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Di Yang

Publications and source records attributed to Di Yang.

At least 19 recordsLinked to original sources

HyCO: A Hybrid Neural Solver for Combinatorial Optimization

Sequential reinforcement learning (RL) solvers and global diffusion model (DM) solvers for neural combinatorial optimization exhibit complementary failure modes under an optimization-regret view. The former enjoys small marginal regret in the early construction stage, but suffers from horizon-wise compounding errors with super-linear regret growth; the latter avoids horizon compounding but incurs linear or sublinear regret w.r.t. the dimension of the remaining unsolved subspace. We propose Hybrid Neural Solver for Combinatorial Optimization (HyCO), a hybrid inference algorithm that constructs a solution prefix with an RL solver and adaptively switches to a conditional DM to complete the remaining decisions. To characterize why such hybridization helps, when to trigger the handover, and how to realize it in practice, we first develop a unified error-scaling theoretical framework and prove that, under explicit error-scaling assumptions, i) the hybrid structure achieves strictly lower expected regret than either backbone alone, and ii) there exists a unique optimal trigger step that minimizes the hybrid regret. We then design a lightweight adaptive trigger that combines policy entropy and RL-DM disagreement to detect trajectory-level signals of the regime shift as a practical proxy, since the optimal trigger step is defined at the expected-regret level and is not directly computable on individual trajectories. Experimental results on diverse benchmarks demonstrate that HyCO achieves consistent improvements over both backbones and support the empirical effectiveness of adaptive triggering.

cs.LG

MASQ: Mask-Aware Spatiotemporal Quantization for Unsupervised Skeleton Action Segmentation

Unsupervised skeleton-based temporal action segmentation is a crucial task for understanding human behavior in long untrimmed sequences. Recent approaches often rely on discrete quantization to discover action boundaries from motion representations. However, when spatial masking is introduced for representation learning, it can introduce representation ambiguity, while discrete quantization further amplifies small fluctuations in the latent space. The interaction between these two factors often leads to unstable code switching and severe temporal jitter near action boundaries.To address these limitations, we propose a novel Mask-aware Action Spatiotemporal Quantization (MASQ) framework. Our framework decouples the conflicting tasks of spatial feature inference and temporal smoothing.In the spatial dimension, we introduce a Joint-Level Structured Dropout (JLSD) mechanism that masks the entire temporal trajectory of selected joints, to encourage the model to learn discriminative inter-joint coordination patterns. In the temporal dimension, we design a mask-aware velocity loss that enforces motion consistency only on visible joints, that prevents gradient conflicts caused by masked signals and stabilizing temporal predictions. Extensive experiments on three widely used skeleton datasets, including HuGaDB, LARa, and BABEL, demonstrate that the proposed MASQ framework significantly outperforms existing state-of-the-art unsupervised methods. In particular, our model establishes a comprehensive and substantial leading advantage in the Mean over Frames accuracy.

cs.CV

FIS-OT: Feature-Induced Optimal Transport for Unsupervised Action Segmentation

Unsupervised action segmentation is a challenging task. It involves finding action categories and boundaries in videos without labels. Existing Optimal Transport (OT) methods use global constraints. This causes them to overlook the use of local information. Furthermore, existing Optimal transport architectures are prone to confirmation bias because they overly trust the pseudo-labels they generate. This causes models to learn from noise in the early training stages. To address these issues, we propose FIS-OT. It is a novel Feature-Induced Structured Optimal Transport framework. First, we introduce a Feature Enhanced Generator (FEG) module. It serves as an internal regularizer. By using triplet loss, FEG captures local consistency. It provides robust supervision that is independent of noisy pseudo-labels. Second, we propose a Feature-Induced Residual Structural Prior. This combines a fixed temporal backbone with dynamic feature similarities. This design ensures temporal continuity. It also allows the solver to adapt to complex action structures. Finally, we establish a cyclic optimization loop. This aligns local feature learning with global structural alignment. Extensive experiments on the three datasets show the effectiveness of our method.

cs.CV

GISAgentBench: A Practitioner-Sourced Benchmark for Evaluating LLM Agents on GIS Tasks

Geographic Information System (GIS) professionals rely on multi-step spatial analysis workflows to support decision-making in urban planning, disaster response, and environmental monitoring. The process is tedious, time-consuming, and error-prone. While recent large language model (LLM) agents equipped with external tools have the potential to automate geospatial analysis, their ability to perform realistic GIS workflows remains largely unexplored. Existing GIS agent benchmarking datasets are mostly drawn from textbooks, tutorials, or LLM-generated seeds and remain limited in size and trajectory depth. More importantly, none provides ground truth outputs. They therefore rely on surrogate signals such as code similarity, trajectory matching, or LLM and VLM judges, which can conflate workflow resemblance with task correctness. To address this gap, we introduce GISAgentBench, a benchmark of 349 multi-step GIS tasks curated from GIS Stack Exchange and instantiated on real public data across six selected geographic areas of interest. Each task ships with an executable reference trajectory and an exact ground truth output file, enabling strict, deterministic, tolerance-aware output matching beyond LLM judging. Evaluations of six LLM models reveal that realistic GIS workflows remain challenging: the best agent completes only 32.7% of tasks under strict tolerance-aware scoring, although most models produce outputs that are close to the ground truth.

cs.AI

Entity-Aware Sequence Transduction for Player-Centric Ball Action Spotting

Player-centric ball action spotting requires temporally precise event detection together with actor attribution in crowded, partially observed multi-agent sports videos. Existing Denoising Sequence Transduction (DST) baselines treat the player-role dimension as part of a flattened frame-level representation, which weakens the inductive bias for modeling player-specific temporal evolution and inter-player interactions. To address this limitation, we propose Multi-Entity Denoising Sequence Transduction (ME-DST). ME-DST keeps the role-slot dimension throughout encoding. It uses temporal attention to model the history of each role slot, and spatial attention to exchange information across role slots at each frame. This factorized design gives the model a direct structure for separating within-player evolution from inter-player context. We also add learnable role embeddings, tracking-derived tactical features, and fused visual predictions from X3D-L and Swin3D-S. Experiments on the FOOTPASS dataset show that ME-DST reaches a Micro F1 of 0.778. This improves the strongest official TAAD+DST baseline by 10.3 percentage points. Controlled ablations show that preserving the entity axis and encoding role identity are central to this gain. These results suggest that explicit entity modeling is an effective inductive bias for player-centric sports event understanding.

cs.CV

ABot-World-0: Infinite Interactive World Rollout on a Single Desktop GPU

We present ABot-World-0, an action-conditioned video world model for real-time, long-horizon closed-loop interaction, supported by a multi-source data infrastructure spanning AAA games, simulation engines, and internet videos to learn controllable world dynamics. WorldExplorer performs agent-driven collection guided by training feedback, while a unified pipeline applies 14 deterministic quality checks, VLM-based assessment, and synchronized action and text annotation. We progressively distill a bidirectional action-conditioned teacher into a causal student through teacher forcing and ODE distillation, and introduce LongForcing to align long student self-rollouts with an extended-horizon teacher, mitigating accumulated distribution shift and autoregressive drift. Raw keyboard actions provide a unified control interface for scene roaming and third-person character interaction, while reference-character memory provides persistent appearance cues for identity consistency during third-person rollouts. For deployment, we co-design a streaming inference stack with a lightweight VAE decoder, efficient attention, memory-aware scheduling, and low-bit DiT inference. Across optimized low-bit configurations, ABot-World-0 streams 720P video at up to 16 FPS on a single NVIDIA RTX 5090 desktop GPU, with 1.2s action-to-first-frame latency and approximately 19GiB peak VRAM. Experiments on WorldRoamBench and extended interactive rollouts demonstrate competitive controllability and coherent long-horizon world evolution.

cs.CV

ABot-AgentOS: A General Robotic Agent OS with Lifelong Multi-modal Memory

Recent VLM and VLA systems have improved robotic perception and action prediction, yet long-horizon embodied agents still require a general runtime layer for reasoning, memory, tool use, verification, and cross-embodiment execution. We present ABot-AgentOS, a general robotic Agent Operating System that sits above low-level controllers and provides a deliberative agent layer for scene-conditioned planning, context-isolated skill execution, multi-stage verification, multi-modal memory, and edge-cloud collaboration. To evaluate such systems, we introduce EmbodiedWorldBench, an executable benchmark with 16 indoor, outdoor, and hybrid scenes, four difficulty levels, and over 200 tasks involving navigation, object search, NPC dialogue, dynamic events, and trace-grounded scoring. ABot-AgentOS further introduces Universal Multi-modal Graph Memory, a persistent source-grounded substrate that converts dialogue, visual observations, spatial context, temporal relations, and task traces into typed nodes and edges. A failure-driven self-evolution loop converts diagnosed memory failures into gated runtime evo-assets that are promoted only to later evaluation splits, preventing current-split ground-truth leakage while enabling continual improvement. On an initial EmbodiedWorldBench subset, ABot-AgentOS improves over a single-controller baseline in both task success and goal completion. Across memory benchmarks, ABot-AgentOS Static achieves 87.5 on LoCoMo, 59.9 on OpenEQA EM-EQA, 88.6 on Mem-Gallery, and 76.5 Acc@All on NExT-QA; self-evolution further improves LoCoMo to 88.7, OpenEQA to 60.4, and Mem-Gallery to 89.0. These results suggest that a general Agent OS layer can improve long-horizon embodied execution while providing persistent, auditable memory for continual interaction.

cs.AI

SoccerNet 2026 Challenges Results

The SoccerNet 2026 Challenges constitute the sixth annual edition of the SoccerNet open benchmarking effort, dedicated to advancing computer vision research in sports video understanding. This year's challenges span five vision-based tasks: (1) Ball Action Anticipation, predicting the timing and class of ball-related actions within a short future window from a preceding observation window; (2) Player-Centric Ball Action Spotting, temporally localizing and classifying ball-related actions while assigning each action to the acting player through team affiliation and jersey number; (3) Novel View Synthesis, rendering images from unobserved camera poses in multi-view football scenes; (4) Spiideo SoccerNet Synloc, localizing athletes in real-world pitch coordinates from a single calibrated static-camera image; and (5) Visual Question Answering, answering multiple-choice questions about football broadcasts across text, image, and video inputs. For each task, participants were provided with annotated data, a unified evaluation protocol, and a public baseline. This edition saw broad participation, with 427 teams submitting 1,129 entries across the five tasks and 28 teams contributing reviewed technical reports. This paper describes each task and its evaluation protocol, presents the challenge leaderboards, and summarizes the leading submissions, with the aim of documenting the current state of each task as measured on held-out challenge data.

cs.CV

From General Actions to Domain-Specific Monitoring: Prior-Adaptive Transfer for Skeleton-Based Action Recognition

Skeleton-based action recognition models have recently shown strong performance on large-scale benchmarks with general actions. However, directly transferring them to domain-specific tasks e.g., healthcare monitoring, is often suboptimal, as such tasks are narrow in scope and may be relevant to only a subset of general motion priors. Moreover, not all pretrained motion patterns are equally useful for a specific task, and retaining less relevant components may hinder adaptation and increase computational cost. To address these challenges, we propose Prior-Adaptive Transfer of Skeletons (PATS), a framework that adapts general skeleton-based models by selectively retaining task-relevant motion priors while filtering redundant ones during transfer. PATS follows a standard pipeline that extracts skeleton signals from videos and employs a spatio-temporal backbone pre-trained on general actions. The key contribution lies in a novel Adaptive Prior Transfer module, which performs model compression as a prior selection mechanism through iterative pruning and refinement. Experiments on two specific action recognition tasks, Alzheimer's detection and fall detection, show consistent improvements in both performance and efficiency over competitive baselines. The code will be released upon acceptance.

cs.CV

T-MOR: Learning Motion-Aware Skeleton Representations for Human Action Recognition

Vision-language models such as CLIP have recently achieved strong performance on a wide range of visual understanding tasks. However, most existing models rely primarily on appearance-level supervision from images or videos, and do not explicitly model human motion, which is essential for fine-grained and human-centric action recognition task as actions are defined by temporally structured and physically grounded body movements. To address this problem, we propose Transferable skeleton MOtion Representation (T-MOR), a motion-aware framework that learns transferable action representations from skeleton sequences with the aid of video and language supervision during training. T-MOR adopts a multi-modal contrastive learning scheme that aligns skeleton motion with visual and textual representations, while performing inference using only lightweight skeleton inputs. To support large-scale pre-training, we construct PoseCap-1M, a new dataset that contains over one million synchronized video, skeleton, and text triplets covering diverse human activities. We evaluate T-MOR on a range of human-centric action recognition benchmarks, including action classification and frame-wise temporal detection. Experimental results show that T-MOR consistently improves performance across multiple datasets, such as Toyota Smarthome, Penn Action, UAV-Human, TSU, and Charades. In addition, T-MOR demonstrates strong generalization ability in few-shot and zero-shot settings, highlighting the effectiveness of motion-centric and embodied representations for transferable action understanding.

cs.CV

On determinantal formulas for hermitian random matrices

In this paper, we give a direct proof of determinantal formulas for connected $k$-point functions for hermitian matrix models. We also give a new proof of KP integrability for them. From the viewpoint of KP hierarchy, we further give a new proof of the explicit formula for the corresponding affine coordinates. Furthermore, duality for some hermitian matrix models is proved.

math-ph

Hairpin Vortices Extraction in Turbulent Boundary Layer Flows

Hairpin vortices are fundamental structures within turbulent boundary layers, playing a crucial role in energy dissipation, mixing, and momentum transport. However, accurately extracting these structures remains challenging due to their irregular shapes, varying scales, and entanglement with surrounding vortical structures. This paper presents a novel framework for the extraction of hairpin vortices from turbulent boundary layers. The method begins by identifying vortical regions and decomposing them into smaller segments using merge tree based segmentation. A novel bottom up rejoining approach is then introduced to group candidate segments according to the geometric and physical characteristics of hairpin vortices, resulting in regions that encompass complete hairpin vortex structures. These regions are subsequently refined and validated through skeleton analysis to detect the characteristic hairpin shape and are further confirmed using additional scalar based criteria. Finally, smooth enclosing surfaces are generated for effective visualization. To enable quantitative evaluation, reference hairpin vortices are extracted from several flow datasets and used as ground truth. Compared with existing approaches, the proposed method eliminates manual parameter tuning, reduces under and over segmentation, and significantly improves both accuracy and computational efficiency. Demonstrations on multiple turbulent flow cases show that the method is robust and effective for hairpin vortex extraction under varying boundary layer conditions.

cs.OH

Modeling Vehicle-Type-Specific Pedestrian Crash Avoidance Behavior in Safety-Critical Interactions Using Smooth-Mamba Deep Reinforcement Learning

As automated vehicles (AVs) increasingly share roadways with human-driven vehicles (HDVs), understanding how pedestrians respond to different vehicle types in safety-critical interactions is essential for the safe deployment of automated driving technologies. This study extracts safety-critical pedestrian-vehicle interactions from the Argoverse 2 dataset to capture real-world crash avoidance behaviors in encounters involving AVs and HDVs. To model vehicle-type-specific pedestrian crash avoidance behavior, we develop a Smooth-Mamba Deep Deterministic Policy Gradient framework, termed SMamba-DDPG, which integrates smooth action constraints with efficient temporal representation learning. To quantify pedestrian behavioral differences, the framework trains separate crash avoidance policies for pedestrian interactions with AVs and HDVs. Results show that SMamba-DDPG outperforms baseline reinforcement learning and supervised learning models in reproducing pedestrian crash avoidance behaviors. Reconstructed trajectories demonstrate strong behavioral realism, accurately reproducing crash avoidance kinematics in both AV and HDV scenarios. Reaction time analysis shows that the model captures human-like response delays and reveals that pedestrians respond more quickly to AVs than to HDVs. Counterfactual analysis further indicates that pedestrians adopt lower crossing speeds when interacting with AVs. Large-scale safety analysis of model-generated data revealed that pedestrian-AV interactions consistently yielded lower conflict rates and higher pedestrian yielding rates compared to pedestrian-HDV interactions. The findings highlight the importance of incorporating vehicle-type-specific pedestrian behavioral models for safer automated driving system design and more realistic traffic simulations in mixed-traffic environments.

cs.AI

On enumeration of $b$-angulations of surfaces from an integrability perspective

In this paper, we study generating series enumerating polygonal angulations of closed oriented surfaces of fixed genus, focusing on $b$-angulations with $b = 3$ or $b = 2\nu$, $\nu \geq 2$. Based on Toda integrability, we establish new structural results in the cases $b = 3$ and $b = 4$. Furthermore, via the Hodge--GUE correspondence, we derive a fine structure in the $b = 2\nu$ case, which implies a conjectural statement of Gharakhloo--Latimer.

math-ph

Assessing the Impact of Requirement Ambiguity on LLM-based Function-Level Code Generation

Software requirement ambiguity is ubiquitous in real-world development, stemming from the inherent imprecision of natural language and the varying interpretations of stakeholders. While Large Language Models (LLMs) have demonstrated impressive capabilities in generating code from precise specifications, such ambiguity poses a significant obstacle to reliable automated code generation. Existing benchmarks typically assume clear and unambiguous requirements, leaving an empirical gap in understanding how LLMs behave when faced with the inherent uncertainty of real-world software requirements. In this paper, we introduce Orchid, the first code generation benchmark specifically designed with ambiguous requirements. It comprises 1,304 function-level tasks covering four distinct types of ambiguity: lexical, syntactic, semantic, and vagueness. Leveraging this dataset, we conduct the first systematic empirical study to evaluate the impact of requirement ambiguity on LLM-based code generation. Our results demonstrate that ambiguity consistently degrades the performance of all evaluated LLMs, with the most pronounced negative effects observed in highly advanced models. Furthermore, we observe that LLMs frequently produce functionally divergent implementations for the same ambiguous requirement and lack the capability to identify or resolve such ambiguity autonomously. These findings reveal a significant performance gap between clear and ambiguous requirements, underscoring the urgent need for ambiguity-aware techniques in the next generation of automated software engineering tools. The Orchid benchmark is publicly available at https://huggingface.co/datasets/SII-YDD/Orchid.

cs.SE

FlowCoMotion: Text-to-Motion Generation via Token-Latent Flow Modeling

Text-to-motion generation is driven by learning motion representations for semantic alignment with language. Existing methods rely on either continuous or discrete motion representations. However, continuous representations entangle semantics with dynamics, while discrete representations lose fine-grained motion details. In this context, we propose FlowCoMotion, a novel motion generation framework that unifies both treatments from a modeling perspective. Specifically, FlowCoMotion employs token-latent coupling to capture both semantic content and high-fidelity motion details. In the latent branch, we apply multi-view distillation to regularize the continuous latent space, while in the token branch we use discrete temporal resolution quantization to extract high-level semantic cues. The motion latent is then obtained by combining the representations from the two branches through a token-latent coupling network. Subsequently, a velocity field is predicted based on the textual conditions. An ODE solver integrates this velocity field from a simple prior, thereby guiding the sample to the potential state of the target motion. Extensive experiments show that FlowCoMotion achieves competitive performance on text-to-motion benchmarks, including HumanML3D and SnapMoGen.

cs.CV

The Second Challenge on Cross-Domain Few-Shot Object Detection at NTIRE 2026: Methods and Results

Cross-domain few-shot object detection (CD-FSOD) remains a challenging problem for existing object detectors and few-shot learning approaches, particularly when generalizing across distinct domains. As part of NTIRE 2026, we hosted the second CD-FSOD Challenge to systematically evaluate and promote progress in detecting objects in unseen target domains under limited annotation conditions. The challenge received strong community interest, with 128 registered participants and a total of 696 submissions. Among them, 31 teams actively participated, and 19 teams submitted valid final results. Participants explored a wide range of strategies, introducing innovative methods that push the performance frontier under both open-source and closed-source tracks. This report presents a detailed overview of the NTIRE 2026 CD-FSOD Challenge, including a summary of the submitted approaches and an analysis of the final results across all participating teams. Challenge Codes: https://github.com/ohMargin/NTIRE2026_CDFSOD.

cs.CV

Genie Sim PanoRecon: Fast Immersive Scene Generation from Single-View Panorama

We present Genie Sim PanoRecon, a feed-forward Gaussian-splatting pipeline that delivers high-fidelity, low-cost 3D scenes for robotic manipulation simulation. The panorama input is decomposed into six non-overlapping cube-map faces, processed in parallel, and seamlessly reassembled. To guarantee geometric consistency across views, we devise a depth-aware fusion strategy coupled with a training-free depth-injection module that steers the monocular feed-forward network to generate coherent 3D Gaussians. The whole system reconstructs photo-realistic scenes in seconds and has been integrated into Genie Sim - a LLM-driven simulation platform for embodied synthetic data generation and evaluation - to provide scalable backgrounds for manipulation tasks. For code details, please refer to: https://github.com/AgibotTech/genie_sim/tree/main/source/geniesim_world.

cs.RO