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Haolin Shi

Publications and source records attributed to Haolin Shi.

11 recordsLinked to original sources

I Seek You in Videos: Identity-Conditioned Queries for Person-Centric Video Reasoning

Real-world video reasoning often involves multimodal, multi-source inputs, whereas existing video reasoning tasks typically assume a simplified video-text setting, limiting identity matching and person-centric reasoning. To bridge this gap, we introduce the Identity-conditioned Queries (ICQ) task, in which models are required to jointly associate and interpret an input video and a reference image of a person, and leverage this conditioning to address identity grounding, behavior understanding, and temporal reasoning, among other challenges. Building on ICQ, we present ISYV (I Seek You in Videos), a systematic solution comprising three components: (1) ISYV-Bench, a challenging evaluation benchmark with 1,377 real-world complex videos and 1,377 question-answer pairs, organized into six difficulty levels spanning capabilities from identity recognition to causal reasoning; (2) ISYV-75K, a large-scale training set of 75K high-quality samples constructed via automated annotation, multi-stage verification, and manual review; and (3) ISYV-Framework, containing an ICQ-oriented model and training strategy for learning to exploit informative video shots without additional shot-level annotations. Extensive experiments show that both mainstream closed-source and open-source MLLMs struggle on ISYV-Bench, especially in cross-domain identity matching and long-horizon tracking. ISYV-Model outperforms strong baselines and in some aspects approaches closed-source performance. Overall, ISYV provides a unified task definition, scalable datasets/benchmarks, and modeling insights for person-centric video reasoning.

cs.CV

Placing Puzzle Pieces Where They Matter: A Question Augmentation Framework for Reinforcement Learning

Reinforcement learning has become a powerful approach for enhancing large language model reasoning, but faces a fundamental dilemma: training on easy problems can cause overfitting and pass@k degradation, while training on hard problems often results in sparse rewards. Recent question augmentation methods address this by prepending partial solutions as hints. However, uniform hint provision may introduce redundant information while missing critical reasoning bottlenecks, and excessive hints can reduce reasoning diversity, causing pass@k degradation. We propose \textbf{PieceHint}, a hint injection framework that strategically identifies and provides critical reasoning steps during training. By scoring the importance of different reasoning steps, selectively allocating hints based on problem difficulty, and progressively withdrawing scaffolding, PieceHint enables models to transition from guided learning to independent reasoning. Experiments on six mathematical reasoning benchmarks show that our 1.5B model achieves comparable average performance to 32B baselines while preserving pass@k diversity across all $k$ values.

cs.LG

How to Allocate, How to Learn? Dynamic Rollout Allocation and Advantage Modulation for Policy Optimization

Reinforcement Learning with Verifiable Rewards (RLVR) has proven effective for Large Language Model (LLM) reasoning, yet current methods face key challenges in resource allocation and policy optimization dynamics: (i) uniform rollout allocation ignores gradient variance heterogeneity across problems, and (ii) the softmax policy structure causes gradient attenuation for high-confidence correct actions, while excessive gradient updates may destabilize training. Therefore, we propose DynaMO, a theoretically-grounded dual-pronged optimization framework. At the sequence level, we prove that uniform allocation is suboptimal and derive variance-minimizing allocation from the first principle, establishing Bernoulli variance as a computable proxy for gradient informativeness. At the token level, we develop gradient-aware advantage modulation grounded in theoretical analysis of gradient magnitude bounds. Our framework compensates for gradient attenuation of high-confidence correct actions while utilizing entropy changes as computable indicators to stabilize excessive update magnitudes. Extensive experiments conducted on a diverse range of mathematical reasoning benchmarks demonstrate consistent improvements over strong RLVR baselines. Our implementation is available at: https://github.com/GithubX-F/DynaMO-RL.

cs.LG

Proximity-Based Multi-Turn Optimization: Practical Credit Assignment for LLM Agent Training

Multi-turn LLM agents are becoming pivotal to production systems, spanning customer service automation, e-commerce assistance, and interactive task management, where accurately distinguishing high-value informative signals from stochastic noise is critical for sample-efficient training. In real-world scenarios, a failure in a trivial task may reflect random instability, whereas success in a high-difficulty task signifies a genuine capability breakthrough. Yet, existing group-based policy optimization methods rigidly rely on statistical deviation within discrete batches, frequently misallocating credit when task difficulty fluctuates. To address this issue, we propose Proximity-based Multi-turn Optimization (ProxMO), a practical and robust framework engineered specifically for the constraints of real-world deployment. ProxMO integrates global context via two lightweight mechanisms: success-rate-aware modulation dynamically adapts gradient intensity based on episode-level difficulty, while proximity-based soft aggregation derives baselines through continuous semantic weighting at the step level. Extensive evaluations on ALFWorld and WebShop benchmarks demonstrate that ProxMO yields substantial performance gains over existing baselines with negligible computational cost. Ablation studies further validate the independent and synergistic efficacy of both mechanisms. Crucially, ProxMO offers plug-and-play compatibility with standard GRPO frameworks, facilitating immediate, low-friction adoption in existing industrial training pipelines. Our implementation is available at: \href{https://anonymous.4open.science/r/proxmo-B7E7/README.md}{https://anonymous.4open.science/r/proxmo}.

cs.AI

Multi-GRPO: Multi-Group Advantage Estimation for Text-to-Image Generation with Tree-Based Trajectories and Multiple Rewards

Recently, Group Relative Policy Optimization (GRPO) has shown promising potential for aligning text-to-image (T2I) models, yet existing GRPO-based methods suffer from two critical limitations. (1) \textit{Shared credit assignment}: trajectory-level advantages derived from group-normalized sparse terminal rewards are uniformly applied across timesteps, failing to accurately estimate the potential of early denoising steps with vast exploration spaces. (2) \textit{Reward-mixing}: predefined weights for combining multi-objective rewards (e.g., text accuracy, visual quality, text color)--which have mismatched scales and variances--lead to unstable gradients and conflicting updates. To address these issues, we propose \textbf{Multi-GRPO}, a multi-group advantage estimation framework with two orthogonal grouping mechanisms. For better credit assignment, we introduce tree-based trajectories inspired by Monte Carlo Tree Search: branching trajectories at selected early denoising steps naturally forms \emph{temporal groups}, enabling accurate advantage estimation for early steps via descendant leaves while amortizing computation through shared prefixes. For multi-objective optimization, we introduce \emph{reward-based grouping} to compute advantages for each reward function \textit{independently} before aggregation, disentangling conflicting signals. To facilitate evaluation of multiple objective alignment, we curate \textit{OCR-Color-10}, a visual text rendering dataset with explicit color constraints. Across the single-reward \textit{PickScore-25k} and multi-objective \textit{OCR-Color-10} benchmarks, Multi-GRPO achieves superior stability and alignment performance, effectively balancing conflicting objectives. Code will be publicly available at \href{https://github.com/fikry102/Multi-GRPO}{https://github.com/fikry102/Multi-GRPO}.

cs.CV

DreamScene: 3D Gaussian-based Text-to-3D Scene Generation via Formation Pattern Sampling

Text-to-3D scene generation holds immense potential for the gaming, film, and architecture sectors. Despite significant progress, existing methods struggle with maintaining high quality, consistency, and editing flexibility. In this paper, we propose DreamScene, a 3D Gaussian-based novel text-to-3D scene generation framework, to tackle the aforementioned three challenges mainly via two strategies. First, DreamScene employs Formation Pattern Sampling (FPS), a multi-timestep sampling strategy guided by the formation patterns of 3D objects, to form fast, semantically rich, and high-quality representations. FPS uses 3D Gaussian filtering for optimization stability, and leverages reconstruction techniques to generate plausible textures. Second, DreamScene employs a progressive three-stage camera sampling strategy, specifically designed for both indoor and outdoor settings, to effectively ensure object-environment integration and scene-wide 3D consistency. Last, DreamScene enhances scene editing flexibility by integrating objects and environments, enabling targeted adjustments. Extensive experiments validate DreamScene's superiority over current state-of-the-art techniques, heralding its wide-ranging potential for diverse applications. Code and demos will be released at https://dreamscene-project.github.io .

cs.CV

2D-Guided 3D Gaussian Segmentation

Recently, 3D Gaussian, as an explicit 3D representation method, has demonstrated strong competitiveness over NeRF (Neural Radiance Fields) in terms of expressing complex scenes and training duration. These advantages signal a wide range of applications for 3D Gaussians in 3D understanding and editing. Meanwhile, the segmentation of 3D Gaussians is still in its infancy. The existing segmentation methods are not only cumbersome but also incapable of segmenting multiple objects simultaneously in a short amount of time. In response, this paper introduces a 3D Gaussian segmentation method implemented with 2D segmentation as supervision. This approach uses input 2D segmentation maps to guide the learning of the added 3D Gaussian semantic information, while nearest neighbor clustering and statistical filtering refine the segmentation results. Experiments show that our concise method can achieve comparable performances on mIOU and mAcc for multi-object segmentation as previous single-object segmentation methods.

cs.CV

Planar $3$-webs and the boundary measurement matrix

We compute connection probabilities for reduced $3$-webs in the triple-dimer model on circular planar graphs using the boundary measurement matrix (reduced Kasteleyn matrix). As one application we compute several "$\text{SL}_3$ generalizations'' of the Lindstr{\o}m-Gessel-Viennot theorem, for "parallel" webs and for honeycomb webs. We also apply our results to the scaling limit of the dimer model in a planar domain, giving conformally invariant expressions for reduced web probabilities.

math.PR

3D-GOI: 3D GAN Omni-Inversion for Multifaceted and Multi-object Editing

The current GAN inversion methods typically can only edit the appearance and shape of a single object and background while overlooking spatial information. In this work, we propose a 3D editing framework, 3D-GOI, to enable multifaceted editing of affine information (scale, translation, and rotation) on multiple objects. 3D-GOI realizes the complex editing function by inverting the abundance of attribute codes (object shape/appearance/scale/rotation/translation, background shape/appearance, and camera pose) controlled by GIRAFFE, a renowned 3D GAN. Accurately inverting all the codes is challenging, 3D-GOI solves this challenge following three main steps. First, we segment the objects and the background in a multi-object image. Second, we use a custom Neural Inversion Encoder to obtain coarse codes of each object. Finally, we use a round-robin optimization algorithm to get precise codes to reconstruct the image. To the best of our knowledge, 3D-GOI is the first framework to enable multifaceted editing on multiple objects. Both qualitative and quantitative experiments demonstrate that 3D-GOI holds immense potential for flexible, multifaceted editing in complex multi-object scenes.Our project and code are released at https://3d-goi.github.io .

cs.CV

Vetaverse: A Survey on the Intersection of Metaverse, Vehicles, and Transportation Systems

Since 2021, the term "Metaverse" has been the most popular one, garnering a lot of interest. Because of its contained environment and built-in computing and networking capabilities, a modern car makes an intriguing location to host its own little metaverse. Additionally, the travellers don't have much to do to pass the time while traveling, making them ideal customers for immersive services. Vetaverse (Vehicular-Metaverse), which we define as the future continuum between vehicular industries and Metaverse, is envisioned as a blended immersive realm that scales up to cities and countries, as digital twins of the intelligent Transportation Systems, referred to as "TS-Metaverse", as well as customized XR services inside each Individual Vehicle, referred to as "IV-Metaverse". The two subcategories serve fundamentally different purposes, namely long-term interconnection, maintenance, monitoring, and management on scale for large transportation systems (TS), and personalized, private, and immersive infotainment services (IV). By outlining the framework of Vetaverse and examining important enabler technologies, we reveal this impending trend. Additionally, we examine unresolved issues and potential routes for future study while highlighting some intriguing Vetaverse services.

cs.HC

Dimers, webs, and local systems

For a planar bipartite graph $\mathcal G$ equipped with a $\mathrm{SL}_n$-local system, we show that the determinant of the associated Kasteleyn matrix counts "$n$-multiwebs" (generalizations of $n$-webs) in $\mathcal G$, weighted by their web-traces. We use this fact to study random $n$-multiwebs in graphs on some simple surfaces.

math.GT