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Linjie Li

Publications and source records attributed to Linjie Li.

At least 19 recordsLinked to original sources

Rubrics as Visual-Repair Context for Self-Evolving UI-to-Code Generation

Large vision-language models have shown strong progress in UI-to-code generation, yet their test-time self-evolution remains unstable. We first identify a fundamental obstacle, termed visual repair coupling: a local code edit may propagate through layout, style, and component dependencies, correcting one visual mismatch while degrading regions that were previously faithful. To address this issue, we present RubSE, a Rubric-guided Self-Evolution framework that uses rubrics to represent visual feedback as a structured visual-repair context. At each refinement round, RubSE generates typed candidate rubrics, selects one prioritized repair target, and stores previously selected rubrics as history, thereby steering each revision toward a well-scoped visual repair while discouraging repeated or over-broad changes. Evaluations across six VLMs and three UI-to-code benchmarks demonstrate that RubSE substantially outperforms na\"ive self-evolution in final-round and best-round settings, achieving more stable refinement trajectories and a higher trajectory-level performance ceiling. Further analysis shows that RubSE mitigates trajectory collapse by improving recovery from severe visual regressions, and that stronger rubric generators can transfer effective visual-repair guidance to weaker code improvers.

cs.CV

HumanCLAW: Can Vision-Language Models Act Through a Body?

Evaluating whether a vision-language model (VLM) can act through a physical body is challenging. The outcome of an action couples the VLM's decision with motor control. When a task fails, it is hard to tell whether the VLM made a bad choice or the motor controller simply failed to execute it, e.g., losing balance and falling. In this work, we introduce HumanCLAW, an evaluation framework that decouples action decision-making from low-level execution. At every step, a harnessed, off-the-shelf VLM issues an atomic skill command, and the command is translated into a sub-second chunk of continuous full-body motion with real physical consequences, including gravity and collisions. The body can therefore act freely in the physical world, while execution-side disturbances, balance and motor errors, are factored out. What remains measurable is the model's action intelligence: its moment-to-moment choice of what the body should execute next. Based on this framework, we build HumanCLAW-Bench: 1,218 long-horizon, egocentric find-navigate-interact episodes across 41 indoor scenes. We test nine state-of-the-art VLMs and find that none solves the benchmark; the best model reaches only a 16.8% success rate. Recognizing the target is not the bottleneck. What current VLMs lack is embodied self-awareness: they lose track of their own body, failing to tell where it is, whether it has reached the goal, or whether it has hit an obstacle.

cs.CV

Efficient Frame Selection for Long Videos at Test Time with Attention-Based MLLM Selectors

Understanding long videos with multimodal large language models (MLLMs) requires selecting a compact set of frames from thousands of candidates, yet identifying the right frames seemingly requires understanding the video first. We resolve this circular dependency with a simple observation: cross-modal attention at validation-selected extraction layers in MLLMs already provides query-relevant frame evidence without requiring autoregressive generation. We exploit this property to build DAFS (Dynamic Attention-based Budget-aware Frame Selection), a training-free frame selector. A lightweight MLLM selector, even with only 2B parameters, can extract frame-level evidence by converting selected-layer attention into relevance scores through query-conditioned aggregation. This enables cross-frame comparison without autoregressive decoding. To handle the selector's own context constraint, we formulate the joint allocation of candidate pool size and per-frame token budget as a discrete optimization problem solved by dynamic programming. Under a 32-frame budget, our selector improves over uniform sampling by up to 6.4 points on Video-MME and outperforms prior training-based selectors under matched frame budgets, while generalizing across selector and answerer backbones, and across tasks, without retraining.

cs.CV

Bridging Interleaved Multi-Modal Reasoning as a Unified Decision Process

Unified multi-modal models (UMMs) have shown promising interleaved text-image reasoning capabilities, yet effectively optimizing such multi-turn generation via reinforcement learning (RL) remains an open challenge. Existing approaches apply RL exclusively to text steps, relegating image generation to supervised surrogates, preventing policy gradients from propagating through the full interleaved trajectory across heterogeneous modalities. This leaves the potential of RL for UMMs largely untapped. In the paper, we introduce \textbf{BRAID} (\textbf{B}ridging inte\textbf{R}le\textbf{A}ved mult\textbf{I}-modal reasoning as a unified \textbf{D}ecision process), a simple framework that casts multi-turn text-image-text reasoning as a unified Markov decision process (MDP), enabling joint optimization of textual and visual generation via a single, principled RL objective. BRAID computes a shared trajectory-level advantage and propagates it coherently into both text tokens and image denoising paths, each optimized through its modality-native policy gradient mechanism. To further address long-horizon credit assignment, BRAID employs a vision-language model (VLM) judge that scores each intermediate image on its reasoning utility, supplying dense turn-level feedback to sharpen learning at critical visual branches. Experiments on spatial reasoning and visual perception benchmarks show that BRAID consistently outperforms various baselines, confirming that a unified MDP formulation with vision-thinking guidance is essential for effective multi-modal reasoning.

cs.AI

Toward Generalist Autonomous Research via Hypothesis-Tree Refinement

Scientific progress depends on a repeated loop of exploration, experimentation, and abstraction. Researchers test candidate directions, interpret the evidence, and carry the resulting lessons into later attempts. We study how an AI agent can run this loop autonomously over long horizons. We introduce Arbor, a general framework for autonomous research that combines a long-lived coordinator, short-lived executors, and Hypothesis Tree Refinement (HTR), a persistent tree that links hypotheses, artifacts, evidence, and distilled insights across time. The coordinator manages global research strategy over the tree, while executors implement and test individual hypotheses in isolated worktrees. As results return, Arbor updates the tree, propagates reusable lessons, refines the search frontier, and admits verified improvements. This design turns autonomous research from a sequence of local attempts into a cumulative process in which strategy, execution, and evidence are carried across time. We evaluate Arbor under Autonomous Optimization (AO), an operational setting where an agent improves an initial research artifact through iterative experimentation without step-level human supervision. Across six real research tasks in model training, harness engineering, and data synthesis, Arbor achieves the best held-out result on all six tasks, attaining more than 2.5x the average relative held-out gain of Codex and Claude Code under the same task interface and resource budget. On MLE-Bench Lite, Arbor reaches 86.36% Any Medal with GPT-5.5, the strongest result in our comparison.

cs.CL

3D-CoS: A New 3D Reconstruction Paradigm Based on VLM Code Synthesis

Most recent 3D reconstruction and editing systems operate on implicit and explicit representations such as NeRF, point clouds, or meshes. While these representations enable high-fidelity rendering, they are fundamentally low-level and hard to control programmatically. In contrast, we propose and systematically evaluate a new 3D reconstruction paradigm, 3D Code Synthesis (3D-CoS), where 3D assets are constructed as executable Blender code, a programmatic and interpretable medium. To assess how well current VLMs can use code to represent 3D objects, we evaluate representative open-source and closed-source VLMs in code-based reconstruction under a unified protocol. We further introduce a suite of structured code-synthesis workflows, including blueprint-based planning, Retrieval-Augmented Generation (RAG) over Blender API documentation, few-shot geometric demonstrations, and a component-level Agent workflow for part-wise code generation. To demonstrate the unique advantages of this representation, we further evaluate localized text-driven modifications and compare our code-based edits with a point-cloud-based 3D editing baseline. Our study shows that code as a 3D representation offers strong controllability and locality, yielding stronger edit fidelity and better preservation of unedited regions in our targeted editing evaluation. Our work also analyzes the potential of this paradigm, delineates the current capability frontier of VLMs for programmatic 3D modeling, and highlights code synthesis as a promising direction for editable 3D reconstruction.

cs.CV

Imaginative Perception Tokens Enhance Spatial Reasoning in Multimodal Language Models

Vision language models (VLMs) excel at many tasks but still struggle with spatial reasoning when critical information is not directly observable. Many such problems require imaginative perception: inferring what would be seen from an unseen viewpoint, tracing paths through occluded spaces, or integrating partial observations into a coherent spatial representation. We introduce Imaginative Perception Tokens (IPT), intermediate perceptual representations that externalize what a VLM would perceive under alternative spatial configurations while remaining consistent with the observed input. To study this capability, we formulate three tasks, Perspective Taking (PET), Path Tracing (PT), and Multiview Counting (MVC), and construct datasets of approximately 20K examples with ground truth imaginations, answers, and evaluation benchmarks. Using the unified VLM BAGEL as the backbone, IPT supervision consistently improves spatial reasoning and often outperforms textual chain of thought training, even without generating images at inference time. On MVC, IPT improves accuracy by 3.4% and achieves competitive performance with strong closed-source models on PT. We further find that combining IPT and label-only supervision yields additional gains, whereas textual chain of thought can substantially degrade performance, suggesting a modality mismatch when spatial computation is forced through language. Overall, IPT provides a principled supervision signal for reasoning about unobserved spatial structure, improving generalization while producing interpretable intermediate representations.

cs.AI

Residual Decoder Adapter: ID-Preserving Tokenizer Adaption for Autoregressive Text Rendering

Visual Autoregressive (AR) models generate images by predicting discrete tokens that are decoded by a visual tokenizer. Despite demonstrating strong overall image generation ability, they still underperform on text rendering with blur strokes and disrupt letter shapes. In this work, we trace this limitation to the visual tokenizer, which struggles to reconstruct fine-grained detail. Improving the tokenizer is straightforward but expensive, as it necessitates retraining both the tokenizer and the AR model. Can we improve text rendering performance of AR models without retraining the existing tokenizer and AR model? To achieve this, we propose the Residual Decoder Adapter(RDA) that upgrades an existing tokenizer post-hoc without changing its token space. Specifically, it refines the decoder output of the visual tokenizer by introducing two novel components: (i) a paired codebook that shares the token distribution with the original one; (ii) a parallel branch to learn the tiny differences (residual) between the reconstructed image and the ground-truth images in the pixel space. This residual design allows us to enhance the tokenizer non-invasively while preserving compatibility with prior AR models. RDA substantially improves text rendering significantly by a large margin. For instance, we boost finetuned Janus-Pro OCR accuracy rises from 24.52% to 58.26% (TextVisionBlend), from 12.75% to 36.81% (StyledTextSynth) on competitive TextAtlas benchmark. The code is available at https://github.com/CSU-JPG/RDA

cs.CV

Planning with the Views

Can VLMs predict how each camera move changes the view, and plan many such moves ahead? We call this capability view planning, requiring (1)understanding how a single action transforms the view, and (2)composing many such transformations across multi-turn plans to identify a target view. We probe both abilities in our proposed ViewSuite, a 3D point-cloud environment on real ScanNet scenes. Across 13 frontier VLMs, a critical planning gap emerges: they possess basic view-action knowledge but fail to compose it across multi-turn plans, with the gap widening as viewpoint distance grows. To close this gap, we propose an iterative framework that alternates self-exploration with view graph distillation. The key insight is that all exploration trajectories, regardless of their outcome, collectively form a view graph that compactly captures how viewpoints connect across a scene. Distilling this graph into diverse supervised tasks reshapes the policy distribution and overcomes the sparse rewards that stall pure RL. This improves Qwen2.5-VL-7B from 2.5% to 47.8% on interactive view planning, surpassing GPT-5.4 Pro (18.5%) and Gemini 3.1 Pro (21.4%). Self-exploration emerges as a promising path toward VLMs that can actively reason and plan in 3D space. Code and Data are at https://viewsuite.github.io.

cs.AI

SceneCode: Executable World Programs for Editable Indoor Scenes with Articulated Objects

Indoor scene synthesis underpins embodied AI, robotic manipulation, and simulation-based policy evaluation, where a useful scene must specify not only what the environment looks like, but also how its objects are structured. Existing pipelines, however, typically represent generated content as static meshes and inherit articulation only from curated asset libraries, which limits object-level controllability and prevents new interactable assets from being produced on demand. We address this gap by formulating physically interactable indoor scene synthesis as programmatic world generation, and present SceneCode, a framework that compiles a natural language prompt into an executable, code-driven indoor world rather than a collection of opaque meshes. A room-level agentic backbone first turns the prompt into a structured house layout and emits per-object AssetRequests through a planner--designer--critic loop. Each request is then routed to one of five code-generation strategies and converted into a synthesized part-wise Blender Python programs that are validated through an execution-guided repair-and-refine loop. The resulting programs are compiled into simulation-ready assets, and exported as SDF for physics simulation. A persistent scene-state registry links object requests, executable programs, rendered geometry, and simulation assets, turning scene assembly into a traceable and locally editable world-building process. We evaluate SceneCode across scene-level synthesis, object-level asset quality, human judgment, and downstream robot interaction. Results show that executable world programs improve prompt-faithful indoor scene generation and produce assets with cleaner mesh structure, and simulator-loadable articulation metadata. Project page: https://scene-code.github.io/.

cs.AI

AutoResearchClaw: Self-Reinforcing Autonomous Research with Human-AI Collaboration

Automating scientific discovery requires more than generating papers from ideas. Real research is iterative: hypotheses are challenged from multiple perspectives, experiments fail and inform the next attempt, and lessons accumulate across cycles. Existing autonomous research systems often model this process as a linear pipeline: they rely on single-agent reasoning, stop when execution fails, and do not carry experience across runs. We present AutoResearchClaw, a multi-agent autonomous research pipeline built on five mechanisms: structured multi-agent debate for hypothesis generation and result analysis, a self-healing executor with a \textsc{Pivot}/\textsc{Refine} decision loop that transforms failures into information, verifiable result reporting that prevents fabricated numbers and hallucinated citations, human-in-the-loop collaboration with seven intervention modes spanning full autonomy to step-by-step oversight, and cross-run evolution that converts past mistakes into future safeguards. On ARC-Bench, a 25-topic experiment-stage benchmark, AutoResearchClaw outperforms AI Scientist v2 by 54.7%. A human-in-the-loop ablation across seven intervention modes reveals that precise, targeted collaboration at high-leverage decision points consistently outperforms both full autonomy and exhaustive step-by-step oversight. We position AutoResearchClaw as a research amplifier that augments rather than replaces human scientific judgment. Code is available at https://github.com/aiming-lab/AutoResearchClaw.

cs.AI

TextGround4M: A Prompt-Aligned Dataset for Layout-Aware Text Rendering

Despite recent advances in text-to-image generation, models still struggle to accurately render prompt-specified text with correct spatial layout -- especially in multi-span, structured settings. This challenge is driven not only by the lack of datasets that align prompts with the exact text and layout expected in the image, but also by the absence of effective metrics for evaluating layout quality. To address these issues, we introduce TextGround4M, a large-scale dataset of over 4 million prompt-image pairs, each annotated with span-level text grounded in the prompt and corresponding bounding boxes. This enables fine-grained supervision for layout-aware, prompt-grounded text rendering. Building on this, we propose a lightweight training strategy for autoregressive T2I models that appends layout-aware span tokens during training, without altering model architecture or inference behavior. We further construct a benchmark with stratified layout complexity to evaluate both open-source and proprietary models in a zero-shot setting. In addition, we introduce two layout-aware metrics to address the long-standing lack of spatial evaluation in text rendering. Our results show that models trained on TextGround4M outperform strong baselines in text fidelity, spatial accuracy, and prompt consistency, highlighting the importance of fine-grained layout supervision for grounded T2I generation.

cs.CV

LDEPrompt: Layer-importance guided Dual Expandable Prompt Pool for Pre-trained Model-based Class-Incremental Learning

Prompt-based class-incremental learning methods typically construct a prompt pool consisting of multiple trainable key-prompts and perform instance-level matching to select the most suitable prompt embeddings, which has shown promising results. However, existing approaches face several limitations, including fixed prompt pools, manual selection of prompt embeddings, and strong reliance on the pretrained backbone for prompt selection. To address these issues, we propose a \textbf{L}ayer-importance guided \textbf{D}ual \textbf{E}xpandable \textbf{P}rompt Pool (\textbf{LDEPrompt}), which enables adaptive layer selection as well as dynamic freezing and expansion of the prompt pool. Extensive experiments on widely used class-incremental learning benchmarks demonstrate that LDEPrompt achieves state-of-the-art performance, validating its effectiveness and scalability.

cs.CV

Quantum-Gated Task-interaction Knowledge Distillation for Pre-trained Model-based Class-Incremental Learning

Class-incremental learning (CIL) aims to continuously accumulate knowledge from a stream of tasks and construct a unified classifier over all seen classes. Although pretrained models (PTMs) have shown promising performance in CIL, they still struggle with the entanglement of multi-task subspaces, leading to catastrophic forgetting when task routing parameters are poorly calibrated or task-level representations are rigidly fixed. To address this issue, we propose a novel Quantum-Gated Task-interaction Knowledge Distillation (QKD) framework that leverages quantum gating to guide inter-task knowledge transfer. Specifically, we introduce a quantum-gated task modulation gating mechanism to model the relational dependencies among task embedding, dynamically capturing the sample-to-task relevance for both joint training and inference across streaming tasks. Guided by the quantum gating outputs, we perform task-interaction knowledge distillation guided by these task-embedding-level correlation weights from old to new adapters, enabling the model to bridge the representation gaps between independent task subspaces. Extensive experiments demonstrate that QKD effectively mitigates forgetting and achieves state-of-the-art performance.

cs.LG

FlowInOne:Unifying Multimodal Generation as Image-in, Image-out Flow Matching

Multimodal generation has long been dominated by text-driven pipelines where language dictates vision but cannot reason or create within it. We challenge this paradigm by asking whether all modalities, including textual descriptions, spatial layouts, and editing instructions, can be unified into a single visual representation. We present FlowInOne, a framework that reformulates multimodal generation as a purely visual flow, converting all inputs into visual prompts and enabling a clean image-in, image-out pipeline governed by a single flow matching model. This vision-centric formulation naturally eliminates cross-modal alignment bottlenecks, noise scheduling, and task-specific architectural branches, unifying text-to-image generation, layout-guided editing, and visual instruction following under one coherent paradigm. To support this, we introduce VisPrompt-5M, a large-scale dataset of 5 million visual prompt pairs spanning diverse tasks including physics-aware force dynamics and trajectory prediction, alongside VP-Bench, a rigorously curated benchmark assessing instruction faithfulness, spatial precision, visual realism, and content consistency. Extensive experiments demonstrate that FlowInOne achieves state-of-the-art performance among open-source models across all unified generation tasks while remaining competitive with leading commercial systems, thereby establishing a new foundation for fully vision-centric generative modeling, in which perception and creation coexist within a unified continuous visual space. Our code and models are released on https://csu-jpg.github.io/FlowInOne.github.io/

cs.CV

RAGEN-2: Reasoning Collapse in Agentic RL

RL training of multi-turn LLM agents is inherently unstable, and reasoning quality directly determines task performance. Entropy is widely used to track reasoning stability. However, entropy only measures diversity within the same input, and cannot tell whether reasoning actually responds to different inputs. In RAGEN-2, we find that even with stable entropy, models can rely on fixed templates that look diverse but are input-agnostic. We call this template collapse, a failure mode invisible to entropy and all existing metrics. To diagnose this failure, we decompose reasoning quality into within-input diversity (Entropy) and cross-input distinguishability (Mutual Information, MI), and introduce a family of mutual information proxies for online diagnosis. Across diverse tasks, mutual information correlates with final performance much more strongly than entropy, making it a more reliable proxy for reasoning quality. We further explain template collapse with a signal-to-noise ratio (SNR) mechanism. Low reward variance weakens task gradients, letting regularization terms dominate and erase cross-input reasoning differences. To address this, we propose SNR-Aware Filtering to select high-signal prompts per iteration using reward variance as a lightweight proxy. Across planning, math reasoning, web navigation, and code execution, the method consistently improves both input dependence and task performance.

cs.LG

Gym-V: A Unified Vision Environment System for Agentic Vision Research

As agentic systems increasingly rely on reinforcement learning from verifiable rewards, standardized ``gym'' infrastructure has become essential for rapid iteration, reproducibility, and fair comparison. Vision agents lack such infrastructure, limiting systematic study of what drives their learning and where current models fall short. We introduce \textbf{Gym-V}, a unified platform of 179 procedurally generated visual environments across 10 domains with controllable difficulty, enabling controlled experiments that were previously infeasible across fragmented toolkits. Using it, we find that observation scaffolding is more decisive for training success than the choice of RL algorithm, with captions and game rules determining whether learning succeeds at all. Cross-domain transfer experiments further show that training on diverse task categories generalizes broadly while narrow training can cause negative transfer, with multi-turn interaction amplifying all of these effects. Gym-V is released as a convenient foundation for training environments and evaluation toolkits, aiming to accelerate future research on agentic VLMs.

cs.CV

GloSplat: Joint Pose-Appearance Optimization for Faster and More Accurate 3D Reconstruction

Feature extraction, matching, structure from motion (SfM), and novel view synthesis (NVS) have traditionally been treated as separate problems with independent optimization objectives. We present GloSplat, a framework that performs \emph{joint pose-appearance optimization} during 3D Gaussian Splatting training. Unlike prior joint optimization methods (BARF, NeRF--, 3RGS) that rely purely on photometric gradients for pose refinement, GloSplat preserves \emph{explicit SfM feature tracks} as first-class entities throughout training: track 3D points are maintained as separate optimizable parameters from Gaussian primitives, providing persistent geometric anchors via a reprojection loss that operates alongside photometric supervision. This architectural choice prevents early-stage pose drift while enabling fine-grained refinement -- a capability absent in photometric-only approaches. We introduce two pipeline variants: (1) \textbf{GloSplat-F}, a COLMAP-free variant using retrieval-based pair selection for efficient reconstruction, and (2) \textbf{GloSplat-A}, an exhaustive matching variant for maximum quality. Both employ global SfM initialization followed by joint photometric-geometric optimization during 3DGS training. Experiments demonstrate that GloSplat-F achieves state-of-the-art among COLMAP-free methods while GloSplat-A surpasses all COLMAP-based baselines.

cs.CV