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Mingjia Huo

Publications and source records attributed to Mingjia Huo.

5 recordsLinked to original sources

AtariBench: Evaluating Spatiotemporal Reasoning of Vision-Language Models in Atari Gameplay

Vision-Language Models (VLMs) have achieved strong performance on static visual understanding benchmarks, yet their ability to act in dynamic environments remains less well understood. We introduce AtariBench, a controlled benchmark that evaluates VLMs across 20 Atari 2600 games, requiring models to make sequential decisions from high-temporal-resolution gameplay streams. By decoupling fast in-game dynamics from wall-clock inference speed, AtariBench focuses on whether models can perceive rapid visual state changes, reason over spatiotemporal dynamics, and ground actions in the current observation. Our experiments reveal substantial limitations in state-of-the-art VLMs: models often fail to infer object motion and direction, exhibit brittle sequential decision-making, and over-rely on textual interaction history despite newly appended visual feedback. We further introduce a separability analysis to identify which in-game scores provide reliable signals of model competence, and use the benchmark to study how memory design and prompting strategies affect performance. Overall, AtariBench exposes a persistent gap between passive visual perception and active decision-making, providing a lightweight and rigorous testbed for developing VLMs that can reason and act in dynamic environments.

cs.CV↗

WMEval: Evaluating Interactive World Models Grounded on Physical Simulations

Interactive world models hold immense potential for high-stakes applications in robotics, game engines, and immersive digital twins, yet existing benchmarks primarily focus on perceptual similarity rather than the physical-causal coherence essential for real-world utility. We introduce WMEval, a comprehensive benchmark that evaluates interactive world models against Unity-based physical simulations. By leveraging Unity as a high-fidelity ground-truth oracle, we shift evaluation beyond perceptual visual assessment toward the objective state-based verification required for downstream applications. Spanning 9 diverse scenes, WMEval assesses action controllability, scene and character consistency, prompt adherence, kinematics, fluid mechanics, physical causality, and lighting. By executing matched action sequences in both the simulator and the world model, WMEval enables evaluation at both the perceptual level and the physical-causal level, using simulator-derived states as reference. Experiments on state-of-the-art models reveal significant room for improvement in dimensions that remain hidden by standard perceptual metrics but are vital for real-world deployments. Our code is available at: https://github.com/hao-ai-lab/WMEval.

cs.CV↗

lmgame-Bench: How Good are LLMs at Playing Games?

Playing video games requires perception, memory, and planning, exactly the faculties modern large language model (LLM) agents are expected to master. We study the major challenges in using popular video games to evaluate modern LLMs and find that directly dropping LLMs into games cannot make an effective evaluation, for three reasons -- brittle vision perception, prompt sensitivity, and potential data contamination. We introduce lmgame-Bench to turn games into reliable evaluations. lmgame-Bench features a suite of platformer, puzzle, and narrative games delivered through a unified Gym-style API and paired with lightweight perception and memory scaffolds, and is designed to stabilize prompt variance and remove contamination. Across 13 leading models, we show lmgame-Bench is challenging while still separating models well. Correlation analysis shows that every game probes a unique blend of capabilities often tested in isolation elsewhere. More interestingly, performing reinforcement learning on a single game from lmgame-Bench transfers both to unseen games and to external planning tasks. Our evaluation code is available at https://github.com/lmgame-org/GamingAgent/lmgame-bench.

cs.AI↗

Token-Specific Watermarking with Enhanced Detectability and Semantic Coherence for Large Language Models

Large language models generate high-quality responses with potential misinformation, underscoring the need for regulation by distinguishing AI-generated and human-written texts. Watermarking is pivotal in this context, which involves embedding hidden markers in texts during the LLM inference phase, which is imperceptible to humans. Achieving both the detectability of inserted watermarks and the semantic quality of generated texts is challenging. While current watermarking algorithms have made promising progress in this direction, there remains significant scope for improvement. To address these challenges, we introduce a novel multi-objective optimization (MOO) approach for watermarking that utilizes lightweight networks to generate token-specific watermarking logits and splitting ratios. By leveraging MOO to optimize for both detection and semantic objective functions, our method simultaneously achieves detectability and semantic integrity. Experimental results show that our method outperforms current watermarking techniques in enhancing the detectability of texts generated by LLMs while maintaining their semantic coherence. Our code is available at https://github.com/mignonjia/TS_watermark.

cs.LG↗

A Note on Lower Digits Extraction Polynomial for Bootstrapping

Bootstrapping is a crucial but computationally expensive step for realizing Fully Homomorphic Encryption (FHE). Recently, Chen and Han (Eurocrypt 2018) introduced a family of low-degree polynomials to extract the lowest digit with respect to a certain congruence, which helps improve the bootstrapping for both FV and BGV schemes. In this note, we present the following relevant findings about the work of Chen and Han (referred to as CH18): 1. We provide a simpler construction of the low-degree polynomials that serve the same purpose and match the asymptotic bound achieved in CH18; 2. We show the optimality and limit of our approach by solving a minimal polynomial degree problem; 3. We consider the problem of extracting other low-order digits using polynomials, and provide negative results.

cs.CR↗