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Shuqing Li

Publications and source records attributed to Shuqing Li.

At least 19 recordsLinked to original sources

MAGIC: Transition-Aware Generation of Navigable Multi-Scene Game Worlds with Large Language Models

Multi-scene navigation (clearing an objective in one bounded space and then crossing a portal into the next) is a defining feature of contemporary 3D games, but authoring it is laborious: every portal must have consistent endpoints on both sides, each interior must remain navigable once it is furnished, and the resulting connectivity must be kept consistent across many files. Recent large language model (LLM) and multimodal LLM (MLLM) scene generators have made single-interior synthesis dramatically cheaper, yet they produce one scene at a time and cannot, by naive repetition, yield a connected multi-scene world. We identify three obstacles that single-scene methods leave unsolved: cross-scene consistency, in-scene navigability, and the evaluation of whether a transition actually works. We present MAGIC, a prompt-to-project system that addresses all three. MAGIC is a four-stage pipeline that turns a single natural-language prompt into a runnable multi-scene game project: it plans a shared transition-aware intermediate representation, specifies each scene while enforcing portal reachability with a flood-fill validator, generates the scenes together with their transition scripts, and combines them into one project. Because existing single-scene fidelity metrics never execute a transition, we further introduce a transition-focused evaluation agent that runs each transition in play. On a new benchmark of 100 multi-scene cases, MAGIC produces an executable project for every case and reaches 0.99 precision, 0.95 recall, and 0.96 F1 on end-to-end transition identification; stage by stage, it recovers more ground-truth portals and yields markedly more navigable layouts than an LLM baseline and Holodeck. Our code is available at https://github.com/sereneee1201/MAGIC/.

cs.AI

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

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

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

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

Runtime Failure Hunting for Physics Engine Based Software Systems: How Far Can We Go?

Physics Engines (PEs) are fundamental software frameworks that simulate physical interactions in applications ranging from entertainment to safety-critical systems. Despite their importance, PEs suffer from physics failures, deviations from expected physical behaviors that can compromise software reliability, degrade user experience, and potentially cause critical failures in autonomous vehicles or medical robotics. Current testing approaches for PE-based software are inadequate, typically requiring white-box access and focusing on crash detection rather than semantically complex physics failures. This paper presents the first large-scale empirical study characterizing physics failures in PE-based software. We investigate three research questions addressing the manifestations of physics failures, the effectiveness of detection techniques, and developer perceptions of current detection practices. Our contributions include: (1) a taxonomy of physics failure manifestations; (2) a comprehensive evaluation of detection methods including deep learning, prompt-based techniques, and large multimodal models; and (3) actionable insights from developer experiences for improving detection approaches. To support future research, we release PhysiXFails, code, and other materials at https://sites.google.com/view/physics-failure-detection.

cs.CV

3D Software Synthesis Guided by Constraint-Expressive Intermediate Representation

Graphical user interface (UI) software has undergone a fundamental transformation from traditional two-dimensional (2D) desktop/web/mobile interfaces to spatial three-dimensional (3D) environments. While existing work has made remarkable success in automated 2D software generation, such as HTML/CSS and mobile app interface code synthesis, the generation of 3D software still remains under-explored. Current methods for 3D software generation usually generate the 3D environments as a whole and cannot modify or control specific elements in the software. Furthermore, these methods struggle to handle the complex spatial and semantic constraints inherent in the real world. To address the challenges, we present Scenethesis, a novel requirement-sensitive 3D software synthesis approach that maintains formal traceability between user specifications and generated 3D software. Scenethesis is built upon ScenethesisLang, a domain-specific language that serves as a granular constraint-aware intermediate representation (IR) to bridge natural language requirements and executable 3D software. It serves both as a comprehensive scene description language enabling fine-grained modification of 3D software elements and as a formal constraint-expressive specification language capable of expressing complex spatial constraints. By decomposing 3D software synthesis into stages operating on ScenethesisLang, Scenethesis enables independent verification, targeted modification, and systematic constraint satisfaction. Our evaluation demonstrates that Scenethesis accurately captures over 80% of user requirements and satisfies more than 90% of hard constraints while handling over 100 constraints simultaneously. Furthermore, Scenethesis achieves a 42.8% improvement in BLIP-2 visual evaluation scores compared to the state-of-the-art method.

cs.CV

MLLM-Based UI2Code Automation Guided by UI Layout Information

Converting user interfaces into code (UI2Code) is a crucial step in website development, which is time-consuming and labor-intensive. The automation of UI2Code is essential to streamline this task, beneficial for improving the development efficiency. There exist deep learning-based methods for the task; however, they heavily rely on a large amount of labeled training data and struggle with generalizing to real-world, unseen web page designs. The advent of Multimodal Large Language Models (MLLMs) presents potential for alleviating the issue, but they are difficult to comprehend the complex layouts in UIs and generate the accurate code with layout preserved. To address these issues, we propose LayoutCoder, a novel MLLM-based framework generating UI code from real-world webpage images, which includes three key modules: (1) Element Relation Construction, which aims at capturing UI layout by identifying and grouping components with similar structures; (2) UI Layout Parsing, which aims at generating UI layout trees for guiding the subsequent code generation process; and (3) Layout-Guided Code Fusion, which aims at producing the accurate code with layout preserved. For evaluation, we build a new benchmark dataset which involves 350 real-world websites named Snap2Code, divided into seen and unseen parts for mitigating the data leakage issue, besides the popular dataset Design2Code. Extensive evaluation shows the superior performance of LayoutCoder over the state-of-the-art approaches. Compared with the best-performing baseline, LayoutCoder improves 10.14% in the BLEU score and 3.95% in the CLIP score on average across all datasets.

cs.SE

Code Benchmarks Should Prioritize Rigor, Reliability, and Reproducibility

Code-related benchmarks play a critical role in evaluating large language models (LLMs), yet their quality fundamentally shapes how the community interprets model capabilities. In the past few years, awareness of benchmark quality has grown. Yet, after a decade-scale (2014-2025) survey over 672 code benchmarks, we observed a lag between growing awareness and actual practice. For example, in 2025 alone, the number of benchmarks that ignore code coverage when providing test cases nearly matches the total count accumulated across the previous ten years. In response, we take a clear position: Code benchmarks must prioritize rigor in benchmark construction, reliability in evaluation, and reproducibility in release. To operationalize this position, we introduce a code benchmark guideline HOW2BENCH with 55 checklists. Finally, our further human study also exposed that the current issues not only stem from the significant effort required, but also from a lack of awareness regarding their importance.

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

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

Automatically Generating UI Code from Screenshot: A Divide-and-Conquer-Based Approach

Websites are critical in today's digital world, with over 1.11 billion currently active and approximately 252,000 new sites launched daily. Converting website layout design into functional UI code is a time-consuming yet indispensable step of website development. Manual methods of converting visual designs into functional code present significant challenges, especially for non-experts. To explore automatic design-to-code solutions, we first conduct a motivating study on GPT-4o and identify three types of issues in generating UI code: element omission, element distortion, and element misarrangement. We further reveal that a focus on smaller visual segments can help multimodal large language models (MLLMs) mitigate these failures in the generation process. In this paper, we propose DCGen, a divide-and-conquer-based approach to automate the translation of webpage design to UI code. DCGen starts by dividing screenshots into manageable segments, generating code for each segment, and then reassembling them into complete UI code for the entire screenshot. We conduct extensive testing with a dataset comprised of real-world websites and various MLLMs and demonstrate that DCGen achieves up to a 15% improvement in visual similarity and 8% in code similarity for large input images. Human evaluations show that DCGen can help developers implement webpages significantly faster and more similar to the UI designs. To the best of our knowledge, DCGen is the first segment-aware MLLM-based approach for generating UI code directly from screenshots.

cs.SE

Less Cybersickness, Please: Demystifying and Detecting Stereoscopic Visual Inconsistencies in Virtual Reality Apps

The quality of Virtual Reality (VR) apps is vital, particularly the rendering quality of the VR Graphical User Interface (GUI). Different from traditional 2D apps, VR apps create a 3D digital scene for users, by rendering two distinct 2D images for the user's left and right eyes, respectively. Stereoscopic visual inconsistency (denoted as "SVI") issues, however, undermine the rendering process of the user's brain, leading to user discomfort and even adverse health effects. Such issues commonly exist but remain underexplored. We conduct an empirical analysis on 282 SVI bug reports from 15 VR platforms, summarizing 15 types of manifestations. The empirical analysis reveals that automatically detecting SVI issues is challenging, mainly because: (1) lack of training data; (2) the manifestations of SVI issues are diverse, complicated, and often application-specific; (3) most accessible VR apps are closed-source commercial software. Existing pattern-based supervised classification approaches may be inapplicable or ineffective in detecting the SVI issues. To counter these challenges, we propose an unsupervised black-box testing framework named StereoID to identify the stereoscopic visual inconsistencies, based only on the rendered GUI states. StereoID generates a synthetic right-eye image based on the actual left-eye image and computes distances between the synthetic right-eye image and the actual right-eye image to detect SVI issues. We propose a depth-aware conditional stereo image translator to power the image generation process, which captures the expected perspective shifts between left-eye and right-eye images. We build a large-scale unlabeled VR stereo screenshot dataset with larger than 171K images from 288 real-world VR apps for experiments. After substantial experiments, StereoID demonstrates superior performance for detecting SVI issues in both user reports and wild VR apps.

cs.SE

Less is More? An Empirical Study on Configuration Issues in Python PyPI Ecosystem

Python is widely used in the open-source community, largely owing to the extensive support from diverse third-party libraries within the PyPI ecosystem. Nevertheless, the utilization of third-party libraries can potentially lead to conflicts in dependencies, prompting researchers to develop dependency conflict detectors. Moreover, endeavors have been made to automatically infer dependencies. These approaches focus on version-level checks and inference, based on the assumption that configurations of libraries in the PyPI ecosystem are correct. However, our study reveals that this assumption is not universally valid, and relying solely on version-level checks proves inadequate in ensuring compatible run-time environments. In this paper, we conduct an empirical study to comprehensively study the configuration issues in the PyPI ecosystem. Specifically, we propose PyConf, a source-level detector, for detecting potential configuration issues. PyConf employs three distinct checks, targeting the setup, packing, and usage stages of libraries, respectively. To evaluate the effectiveness of the current automatic dependency inference approaches, we build a benchmark called VLibs, comprising library releases that pass all three checks of PyConf. We identify 15 kinds of configuration issues and find that 183,864 library releases suffer from potential configuration issues. Remarkably, 68% of these issues can only be detected via the source-level check. Our experiment results show that the most advanced automatic dependency inference approach, PyEGo, can successfully infer dependencies for only 65% of library releases. The primary failures stem from dependency conflicts and the absence of required libraries in the generated configurations. Based on the empirical results, we derive six findings and draw two implications for open-source developers and future research in automatic dependency inference.

cs.SE

Modeling Software Quality in Virtual Reality Applications from User Feedback

Virtual Reality (VR) applications couple software behavior with head-mounted displays, body movement, spatial interaction, and multimodal feedback. Consequently, familiar software-quality problems can have distinct consequences in VR, yet empirical knowledge of the quality concerns expressed by VR users remains fragmented. We analyze 1,656,968 public reviews of 28,745 VR applications across seven app stores. Our semiautomatic workflow uses five unsupervised methods to generate candidate aspects and multi-round human open and focused coding to construct and refine a hierarchical model of user-perceived VR software quality. The resulting model comprises 12 quality attributes and ten influencing factors. It distinguishes conventional attributes whose consequences change in VR from attributes closely tied to VR, including multisensory perception, user-friendly interaction mechanisms, immersivity, and comfort and safety. The influencing factors connect perceived quality problems to movement, control, tracking, multimedia, physics, configuration, and content decisions. Supplementary analyses examine temporal variation, platform and genre composition, accessibility-related reviews, and developer update logs. These descriptive analyses show that the concerns surfaced by reviews depend on context and identify concrete priorities for VR quality assurance. We release the available datasets, taxonomy materials, and analysis results to support replication and follow-up research: [https://sites.google.com/view/vr-software-quality](https://sites.google.com/view/vr-software-quality).

cs.SE

Combatting Front-Running in Smart Contracts: Attack Mining, Benchmark Construction and Vulnerability Detector Evaluation

Front-running attacks have been a major concern on the blockchain. Attackers launch front-running attacks by inserting additional transactions before upcoming victim transactions to manipulate victim transaction executions and make profits. Recent studies have shown that front-running attacks are prevalent on the Ethereum blockchain and have caused millions of US dollars loss. Vulnerable smart contracts, blockchain programs invoked by transactions, are held responsible for front-running attacks. Although techniques to detect front-running vulnerabilities have been proposed, their performance on real-world vulnerable contracts is unclear. There is no large-scale benchmark based on real attacks to evaluate their capabilities. This motivates us to build a benchmark consisting of 513 real-world attacks with vulnerable code labeled in 235 distinct smart contracts. We propose automated techniques to effectively collect real-world attacks and localize the corresponding vulnerable code at scale. Our experiments show that our approaches are effective, achieving higher recall in finding real attacks and higher precision in pinpointing vulnerabilities compared to the existing techniques. The evaluation of seven state-of-the-art vulnerability detection techniques on the benchmark reveals their inadequacy in detecting front-running vulnerabilities, with a low recall of at most 6.04%. Our further analysis identifies four common limitations in existing techniques: lack of support for inter-contract analysis, inefficient constraint solving for cryptographic operations, improper vulnerability patterns, and lack of token support.

cs.SE

MTTM: Metamorphic Testing for Textual Content Moderation Software

The exponential growth of social media platforms such as Twitter and Facebook has revolutionized textual communication and textual content publication in human society. However, they have been increasingly exploited to propagate toxic content, such as hate speech, malicious advertisement, and pornography, which can lead to highly negative impacts (e.g., harmful effects on teen mental health). Researchers and practitioners have been enthusiastically developing and extensively deploying textual content moderation software to address this problem. However, we find that malicious users can evade moderation by changing only a few words in the toxic content. Moreover, modern content moderation software performance against malicious inputs remains underexplored. To this end, we propose MTTM, a Metamorphic Testing framework for Textual content Moderation software. Specifically, we conduct a pilot study on 2,000 text messages collected from real users and summarize eleven metamorphic relations across three perturbation levels: character, word, and sentence. MTTM employs these metamorphic relations on toxic textual contents to generate test cases, which are still toxic yet likely to evade moderation. In our evaluation, we employ MTTM to test three commercial textual content moderation software and two state-of-the-art moderation algorithms against three kinds of toxic content. The results show that MTTM achieves up to 83.9%, 51%, and 82.5% error finding rates (EFR) when testing commercial moderation software provided by Google, Baidu, and Huawei, respectively, and it obtains up to 91.2% EFR when testing the state-of-the-art algorithms from the academy. In addition, we leverage the test cases generated by MTTM to retrain the model we explored, which largely improves model robustness (0% to 5.9% EFR) while maintaining the accuracy on the original test set.

cs.CL

Revisiting, Benchmarking and Exploring API Recommendation: How Far Are We?

Application Programming Interfaces (APIs), which encapsulate the implementation of specific functions as interfaces, greatly improve the efficiency of modern software development. As numbers of APIs spring up nowadays, developers can hardly be familiar with all the APIs, and usually need to search for appropriate APIs for usage. So lots of efforts have been devoted to improving the API recommendation task. However, it has been increasingly difficult to gauge the performance of new models due to the lack of a uniform definition of the task and a standardized benchmark. For example, some studies regard the task as a code completion problem; while others recommend relative APIs given natural language queries. To reduce the challenges and better facilitate future research, in this paper, we revisit the API recommendation task and aim at benchmarking the approaches. Specifically, the paper groups the approaches into two categories according to the task definition, i.e., query-based API recommendation and code-based API recommendation. We study 11 recently-proposed approaches along with 4 widely-used IDEs. One benchmark named as APIBench is then built for the two respective categories of approaches. Based on APIBench, we distill some actionable insights and challenges for API recommendation. We also achieve some implications and directions for improving the performance of recommending APIs, including data source selection, appropriate query reformulation, low resource setting, and cross-domain adaptation.

cs.SE