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Hanlin Wang

Publications and source records attributed to Hanlin Wang.

35 records · Page 2Linked to original sources

Scaling Instruction-Based Video Editing with a High-Quality Synthetic Dataset

Instruction-based video editing promises to democratize content creation, yet its progress is severely hampered by the scarcity of large-scale, high-quality training data. We introduce Ditto, a holistic framework designed to tackle this fundamental challenge. At its heart, Ditto features a novel data generation pipeline that fuses the creative diversity of a leading image editor with an in-context video generator, overcoming the limited scope of existing models. To make this process viable, our framework resolves the prohibitive cost-quality trade-off by employing an efficient, distilled model architecture augmented by a temporal enhancer, which simultaneously reduces computational overhead and improves temporal coherence. Finally, to achieve full scalability, this entire pipeline is driven by an intelligent agent that crafts diverse instructions and rigorously filters the output, ensuring quality control at scale. Using this framework, we invested over 12,000 GPU-days to build Ditto-1M, a new dataset of one million high-fidelity video editing examples. We trained our model, Editto, on Ditto-1M with a curriculum learning strategy. The results demonstrate superior instruction-following ability and establish a new state-of-the-art in instruction-based video editing.

cs.CV↗

HoloCine: Holistic Generation of Cinematic Multi-Shot Long Video Narratives

State-of-the-art text-to-video models excel at generating isolated clips but fall short of creating the coherent, multi-shot narratives, which are the essence of storytelling. We bridge this "narrative gap" with HoloCine, a model that generates entire scenes holistically to ensure global consistency from the first shot to the last. Our architecture achieves precise directorial control through a Window Cross-Attention mechanism that localizes text prompts to specific shots, while a Sparse Inter-Shot Self-Attention pattern (dense within shots but sparse between them) ensures the efficiency required for minute-scale generation. Beyond setting a new state-of-the-art in narrative coherence, HoloCine develops remarkable emergent abilities: a persistent memory for characters and scenes, and an intuitive grasp of cinematic techniques. Our work marks a pivotal shift from clip synthesis towards automated filmmaking, making end-to-end cinematic creation a tangible future. Our code is available at: https://holo-cine.github.io/.

cs.CV↗

Exploring Large Language Models in Resolving Environment-Related Crash Bugs: Localizing and Repairing

Software crash bugs cause unexpected program behaviors or even abrupt termination, thus demanding immediate resolution. However, resolving crash bugs can be challenging due to their complex root causes, which can originate from issues in the source code or external factors like third-party library dependencies. Large language models (LLMs) have shown promise in software engineering tasks. However, existing research predominantly focuses on the capability of LLMs to localize and repair code-related crash bugs, leaving their effectiveness in resolving environment-related crash bugs in real-world software unexplored. To fill this gap, we conducted the first comprehensive study to assess the capability of LLMs in resolving real-world environment-related crash bugs. We first systematically compare LLMs' performance in resolving code-related and environment-related crash bugs with varying levels of crash contextual information. Our findings reveal that localization is the primary challenge for resolving code-related crashes, while repair poses a greater challenge for environment-related crashes. Furthermore, we investigate the impact of different prompt strategies on improving the resolution of environment-related crash bugs, incorporating different prompt templates and multi-round interactions. Building on this, we further explore an advanced active inquiry prompting strategy leveraging the self-planning capabilities of LLMs. Based on these explorations, we propose IntDiagSolver, an interactive methodology designed to enable precise crash bug resolution through ongoing engagement with LLMs. Extensive evaluations of IntDiagSolver across multiple LLMs (including GPT-3.5, GPT-4, Claude, CodeLlama, DeepSeek-R1, and Qwen-3-Coder) demonstrate consistent improvements in resolution accuracy, with substantial enhancements ranging from 9.1% to 43.3% in localization and 9.1% to 53.3% in repair.

cs.SE↗

STeCa: Step-level Trajectory Calibration for LLM Agent Learning

Large language model (LLM)-based agents have shown promise in tackling complex tasks by interacting dynamically with the environment. Existing work primarily focuses on behavior cloning from expert demonstrations or preference learning through exploratory trajectory sampling. However, these methods often struggle to address long-horizon tasks, where suboptimal actions accumulate step by step, causing agents to deviate from correct task trajectories. To address this, we highlight the importance of timely calibration and the need to automatically construct calibration trajectories for training agents. We propose Step-Level Trajectory Calibration (STeCa), a novel framework for LLM agent learning. Specifically, STeCa identifies suboptimal actions through a step-level reward comparison during exploration. It constructs calibrated trajectories using LLM-driven reflection, enabling agents to learn from improved decision-making processes. We finally leverage these calibrated trajectories with successful trajectories for reinforced training. Extensive experiments demonstrate that STeCa significantly outperforms existing methods. Further analysis highlights that timely calibration enables agents to complete tasks with greater robustness. Our code and data are available at https://github.com/WangHanLinHenry/STeCa.

cs.LG↗

SPA-RL: Reinforcing LLM Agents via Stepwise Progress Attribution

Reinforcement learning (RL) holds significant promise for training LLM agents to handle complex, goal-oriented tasks that require multi-step interactions with external environments. However, a critical challenge when applying RL to these agentic tasks arises from delayed rewards: feedback signals are typically available only after the entire task is completed. This makes it non-trivial to assign delayed rewards to earlier actions, providing insufficient guidance regarding environmental constraints and hindering agent training. In this work, we draw on the insight that the ultimate completion of a task emerges from the cumulative progress an agent makes across individual steps. We propose Stepwise Progress Attribution (SPA), a general reward redistribution framework that decomposes the final reward into stepwise contributions, each reflecting its incremental progress toward overall task completion. To achieve this, we train a progress estimator that accumulates stepwise contributions over a trajectory to match the task completion. During policy optimization, we combine the estimated per-step contribution with a grounding signal for actions executed in the environment as the fine-grained, intermediate reward for effective agent training. Extensive experiments on common agent benchmarks (including Webshop, ALFWorld, and VirtualHome) demonstrate that SPA consistently outperforms the state-of-the-art method in both success rate (+2.5\% on average) and grounding accuracy (+1.9\% on average). Further analyses demonstrate that our method remarkably provides more effective intermediate rewards for RL training. Our code is available at https://github.com/WangHanLinHenry/SPA-RL-Agent.

cs.CL↗

GGBond: Growing Graph-Based AI-Agent Society for Socially-Aware Recommender Simulation

Current personalized recommender systems predominantly rely on static offline data for algorithm design and evaluation, significantly limiting their ability to capture long-term user preference evolution and social influence dynamics in real-world scenarios. To address this fundamental challenge, we propose a high-fidelity social simulation platform integrating human-like cognitive agents and dynamic social interactions to realistically simulate user behavior evolution under recommendation interventions. Specifically, the system comprises a population of Sim-User Agents, each equipped with a five-layer cognitive architecture that encapsulates key psychological mechanisms, including episodic memory, affective state transitions, adaptive preference learning, and dynamic trust-risk assessments. In particular, we innovatively introduce the Intimacy--Curiosity--Reciprocity--Risk (ICR2) motivational engine grounded in psychological and sociological theories, enabling more realistic user decision-making processes. Furthermore, we construct a multilayer heterogeneous social graph (GGBond Graph) supporting dynamic relational evolution, effectively modeling users' evolving social ties and trust dynamics based on interest similarity, personality alignment, and structural homophily. During system operation, agents autonomously respond to recommendations generated by typical recommender algorithms (e.g., Matrix Factorization, MultVAE, LightGCN), deciding whether to consume, rate, and share content while dynamically updating their internal states and social connections, thereby forming a stable, multi-round feedback loop. This innovative design transcends the limitations of traditional static datasets, providing a controlled, observable environment for evaluating long-term recommender effects.

cs.MA↗

Contextual AD Narration with Interleaved Multimodal Sequence

The Audio Description (AD) task aims to generate descriptions of visual elements for visually impaired individuals to help them access long-form video content, like movies. With video feature, text, character bank and context information as inputs, the generated ADs are able to correspond to the characters by name and provide reasonable, contextual descriptions to help audience understand the storyline of movie. To achieve this goal, we propose to leverage pre-trained foundation models through a simple and unified framework to generate ADs with interleaved multimodal sequence as input, termed as Uni-AD. To enhance the alignment of features across various modalities with finer granularity, we introduce a simple and lightweight module that maps video features into the textual feature space. Moreover, we also propose a character-refinement module to provide more precise information by identifying the main characters who play more significant roles in the video context. With these unique designs, we further incorporate contextual information and a contrastive loss into our architecture to generate smoother and more contextually appropriate ADs. Experiments on multiple AD datasets show that Uni-AD performs well on AD generation, which demonstrates the effectiveness of our approach. Our code is available at: https://github.com/ant-research/UniAD.

cs.CV↗

Kernel-Based Enhanced Oversampling Method for Imbalanced Classification

This paper introduces a novel oversampling technique designed to improve classification performance on imbalanced datasets. The proposed method enhances the traditional SMOTE algorithm by incorporating convex combination and kernel-based weighting to generate synthetic samples that better represent the minority class. Through experiments on multiple real-world datasets, we demonstrate that the new technique outperforms existing methods in terms of F1-score, G-mean, and AUC, providing a robust solution for handling imbalanced datasets in classification tasks.

cs.LG↗

LeviTor: 3D Trajectory Oriented Image-to-Video Synthesis

The intuitive nature of drag-based interaction has led to its growing adoption for controlling object trajectories in image-to-video synthesis. Still, existing methods that perform dragging in the 2D space usually face ambiguity when handling out-of-plane movements. In this work, we augment the interaction with a new dimension, i.e., the depth dimension, such that users are allowed to assign a relative depth for each point on the trajectory. That way, our new interaction paradigm not only inherits the convenience from 2D dragging, but facilitates trajectory control in the 3D space, broadening the scope of creativity. We propose a pioneering method for 3D trajectory control in image-to-video synthesis by abstracting object masks into a few cluster points. These points, accompanied by the depth information and the instance information, are finally fed into a video diffusion model as the control signal. Extensive experiments validate the effectiveness of our approach, dubbed LeviTor, in precisely manipulating the object movements when producing photo-realistic videos from static images. Our code is available at: https://github.com/ant-research/LeviTor.

cs.CV↗

Learning Human Skill Generators at Key-Step Levels

We are committed to learning human skill generators at key-step levels. The generation of skills is a challenging endeavor, but its successful implementation could greatly facilitate human skill learning and provide more experience for embodied intelligence. Although current video generation models can synthesis simple and atomic human operations, they struggle with human skills due to their complex procedure process. Human skills involve multi-step, long-duration actions and complex scene transitions, so the existing naive auto-regressive methods for synthesizing long videos cannot generate human skills. To address this, we propose a novel task, the Key-step Skill Generation (KS-Gen), aimed at reducing the complexity of generating human skill videos. Given the initial state and a skill description, the task is to generate video clips of key steps to complete the skill, rather than a full-length video. To support this task, we introduce a carefully curated dataset and define multiple evaluation metrics to assess performance. Considering the complexity of KS-Gen, we propose a new framework for this task. First, a multimodal large language model (MLLM) generates descriptions for key steps using retrieval argument. Subsequently, we use a Key-step Image Generator (KIG) to address the discontinuity between key steps in skill videos. Finally, a video generation model uses these descriptions and key-step images to generate video clips of the key steps with high temporal consistency. We offer a detailed analysis of the results, hoping to provide more insights on human skill generation. All models and data are available at https://github.com/MCG-NJU/KS-Gen.

cs.CV↗

AniDoc: Animation Creation Made Easier

The production of 2D animation follows an industry-standard workflow, encompassing four essential stages: character design, keyframe animation, in-betweening, and coloring. Our research focuses on reducing the labor costs in the above process by harnessing the potential of increasingly powerful generative AI. Using video diffusion models as the foundation, AniDoc emerges as a video line art colorization tool, which automatically converts sketch sequences into colored animations following the reference character specification. Our model exploits correspondence matching as an explicit guidance, yielding strong robustness to the variations (e.g., posture) between the reference character and each line art frame. In addition, our model could even automate the in-betweening process, such that users can easily create a temporally consistent animation by simply providing a character image as well as the start and end sketches. Our code is available at: https://yihao-meng.github.io/AniDoc_demo.

cs.CV↗

PDPP: Projected Diffusion for Procedure Planning in Instructional Videos

In this paper, we study the problem of procedure planning in instructional videos, which aims to make a plan (i.e. a sequence of actions) given the current visual observation and the desired goal. Previous works cast this as a sequence modeling problem and leverage either intermediate visual observations or language instructions as supervision to make autoregressive planning, resulting in complex learning schemes and expensive annotation costs. To avoid intermediate supervision annotation and error accumulation caused by planning autoregressively, we propose a diffusion-based framework, coined as PDPP, to directly model the whole action sequence distribution with task label as supervision instead. Our core idea is to treat procedure planning as a distribution fitting problem under the given observations, thus transform the planning problem to a sampling process from this distribution during inference. The diffusion-based modeling approach also effectively addresses the uncertainty issue in procedure planning. Based on PDPP, we further apply joint training to our framework to generate plans with varying horizon lengths using a single model and reduce the number of training parameters required. We instantiate our PDPP with three popular diffusion models and investigate a series of condition-introducing methods in our framework, including condition embeddings, MoEs, two-stage prediction and Classifier-Free Guidance strategy. Finally, we apply our PDPP to the Visual Planners for human Assistance problem which requires the goal specified in natural language rather than visual observation. We conduct experiments on challenging datasets of different scales and our PDPP model achieves the state-of-the-art performance on multiple metrics, even compared with those strongly-supervised counterparts. These results further demonstrates the effectiveness and generalization ability of our model.

cs.CV↗

E2CL: Exploration-based Error Correction Learning for Embodied Agents

Language models are exhibiting increasing capability in knowledge utilization and reasoning. However, when applied as agents in embodied environments, they often suffer from misalignment between their intrinsic knowledge and environmental knowledge, leading to infeasible actions. Traditional environment alignment methods, such as supervised learning on expert trajectories and reinforcement learning, encounter limitations in covering environmental knowledge and achieving efficient convergence, respectively. Inspired by human learning, we propose Exploration-based Error Correction Learning (E2CL), a novel framework that leverages exploration-induced errors and environmental feedback to enhance environment alignment for embodied agents. E2CL incorporates teacher-guided and teacher-free explorations to gather environmental feedback and correct erroneous actions. The agent learns to provide feedback and self-correct, thereby enhancing its adaptability to target environments. Extensive experiments in the VirtualHome environment demonstrate that E2CL-trained agents outperform those trained by baseline methods and exhibit superior self-correction capabilities.

cs.CL↗

Open-Event Procedure Planning in Instructional Videos

Given the current visual observations, the traditional procedure planning task in instructional videos requires a model to generate goal-directed plans within a given action space. All previous methods for this task conduct training and inference under the same action space, and they can only plan for pre-defined events in the training set. We argue this setting is not applicable for human assistance in real lives and aim to propose a more general and practical planning paradigm. Specifically, in this paper, we introduce a new task named Open-event Procedure Planning (OEPP), which extends the traditional procedure planning to the open-event setting. OEPP aims to verify whether a planner can transfer the learned knowledge to similar events that have not been seen during training. We rebuild a new benchmark of OpenEvent for this task based on existing datasets and divide the events involved into base and novel parts. During the data collection process, we carefully ensure the transfer ability of procedural knowledge for base and novel events by evaluating the similarity between the descriptions of different event steps with multiple stages. Based on the collected data, we further propose a simple and general framework specifically designed for OEPP, and conduct extensive study with various baseline methods, providing a detailed and insightful analysis on the results for this task.

cs.CV↗

No Two Devils Alike: Unveiling Distinct Mechanisms of Fine-tuning Attacks

The existing safety alignment of Large Language Models (LLMs) is found fragile and could be easily attacked through different strategies, such as through fine-tuning on a few harmful examples or manipulating the prefix of the generation results. However, the attack mechanisms of these strategies are still underexplored. In this paper, we ask the following question: \textit{while these approaches can all significantly compromise safety, do their attack mechanisms exhibit strong similarities?} To answer this question, we break down the safeguarding process of an LLM when encountered with harmful instructions into three stages: (1) recognizing harmful instructions, (2) generating an initial refusing tone, and (3) completing the refusal response. Accordingly, we investigate whether and how different attack strategies could influence each stage of this safeguarding process. We utilize techniques such as logit lens and activation patching to identify model components that drive specific behavior, and we apply cross-model probing to examine representation shifts after an attack. In particular, we analyze the two most representative types of attack approaches: Explicit Harmful Attack (EHA) and Identity-Shifting Attack (ISA). Surprisingly, we find that their attack mechanisms diverge dramatically. Unlike ISA, EHA tends to aggressively target the harmful recognition stage. While both EHA and ISA disrupt the latter two stages, the extent and mechanisms of their attacks differ significantly. Our findings underscore the importance of understanding LLMs' internal safeguarding process and suggest that diverse defense mechanisms are required to effectively cope with various types of attacks.

cs.CL↗

ClassEval: A Manually-Crafted Benchmark for Evaluating LLMs on Class-level Code Generation

In this work, we make the first attempt to evaluate LLMs in a more challenging code generation scenario, i.e. class-level code generation. We first manually construct the first class-level code generation benchmark ClassEval of 100 class-level Python code generation tasks with approximately 500 person-hours. Based on it, we then perform the first study of 11 state-of-the-art LLMs on class-level code generation. Based on our results, we have the following main findings. First, we find that all existing LLMs show much worse performance on class-level code generation compared to on standalone method-level code generation benchmarks like HumanEval; and the method-level coding ability cannot equivalently reflect the class-level coding ability among LLMs. Second, we find that GPT-4 and GPT-3.5 still exhibit dominate superior than other LLMs on class-level code generation, and the second-tier models includes Instruct-Starcoder, Instruct-Codegen, and Wizardcoder with very similar performance. Third, we find that generating the entire class all at once (i.e. holistic generation strategy) is the best generation strategy only for GPT-4 and GPT-3.5, while method-by-method generation (i.e. incremental and compositional) is better strategies for the other models with limited ability of understanding long instructions and utilizing the middle information. Lastly, we find the limited model ability of generating method-dependent code and discuss the frequent error types in generated classes. Our benchmark is available at https://github.com/FudanSELab/ClassEval.

cs.CL↗

CPL-SLAM: Efficient and Certifiably Correct Planar Graph-Based SLAM Using the Complex Number Representation

In this paper, we consider the problem of planar graph-based simultaneous localization and mapping (SLAM) that involves both poses of the autonomous agent and positions of observed landmarks. We present CPL-SLAM, an efficient and certifiably correct algorithm to solve planar graph-based SLAM using the complex number representation. We formulate and simplify planar graph-based SLAM as the maximum likelihood estimation (MLE) on the product of unit complex numbers, and relax this nonconvex quadratic complex optimization problem to convex complex semidefinite programming (SDP). Furthermore, we simplify the corresponding complex semidefinite programming to Riemannian staircase optimization (RSO) on the complex oblique manifold that can be solved with the Riemannian trust region (RTR) method. In addition, we prove that the SDP relaxation and RSO simplification are tight as long as the noise magnitude is below a certain threshold. The efficacy of this work is validated through applications of CPL-SLAM and comparisons with existing state-of-the-art methods on planar graph-based SLAM, which indicates that our proposed algorithm is capable of solving planar graph-based SLAM certifiably, and is more efficient in numerical computation and more robust to measurement noise than existing state-of-the-art methods. The C++ code for CPL-SLAM is available at https://github.com/MurpheyLab/CPL-SLAM.

cs.CV↗