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Michael R. Lyu

Publications and source records attributed to Michael R. Lyu.

At least 55 records · Page 3Linked to original sources

ComboBench: Can LLMs Manipulate Physical Devices to Play Virtual Reality Games?

Virtual Reality (VR) games require players to translate high-level semantic actions into precise device manipulations using controllers and head-mounted displays (HMDs). While humans intuitively perform this translation based on common sense and embodied understanding, whether Large Language Models (LLMs) can effectively replicate this ability remains underexplored. This paper introduces a benchmark, ComboBench, evaluating LLMs' capability to translate semantic actions into VR device manipulation sequences across 262 scenarios from four popular VR games: Half-Life: Alyx, Into the Radius, Moss: Book II, and Vivecraft. We evaluate seven LLMs, including GPT-3.5, GPT-4, GPT-4o, Gemini-1.5-Pro, LLaMA-3-8B, Mixtral-8x7B, and GLM-4-Flash, compared against annotated ground truth and human performance. Our results reveal that while top-performing models like Gemini-1.5-Pro demonstrate strong task decomposition capabilities, they still struggle with procedural reasoning and spatial understanding compared to humans. Performance varies significantly across games, suggesting sensitivity to interaction complexity. Few-shot examples substantially improve performance, indicating potential for targeted enhancement of LLMs' VR manipulation capabilities. We release all materials at https://sites.google.com/view/combobench.

cs.CL↗

CodeAD: Synthesize Code of Rules for Log-based Anomaly Detection with LLMs

Log-based anomaly detection (LogAD) is critical for maintaining the reliability and availability of large-scale online service systems. While machine learning, deep learning, and large language models (LLMs)-based methods have advanced the LogAD, they often suffer from limited interpretability, high inference costs, and extensive preprocessing requirements, limiting their practicality for real-time, high-volume log analysis. In contrast, rule-based systems offer efficiency and transparency, but require significant manual effort and are difficult to scale across diverse and evolving environments. In this paper, We present CodeAD, a novel framework that automatically synthesizes lightweight Python rule functions for LogAD using LLMs. CodeAD introduces a hierarchical clustering and anchor-grounded sampling strategy to construct representative contrastive log windows, enabling LLMs to discern discriminative anomaly patterns. To ensure robustness and generalizability, CodeAD employs an agentic workflow that iteratively generates, tests, repairs, and refines the rules until it meets correctness and abstraction requirements. The synthesized rules are interpretable, lightweight, and directly executable on raw logs, supporting efficient and transparent online anomaly detection. Our comprehensive experiments on three public datasets (BGL, Hadoop, Thunderbird) demonstrate that CodeAD achieves an average absolute improvement of 3.6% F1 score over the state-of-the-art baselines, while processing large datasets up to 4x faster and at a fraction of the cost (total LLM invocation cost under 4 USD per dataset). These results highlight CodeAD as a practical and scalable solution for online monitoring systems, enabling interpretable, efficient, and automated LogAD in real-world environment.

cs.SE↗

BDiff: Block-aware and Accurate Text-based Code Differencing

Code differencing is a fundamental technique in software engineering practice and research. While researchers have proposed text-based differencing techniques capable of identifying line changes over the past decade, existing methods exhibit a notable limitation in identifying edit actions (EAs) that operate on text blocks spanning multiple lines. Such EAs are common in developers' practice, such as moving a code block for conditional branching or duplicating a method definition block for overloading. Existing tools represent such block-level operations as discrete sequences of line-level EAs, compelling developers to manually correlate them and thereby substantially impeding the efficiency of change comprehension. To address this issue, we propose BDiff, a text-based differencing algorithm capable of identifying two types of block-level EAs and five types of line-level EAs. Building on traditional differencing algorithms, we first construct a candidate set containing all possible line mappings and block mappings. Leveraging the Kuhn-Munkres algorithm, we then compute the optimal mapping set that can minimize the size of the edit script (ES) while closely aligning with the original developer's intent. To validate the effectiveness of BDiff, we selected five state-of-the-art tools, including large language models (LLMs), as baselines and adopted a combined qualitative and quantitative approach to evaluate their performance in terms of ES size, result quality, and running time. Experimental results show that BDiff produces higher-quality differencing results than baseline tools while maintaining competitive runtime performance. Our experiments also show the unreliability of LLMs in code differencing tasks regarding result quality and their infeasibility in terms of runtime efficiency. We have implemented a web-based visual differencing tool.

cs.SE↗

ScreenCoder: Advancing Visual-to-Code Generation for Front-End Automation via Modular Multimodal Agents

Automating the transformation of user interface (UI) designs into front-end code holds significant promise for accelerating software development and democratizing design workflows. While multimodal large language models (MLLMs) can translate images to code, they often fail on complex UIs, struggling to unify visual perception, layout planning, and code synthesis within a single monolithic model, which leads to frequent perception and planning errors. To address this, we propose ScreenCoder, a modular multi-agent framework that decomposes the task into three interpretable stages: grounding, planning, and generation. By assigning these distinct responsibilities to specialized agents, our framework achieves significantly higher robustness and fidelity than end-to-end approaches. Furthermore, ScreenCoder serves as a scalable data engine, enabling us to generate high-quality image-code pairs. We use this data to fine-tune open-source MLLM via a dual-stage pipeline of supervised fine-tuning and reinforcement learning, demonstrating substantial gains in its UI generation capabilities. Extensive experiments demonstrate that our approach achieves state-of-the-art performance in layout accuracy, structural coherence, and code correctness. Our code is made publicly available at https://github.com/leigest519/ScreenCoder.

cs.CV↗

SEER: Enhancing Chain-of-Thought Code Generation through Self-Exploring Deep Reasoning

Code generation, the task of creating executable programs from natural language requirements, has recently seen tremendous advances through Chain-of-Thought (CoT) reasoning, which enables Large Language Models (LLMs) to develop high-level reasoning plans before writing code. Recent research has proposed various methods to enhance models' CoT reasoning for code generation such as prompt engineering and supervised fine-tuning. However, existing approaches still face three critical limitations: (1) limited exploration of diverse reasoning paths, which constrains generalization across various programming scenarios, (2) lack of quality assessment for intermediate reasoning steps, which hampers the reliability of the generated plans and code, and (3) the potential negative impact of "overthinking", potentially leading to unnecessarily complex and incorrect solutions. To address these limitations, we frame CoT code generation as a decision making problem and present SEER, a SElf-Exploring deep Reasoning framework that enables accurate and adaptive reasoning for code generation. SEER introduces three key components: (1) Diverse reasoning path exploration, which aims at exploring diverse reasoning paths and annotating intermediate steps without relying on manual experts or closed-source proprietary models; (2) Reasoning quality-aware model training, which trains a policy model for generating candidate reasoning steps and a value model for assessing their quality; and (3) Adaptive CoT reasoning, which dynamically switches between direct generation and step-by-step reasoning for different problems.

cs.SE↗

TREAT: A Code LLMs Trustworthiness / Reliability Evaluation and Testing Framework

Large foundation models are fundamentally transforming the software engineering landscape, demonstrating exceptional capabilities across diverse tasks such as code generation, debugging, and testing. Despite this rapid progress, a significant gap remains in how to comprehensively evaluate these models' trustworthiness in real-world software engineering scenarios. Existing benchmarks suffer from limited task scope and fail to incorporate critical evaluation aspects such as the robustness and reliability of models. To bridge this gap, we present an evaluation framework called TREAT (Code LLMs Trustworthiness / Reliability Evaluation And Testing) that provides a holistic assessment of model performance in code intelligence tasks. Our evaluation framework addresses key limitations in existing approaches with four main improvements: (1) Multi-Task Holistic Evaluation that spans diverse software engineering activities rather than limited coding tasks; (2) Multi-Language and Multi-Modality Assessment that extends beyond traditional single-language, text-only benchmarks to include multi-modality coding tasks; (3) Robustness Assessment that evaluates model reliability under semantically-preserving code transformations; and (4) Rigorous Evaluation Methodology that enhances the trustworthiness of evaluation results through diverse evaluation prompts and adaptive solution extraction. Based on this evaluation framework, we assess 26 state-of-the-art models and uncover both their strengths and limitations, yielding several key insights:(1) Current models show substantial performance variation across programming tasks; (2) Multi-modal language models demonstrate specific performance limitations in UI code generation and edit;

cs.SE↗

Hierarchical Prediction-based Management for LMaaS Systems

Large Language Models (LLMs) have revolutionized numerous domains, driving the rise of Language-Model-as-a-Service (LMaaS) platforms that process millions of queries daily. These platforms must minimize latency and meet Service Level Objectives (SLOs) while optimizing resource usage. However, conventional cloud service management techniques, designed for traditional workloads, are suboptimal for LMaaS due to its dynamic service workloads and variable request loads. To address this, we propose PreServe, a tailored LMaaS management framework centered on hierarchical prediction. PreServe incorporates a service workload predictor to estimate periodic token density at a coarse granularity and a novel request load predictor to assess the resource demand of individual LLM requests, enabling the construction of a load anticipator for each LLM instance. By integrating both long-term and short-term predictions, PreServe adjusts resource allocation in advance, mitigating the risks of instance under- or over-provisioning. Besides, PreServe optimizes request routing by considering both current and anticipated future instance loads, ensuring balanced load distribution across instances. Evaluations on real-world production datasets show that PreServe outperforms state-of-the-art methods, reducing tail latency by 41.3%, cutting resource consumption by 49.38%, while incurring only 0.23% additional overhead.

cs.DC↗

CodeCrash: Exposing LLM Fragility to Misleading Natural Language in Code Reasoning

Large Language Models (LLMs) have recently demonstrated strong capabilities in code-related tasks, but their robustness in code reasoning under perturbations remains underexplored. We introduce CodeCrash, a stress-testing framework with 1,279 questions from CruxEval and LiveCodeBench, designed to evaluate reasoning reliability under structural perturbations and misleading natural language (NL) contexts. Through a systematic evaluation of 17 LLMs, we find that models often shortcut reasoning by over-relying on NL cues, leading to an average performance degradation of 23.2% in output prediction tasks. Even with Chain-of-Thought reasoning, models on average still have a 13.8% drop due to distractibility and rationalization, revealing a lack of critical reasoning capability to distinguish the actual code behaviors. While Large Reasoning Models with internal reasoning mechanisms improve robustness by fostering critical thinking, plausible yet incorrect hints can trigger pathological self-reflection, causing 2-3 times token consumption and even catastrophic cognitive dissonance in extreme cases for QwQ-32B. We refer to this phenomenon as Reasoning Collapse. CodeCrash provides a rigorous benchmark for evaluating robustness in code reasoning, guiding future research and development toward more reliable and resilient models.

cs.AI↗

Grounded GUI Understanding for Vision-Based Spatial Intelligent Agent: Exemplified by Extended Reality Apps

In recent years, spatial computing a.k.a. Extended Reality (XR) has emerged as a transformative technology, offering users immersive and interactive experiences across diversified virtual environments. Users can interact with XR apps through interactable GUI elements (IGEs) on the stereoscopic three-dimensional (3D) graphical user interface (GUI). The accurate recognition of these IGEs is instrumental, serving as the foundation of many software engineering tasks, including automated testing and effective GUI search. The most recent IGE detection approaches for 2D mobile apps typically train a supervised object detection model based on a large-scale manually-labeled GUI dataset, usually with a pre-defined set of clickable GUI element categories like buttons and spinners. Such approaches can hardly be applied to IGE detection in XR apps, due to a multitude of challenges including complexities posed by open-vocabulary and heterogeneous IGE categories, intricacies of context-sensitive interactability, and the necessities of precise spatial perception and visual-semantic alignment for accurate IGE detection results. Thus, it is necessary to embark on the IGE research tailored to XR apps. In this paper, we propose the first zero-shot cOntext-sensitive inteRactable GUI ElemeNT dEtection framework for virtual Reality apps, named Orienter. By imitating human behaviors, Orienter observes and understands the semantic contexts of XR app scenes first, before performing the detection. The detection process is iterated within a feedback-directed validation and reflection loop. Specifically, Orienter contains three components, including (1) Semantic context comprehension, (2) Reflection-directed IGE candidate detection, and (3) Context-sensitive interactability classification. Extensive experiments demonstrate that Orienter is more effective than the state-of-the-art GUI element detection approaches.

cs.SE↗

XRZoo: A Large-Scale and Versatile Dataset of Extended Reality (XR) Applications

The rapid advancement of Extended Reality (XR, encompassing AR, MR, and VR) and spatial computing technologies forms a foundational layer for the emerging Metaverse, enabling innovative applications across healthcare, education, manufacturing, and entertainment. However, research in this area is often limited by the lack of large, representative, and highquality application datasets that can support empirical studies and the development of new approaches benefiting XR software processes. In this paper, we introduce XRZoo, a comprehensive and curated dataset of XR applications designed to bridge this gap. XRZoo contains 12,528 free XR applications, spanning nine app stores, across all XR techniques (i.e., AR, MR, and VR) and use cases, with detailed metadata on key aspects such as application descriptions, application categories, release dates, user review numbers, and hardware specifications, etc. By making XRZoo publicly available, we aim to foster reproducible XR software engineering and security research, enable cross-disciplinary investigations, and also support the development of advanced XR systems by providing examples to developers. Our dataset serves as a valuable resource for researchers and practitioners interested in improving the scalability, usability, and effectiveness of XR applications. XRZoo will be released and actively maintained.

cs.SE↗

Automatically Generating Web Applications from Requirements Via Multi-Agent Test-Driven Development

Developing full-stack web applications is complex and time-intensive, demanding proficiency across diverse technologies and frameworks. Although recent advances in multimodal large language models (MLLMs) enable automated webpage generation from visual inputs, current solutions remain limited to front-end tasks and fail to deliver fully functional applications. In this work, we introduce TDDev, the first test-driven development (TDD)-enabled LLM-agent framework for end-to-end full-stack web application generation. Given a natural language description or design image, TDDev automatically derives executable test cases, generates front-end and back-end code, simulates user interactions, and iteratively refines the implementation until all requirements are satisfied. Our framework addresses key challenges in full-stack automation, including underspecified user requirements, complex interdependencies among multiple files, and the need for both functional correctness and visual fidelity. Through extensive experiments on diverse application scenarios, TDDev achieves a 14.4% improvement on overall accuracy compared to state-of-the-art baselines, demonstrating its effectiveness in producing reliable, high-quality web applications without requiring manual intervention.

cs.SE↗

When Shared Worlds Break: Demystifying Defects in Multi-User Extended Reality Software Systems

Multi-user Extended Reality (XR) systems enable transformative shared experiences but introduce unique software defects that compromise user experience. Understanding software defects in multi-user XR systems is crucial for enhancing system reliability, yet remains underexplored. To fill the gap, this paper presents the first large-scale empirical study of multi-user XR defects, analyzing 2,649 real-world bug reports from diverse sources, including developer forums, GitHub repositories, and app reviews on mainstream XR app stores. Through rigorous qualitative analysis using iterative open coding, we develop a comprehensive taxonomy that classifies multi-user XR bugs along three dimensions: Symptom Manifestation, Root Cause Origin, and Consequence Severity. Our findings reveal that synchronization inconsistencies and avatar-related anomalies are the most prevalent symptoms, while network/synchronization logic defects and session management flaws emerge as dominant root causes. Critically, over 34% of analyzed bugs lead to severe consequences that fundamentally break the shared experience, including system crashes, persistent disconnections, and complete interaction breakdowns, etc. We also identify concerning privacy and health implications unique to multi-user XR contexts. Based on our findings of defect analysis, we provide actionable recommendations for developers, platform vendors, and researchers. Our results demonstrate that multi-user XR systems face distinct challenges at the intersection of distributed systems, real-time 3D interaction, and immersive experiences, necessitating specialized approaches to testing, debugging, and quality assurance.

cs.SE↗

LogPilot: Intent-aware and Scalable Alert Diagnosis for Large-scale Online Service Systems

Effective alert diagnosis is essential for ensuring the reliability of large-scale online service systems. However, on-call engineers are often burdened with manually inspecting massive volumes of logs to identify root causes. While various automated tools have been proposed, they struggle in practice due to alert-agnostic log scoping and the inability to organize complex data effectively for reasoning. To overcome these limitations, we introduce LogPilot, an intent-aware and scalable framework powered by Large Language Models (LLMs) for automated log-based alert diagnosis. LogPilot introduces an intent-aware approach, interpreting the logic in alert definitions (e.g., PromQL) to precisely identify causally related logs and requests. To achieve scalability, it reconstructs each request's execution into a spatiotemporal log chain, clusters similar chains to identify recurring execution patterns, and provides representative samples to the LLMs for diagnosis. This clustering-based approach ensures the input is both rich in diagnostic detail and compact enough to fit within the LLM's context window. Evaluated on real-world alerts from Volcano Engine Cloud, LogPilot improves the usefulness of root cause summarization by 50.34% and exact localization accuracy by 54.79% over state-of-the-art methods. With a diagnosis time under one minute and a cost of only $0.074 per alert, LogPilot has been successfully deployed in production, offering an automated and practical solution for service alert diagnosis.

cs.SE↗

90% Faster, 100% Code-Free: MLLM-Driven Zero-Code 3D Game Development

Developing 3D games requires specialized expertise across multiple domains, including programming, 3D modeling, and engine configuration, which limits access to millions of potential creators. Recently, researchers have begun to explore automated game development. However, existing approaches face three primary challenges: (1) limited scope to 2D content generation or isolated code snippets; (2) requirement for manual integration of generated components into game engines; and (3) poor performance on handling interactive game logic and state management. While Multimodal Large Language Models (MLLMs) demonstrate potential capabilities to ease the game generation task, a critical gap still remains in translating these outputs into production-ready, executable game projects based on game engines such as Unity and Unreal Engine. To bridge the gap, this paper introduces UniGen, the first end-to-end coordinated multi-agent framework that automates zero-coding development of runnable 3D games from natural language requirements. Specifically, UniGen uses a Planning Agent that interprets user requirements into structured blueprints and engineered logic descriptions; after which a Generation Agent produces executable C# scripts; then an Automation Agent handles engine-specific component binding and scene construction; and lastly a Debugging Agent provides real-time error correction through conversational interaction. We evaluated UniGen on three distinct game prototypes. Results demonstrate that UniGen not only democratizes game creation by requiring no coding from the user, but also reduces development time by 91.4%. We release UniGen at https://github.com/yxwan123/UniGen. A video demonstration is available at https://www.youtube.com/watch?v=xyJjFfnxUx0.

cs.AI↗

Where Fact Ends and Fairness Begins: Redefining AI Bias Evaluation through Cognitive Biases

Recent failures such as Google Gemini generating people of color in Nazi-era uniforms illustrate how AI outputs can be factually plausible yet socially harmful. AI models are increasingly evaluated for "fairness," yet existing benchmarks often conflate two fundamentally different dimensions: factual correctness and normative fairness. A model may generate responses that are factually accurate but socially unfair, or conversely, appear fair while distorting factual reality. We argue that identifying the boundary between fact and fair is essential for meaningful fairness evaluation. We introduce Fact-or-Fair, a benchmark with (i) objective queries aligned with descriptive, fact-based judgments, and (ii) subjective queries aligned with normative, fairness-based judgments. Our queries are constructed from 19 statistics and are grounded in cognitive psychology, drawing on representativeness bias, attribution bias, and ingroup-outgroup bias to explain why models often misalign fact and fairness. Experiments across ten frontier models reveal different levels of fact-fair trade-offs. By reframing fairness evaluation, we provide both a new theoretical lens and a practical benchmark to advance the responsible model assessments. Our test suite is publicly available at https://github.com/uclanlp/Fact-or-Fair.

cs.CL↗

Metamorphic Testing for Audio Content Moderation Software

The rapid growth of audio-centric platforms and applications such as WhatsApp and Twitter has transformed the way people communicate and share audio content in modern society. However, these platforms are increasingly misused to disseminate harmful audio content, such as hate speech, deceptive advertisements, and explicit material, which can have significant negative consequences (e.g., detrimental effects on mental health). In response, researchers and practitioners have been actively developing and deploying audio content moderation tools to tackle this issue. Despite these efforts, malicious actors can bypass moderation systems by making subtle alterations to audio content, such as modifying pitch or inserting noise. Moreover, the effectiveness of modern audio moderation tools against such adversarial inputs remains insufficiently studied. To address these challenges, we propose MTAM, a Metamorphic Testing framework for Audio content Moderation software. Specifically, we conduct a pilot study on 2000 audio clips and define 14 metamorphic relations across two perturbation categories: Audio Features-Based and Heuristic perturbations. MTAM applies these metamorphic relations to toxic audio content to generate test cases that remain harmful while being more likely to evade detection. In our evaluation, we employ MTAM to test five commercial textual content moderation software and an academic model against three kinds of toxic content. The results show that MTAM achieves up to 38.6%, 18.3%, 35.1%, 16.7%, and 51.1% error finding rates (EFR) when testing commercial moderation software provided by Gladia, Assembly AI, Baidu, Nextdata, and Tencent, respectively, and it obtains up to 45.7% EFR when testing the state-of-the-art algorithms from the academy.

cs.SE↗

Trace Sampling 2.0: Code Knowledge Enhanced Span-level Sampling for Distributed Tracing

Distributed tracing is an essential diagnostic tool in microservice systems, but the sheer volume of traces places a significant burden on backend storage. A common approach to mitigating this issue is trace sampling, which selectively retains traces based on specific criteria, often preserving only anomalous ones. However, this method frequently discards valuable information, including normal traces that are essential for comparative analysis. To address this limitation, we introduce Trace Sampling 2.0, which operates at the span level while maintaining trace structure consistency. This approach allows for the retention of all traces while significantly reducing storage overhead. Based on this concept, we design and implement Autoscope, a span-level sampling method that leverages static analysis to extract execution logic, ensuring that critical spans are preserved without compromising structural integrity. We evaluated Autoscope on two open-source microservices. Our results show that it reduces trace size by 81.2% while maintaining 98.1% faulty span coverage, outperforming existing trace-level sampling methods. Furthermore, we demonstrate its effectiveness in root cause analysis, achieving an average improvement of 8.3%. These findings indicate that Autoscope can significantly enhance observability and storage efficiency in microservices, offering a robust solution for performance monitoring.

cs.SE↗

Next Edit Prediction: Learning to Predict Code Edits from Context and Interaction History

The rapid advancement of large language models (LLMs) has led to the widespread adoption of AI-powered coding assistants integrated into a development environment. On one hand, low-latency code completion offers completion suggestions but is fundamentally constrained to the cursor's current position. On the other hand, chat-based editing can perform complex modifications, yet forces developers to stop their work, describe the intent in natural language, which causes a context-switch away from the code. This creates a suboptimal user experience, as neither paradigm proactively predicts the developer's next edit in a sequence of related edits. To bridge this gap and provide the seamless code edit suggestion, we introduce the task of Next Edit Prediction, a novel task designed to infer developer intent from recent interaction history to predict both the location and content of the subsequent edit. Specifically, we curate a high-quality supervised fine-tuning dataset and an evaluation benchmark for the Next Edit Prediction task. Then, we conduct supervised fine-tuning on a series of models and performed a comprehensive evaluation of both the fine-tuned models and other baseline models, yielding several novel findings. This work lays the foundation for a new interaction paradigm that proactively collaborate with developers by anticipating their following action, rather than merely reacting to explicit instructions. The code is available at https://github.com/lurf21/NextEditPrediction.

cs.SE↗