation and selection during inference.

cs.RO

Generative Regression Based Watch Time Prediction for Short-Video Recommendation

Watch time prediction (WTP) has emerged as a pivotal task in short video recommendation systems, designed to quantify user engagement through continuous interaction modeling. Predicting users' watch times on videos often encounters fundamental challenges, including wide value ranges and imbalanced data distributions, which can lead to significant estimation bias when directly applying regression techniques. Recent studies have attempted to address these issues by converting the continuous watch time estimation into an ordinal regression task. While these methods demonstrate partial effectiveness, they exhibit notable limitations: (1) the discretization process frequently relies on bucket partitioning, inherently reducing prediction flexibility and accuracy and (2) the interdependencies among different partition intervals remain underutilized, missing opportunities for effective error correction. Inspired by language modeling paradigms, we propose a novel Generative Regression (GR) framework that reformulates WTP as a sequence generation task. Our approach employs \textit{structural discretization} to enable nearly lossless value reconstruction while maintaining prediction fidelity. Through carefully designed vocabulary construction and label encoding schemes, each watch time is bijectively mapped to a token sequence. To mitigate the training-inference discrepancy caused by teacher-forcing, we introduce a \textit{curriculum learning with embedding mixup} strategy that gradually transitions from guided to free-generation modes. We evaluate our method against state-of-the-art approaches on two public datasets and one industrial dataset. We also perform online A/B testing on the Kuaishou App to confirm the real-world effectiveness. The results conclusively show that GR outperforms existing techniques significantly.

cs.LG

Hierarchically Constrained Adaptive Ad Exposure in Feeds

A contemporary feed application usually provides blended results of organic items and sponsored items~(ads) to users. Conventionally, ads are exposed at fixed positions. Such a static exposure strategy is inefficient due to ignoring users' personalized preferences towards ads. To this end, adaptive ad exposure has become an appealing strategy to boost the overall performance of the feed. However, existing approaches to implementing the adaptive ad exposure still suffer from several limitations: 1) they usually fall into sub-optimal solutions because of only focusing on request-level optimization without consideration of the long-term application-level performance and constraints, 2) they neglect the necessity of keeping the game-theoretical properties of ad auctions, which may lead to anarchy in bidding, and 3) they can hardly be deployed in large-scale applications due to high computational complexity. In this paper, we focus on long-term performance optimization under hierarchical constraints in feeds and formulate the adaptive ad exposure as a Dynamic Knapsack Problem. We propose an effective approach: Hierarchically Constrained Adaptive Ad Exposure~(HCA2E). We present that HCA2E possesses desired game-theoretical properties, computational efficiency, and performance robustness. Comprehensive offline and online experiments on a leading e-commerce application demonstrate the significant performance superiority of HCA2E over representative baselines. HCA2E has also been deployed on this application to serve millions of daily users.

cs.AI

Learning Adaptive Display Exposure for Real-Time Advertising

In E-commerce advertising, where product recommendations and product ads are presented to users simultaneously, the traditional setting is to display ads at fixed positions. However, under such a setting, the advertising system loses the flexibility to control the number and positions of ads, resulting in sub-optimal platform revenue and user experience. Consequently, major e-commerce platforms (e.g., Taobao.com) have begun to consider more flexible ways to display ads. In this paper, we investigate the problem of advertising with adaptive exposure: can we dynamically determine the number and positions of ads for each user visit under certain business constraints so that the platform revenue can be increased? More specifically, we consider two types of constraints: request-level constraint ensures user experience for each user visit, and platform-level constraint controls the overall platform monetization rate. We model this problem as a Constrained Markov Decision Process with per-state constraint (psCMDP) and propose a constrained two-level reinforcement learning approach to decompose the original problem into two relatively independent sub-problems. To accelerate policy learning, we also devise a constrained hindsight experience replay mechanism. Experimental evaluations on industry-scale real-world datasets demonstrate the merits of our approach in both obtaining higher revenue under the constraints and the effectiveness of the constrained hindsight experience replay mechanism.

cs.LG