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Haozhou Pang

Publications and source records attributed to Haozhou Pang.

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TRACE Bench: Task-driven Roleplay Agentic Checklist Evaluation

Roleplay evaluation should do more than assign a single score: it should reveal which role requirements were tested, which failed, and which dialogue evidence supports the judgment. We propose TRACE Bench, a task-driven agentic checklist evaluation framework. It decomposes each role profile offline into a fixed checklist, then uses a User Agent to converse naturally with the target roleplay model while privately updating checklist states from model responses. Scores therefore trace back to checklist items and supporting dialogue turns rather than a black-box holistic impression. For coverage cross-validation, we audit released M2 free-dialogue transcripts from the MiniMax Role-play Benchmark against the same role-derived checklist. The released free-chat transcripts cover only 73.74% of key role-profile points, whereas TRACE Bench reaches 99.91% coverage in fewer turns. Robustness experiments show stable rankings under repeated runs and User Agent replacement. Across 26 models, TRACE Bench reports overall rankings together with capability breakdowns and checklist traces. It also supports Closed-Loop Benchmark Evolution, distilling verification methods proven effective in failed traces so later evaluations can more reliably elicit and examine observed failure modes.

cs.CL

Native3D: End-to-End 3D Scene Generation via Unified Mesh-Texture Modeling and Semantic Alignment

This paper presents Native3D, the first end-to-end 3D scene generation framework that completely bypasses 2D intermediate representations. Traditional approaches typically require adapting 3D representations to the 2D domain to leverage pre-trained diffusion models, which inevitably introduces domain adaptation issues including geometric structural distortion and texture detail degradation. To address these limitations, we design a unified mesh-texture joint representation that simultaneously models both geometric structures and texture features through a Transformer-based scene encoder, effectively maintaining spatial relationships and visual consistency among objects within scenes. We further propose the 3D Representation Alignment Loss (3D REPA Loss), which employs an improved contrastive learning mechanism to align multi-level semantic representations in the latent space, significantly enhancing geometric and textural fidelity. Experimental results demonstrate that Native3D outperforms existing methods in both generation quality and editing flexibility, providing a novel solution for 3D scene editing.

cs.CV

Cutscene Agent: An LLM Agent Framework for Automated 3D Cutscene Generation

Cutscenes are carefully choreographed cinematic sequences embedded in video games and interactive media, serving as the primary vehicle for narrative delivery, character development, and emotional engagement. Producing cutscenes is inherently complex: it demands seamless coordination across screenwriting, cinematography, character animation, voice acting, and technical direction, often requiring days to weeks of collaborative effort from multidisciplinary teams to produce minutes of polished content. In this work, we present Cutscene Agent, an LLM agent framework for automated end-to-end cutscene generation. The framework makes three contributions: (1)~a Cutscene Toolkit built on the Model Context Protocol (MCP) that establishes \emph{bidirectional} integration between LLM agents and the game engine -- agents not only invoke engine operations but continuously observe real-time scene state, enabling closed-loop generation of editable engine-native cinematic assets; (2)~a multi-agent system where a director agent orchestrates specialist subagents for animation, cinematography, and sound design, augmented by a visual reasoning feedback loop for perception-driven refinement; and (3)~CutsceneBench, a hierarchical evaluation benchmark for cutscene generation. Unlike typical tool-use benchmarks that evaluate short, isolated function calls, cutscene generation requires long-horizon, multi-step orchestration of dozens of interdependent tool invocations with strict ordering constraints -- a capability dimension that existing benchmarks do not cover. We evaluate a range of LLMs on CutsceneBench and analyze their performance across this challenging task.

cs.GR

Global Position Aware Group Choreography using Large Language Model

Dance serves as a profound and universal expression of human culture, conveying emotions and stories through movements synchronized with music. Although some current works have achieved satisfactory results in the task of single-person dance generation, the field of multi-person dance generation remains relatively novel. In this work, we present a group choreography framework that leverages recent advancements in Large Language Models (LLM) by modeling the group dance generation problem as a sequence-to-sequence translation task. Our framework consists of a tokenizer that transforms continuous features into discrete tokens, and an LLM that is fine-tuned to predict motion tokens given the audio tokens. We show that by proper tokenization of input modalities and careful design of the LLM training strategies, our framework can generate realistic and diverse group dances while maintaining strong music correlation and dancer-wise consistency. Extensive experiments and evaluations demonstrate that our framework achieves state-of-the-art performance.

cs.GR

LLM Gesticulator: Leveraging Large Language Models for Scalable and Controllable Co-Speech Gesture Synthesis

In this work, we present LLM Gesticulator, an LLM-based audio-driven co-speech gesture generation framework that synthesizes full-body animations that are rhythmically aligned with the input audio while exhibiting natural movements and editability. Compared to previous work, our model demonstrates substantial scalability. As the size of the backbone LLM model increases, our framework shows proportional improvements in evaluation metrics (a.k.a. scaling law). Our method also exhibits strong controllability where the content, style of the generated gestures can be controlled by text prompt. To the best of our knowledge, LLM gesticulator is the first work that use LLM on the co-speech generation task. Evaluation with existing objective metrics and user studies indicate that our framework outperforms prior works.

cs.GR