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Shanghao Li

Publications and source records attributed to Shanghao Li.

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BlockServe: Block-Grained Continuous Batching for High-Throughput Diffusion LLM Serving

Efficient serving of diffusion large language models (dLLMs) is hindered by convergence heterogeneity: when batching multiple requests, different sequences converge at different rates, causing faster requests to stall behind slower stragglers and introducing compute bubbles and tail latency. We present BlockServe, a continuous batching framework that integrates block-grained scheduling -- immediately evicting completed requests at block boundaries -- with mixed-state execution that extends dual cache and parallel decoding to heterogeneous batches via gather-scatter indexing. Furthermore, a compute-aware admission controller expands effective batch capacity through token-budgeted refill. On Dream and LLaDA across five benchmarks, BlockServe achieves 1.9--10.6$\times$ throughput over Fast-dLLM with comparable generation quality, establishing block-grained scheduling as a foundation for high-throughput offline dLLM inference.

cs.LG

HAS-Bench: Evaluating LLM-Based Human-Agent Systems under Configurable Human Participation

Large language models increasingly operate in settings where humans are active collaborators rather than passive task providers. We introduce HAS-Framework, a graph-based framework that represents humans and LLM-powered agents as first-class participants with explicit roles, permissions, communication paths, and action authority. Building on this framework, HAS-Bench evaluates Human-Agent Systems under configurable human participation across agency levels, interaction channels, and persona policies. The benchmark measures both task outcomes and process-level collaboration behavior, including clarification quality, feedback utilization, control calibration, safety, initiative, and interaction cost. Experiments across six domains show that human participation can substantially improve task completion and failure recovery, but the gains depend on when, how, and by whom human input is exercised.

cs.AI

Why LLMs Hallucinate on Structured Knowledge: A Mechanistic Analysis of Reasoning over Linearized Representations

In many reasoning tasks, large language models (LLMs) rely on structured external knowledge, such as graphs and tables, which is typically linearized into sequential token representations. However, even when sufficient knowledge is available, LLMs can still produce hallucinated outputs, and the underlying mechanisms behind such failures remain poorly understood. We investigate these mechanisms and find that hallucinations arise from systematic internal dynamics rather than random noise. First, attention disproportionately concentrates toward shortcut-like structural cues rather than distributing across the full context. Second, feed-forward representations fail to ground the provided knowledge, causing the model to revert to parametric memory. Moreover, our results indicate that hallucination is consistently associated with failures in semantic grounding within feed-forward layers, while attention allocation exhibits greater task-dependent variability. Finally, we show that these mechanistic patterns generalize beyond single-hop graphs to multi-hop and tabular settings, enabling effective hallucination detection across structured knowledge formats.

cs.CL

EgoKit: Towards Unified Low-Cost Egocentric Data Collection with Heterogeneous Devices

Egocentric video is increasingly used as a data source for robot learning, activity understanding, and embodied AI research, but collecting it at scale remains fragmented in practice: each candidate host device, such as an Android phone, iPhone, iPad, smart glasses, or extended reality (XR) headset, exposes a different SDK, a different policy on raw camera access, and different limitations on external USB cameras and on-device tracking. Synchronized ego-view and wrist-view capture is therefore typically obtained by either committing to a single proprietary platform or building one-off rigs that do not transfer across devices. To address this gap, we present EgoKit, a toolkit that exposes the same egocentric recording workflow across six heterogeneous host devices. Across all supported devices, EgoKit presents the same recording interaction and produces locally stored video with a uniform log format; on XR headsets, it additionally logs head pose and OpenXR-standard 26-joint hand tracking aligned to the video streams. The companion accessories, including two wrist cameras with mounts, a head strap, and a USB-C hub, add wrist-view capture to any supported host without custom hardware fabrication. EgoKit is available at \url{https://egokit.chuange.org/}.

cs.CV

When Users Change Their Mind: Evaluating Interruptible Agents in Long-Horizon Web Navigation

As LLM agents transition from short, static problem solving to executing complex, long-horizon tasks in dynamic environments, the ability to handle user interruptions, such as adding requirement or revising goals, during mid-task execution is becoming a core requirement for realistic deployment. However, existing benchmarks largely assume uninterrupted agent behavior or study interruptions only in short, unconstrained language tasks. In this paper, we present the first systematic study of interruptible agents in long-horizon, environmentally grounded web navigation tasks, where actions induce persistent state changes. We formalize three realistic interruption types, including addition, revision, and retraction, and introduce InterruptBench, a benchmark derived from WebArena-Lite that synthesizes high-quality interruption scenarios under strict semantic constraints. Using a unified interruption simulation framework, we evaluate six strong LLM backbones across single- and multi-turn interruption settings, analyzing both their effectiveness in adapting to updated intents and their efficiency in recovering from mid-task changes. Our results show that handling user interruptions effectively and efficiently during long-horizon agentic tasks remains challenging for powerful large-scale LLMs. Code and dataset are available at https://github.com/HenryPengZou/InterruptBench.

cs.CL

Detecting Hallucinations in Graph Retrieval-Augmented Generation via Attention Patterns and Semantic Alignment

Graph-based Retrieval-Augmented Generation (GraphRAG) enhances Large Language Models (LLMs) by incorporating external knowledge from linearized subgraphs retrieved from knowledge graphs. However, LLMs struggle to interpret the relational and topological information in these inputs, resulting in hallucinations that are inconsistent with the retrieved knowledge. To analyze how LLMs attend to and retain structured knowledge during generation, we propose two lightweight interpretability metrics: Path Reliance Degree (PRD), which measures over-reliance on shortest-path triples, and Semantic Alignment Score (SAS), which assesses how well the model's internal representations align with the retrieved knowledge. Through empirical analysis on a knowledge-based QA task, we identify failure patterns associated with over-reliance on salient paths and weak semantic grounding, as indicated by high PRD and low SAS scores. We further develop a lightweight post-hoc hallucination detector, Graph Grounding and Alignment (GGA), which outperforms strong semantic and confidence-based baselines across AUC and F1. By grounding hallucination analysis in mechanistic interpretability, our work offers insights into how structural limitations in LLMs contribute to hallucinations, informing the design of more reliable GraphRAG systems in the future.

cs.CL

BIG-AOME: Designing Bodily Interaction Gamification towards Anti-sedentary Online Meeting Environments

Online meetings have become an integral part of daily life, but prolonged screen time poses significant health risks. While various interventions address sedentary lifestyles, few focus on mitigating sedentary behavior during online meetings. Design opportunities in this context remain underexplored. This study investigates the design of gamified bodily interactions as anti-sedentary measures during online meetings using a research through design approach. In collaboration with 11 users, we co-designed and iterated three prototypes, resulting in the BIG-AOME (Bodily Interaction Gamification towards Anti-sedentary Online Meeting Environments) framework. User studies with 15 participants across three groups evaluated these prototypes through semi-structured interviews analyzed using Hsieh's qualitative content analysis. Findings show that gamified bodily interactions encourage physical movement while reducing awkwardness during online meetings. Participants valued the social engagement fostered by cooperative and competitive elements in these games, enhancing social dynamics while encouraging physical movement. Such games can also serve as online icebreakers or playful decision-making tools. This study offers a comprehensive analysis of design dimensions within the BIG-AOME framework, including body engagement, attention, bodily interplay, timeliness, and virtual/physical environments, highlighting the potential of anti-sedentary bodily interactions to mitigate sedentary behavior and enhance social connections in online meetings.

cs.HC