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Wei Tsang Ooi

Publications and source records attributed to Wei Tsang Ooi.

At least 19 recordsLinked to original sources

Orbia: Do Generated Videos Form a Consistent 3D World?

Video generators serve as interactive worlds for exploration and simulation, yet realistic and visually appealing frames do not necessarily depict a consistent 3D world. Existing benchmarks assess selected geometric properties or use vision-language models to judge memory and consistency, leaving systematic 3D evaluation underexplored. We introduce Orbia, the first benchmark dedicated to a systematic and comprehensive evaluation of 3D consistency in interactive world models. Through controlled exploration and revisit, we organize the evaluation into three dimensions: input preservation, generated-content persistence, and 3D self-consistency. For input preservation, registered RGB-D references and annotated anchors support appearance, geometry, and spatial stability measurements. For generated-content persistence, we compare revisits to regions absent from the input image with their first generated observations to test whether models preserve what they create. For 3D self-consistency, cross-view depth and feature correspondence, regional scale agreement, and held-out Gaussian rendering test whether generated views describe the same 3D scene. Minute-long exploration and revisits further test long-term consistency. Our construction and annotation pipeline brings together public datasets, self-captured scenes, and simulation, yielding 720 instances across indoor and outdoor environments and six exploration-and-revisit protocols. Evaluation spans 27 text-, action-, and camera-conditioned models through native-interface adapters. Our Orbia benchmark provides a systematic basis for diagnosing 3D inconsistency and developing more persistent video world models.

cs.CV↗

Learning-to-Defer in Non-Stationary Time Series via Switching State-Space Models

Learning-to-defer (L2D) lets a predictor decide, at each round, whether to issue its own forecast or pay for an expert's. In non-stationary time series this decision must keep adapting, although deployment reveals only the consulted expert's forecast while a historical archive records every expert with the target. L2D-SLDS learns from this archive a switching state-space model of the target and all expert forecasts, whose shared and expert-specific states describe how experts move together and apart. Its predictive law supplies the internal forecast and the expected cost of every consultation, which a greedy router minimizes, and one consultation also updates the beliefs about unconsulted and unavailable experts. We prove sublinear regret against a changing conditional-risk oracle without exploration, when the candidate models are accurate and either the archive separates them or live feedback reveals cost differences. On three real datasets, L2D-SLDS has the lowest cost among eight bandit routers and adapts its consultation rate to the fee.

cs.LG↗

Consistent Learning-to-Defer with Expert-Conditional Advice

We introduce learning-to-defer with advice, a new setting in which a system learns both which expert should handle an input and which information that expert should receive. The policy acts before observing advice and minimizes prediction loss plus expert and acquisition fees. Training may reveal all advice sources or only a subset on each record. We show that composing routing and advice losses can be inconsistent and that augmented training can incur avoidable estimation variance. We propose reference conditional classification, which jointly learns a fixed expert's error probability and each action's error conditional on that expert's success or failure. The reference outcome is observed on every labeled record, so records with missing advice still inform the estimates. We prove a consistency bound for bounded task losses, show that limited training preserves the full population objective, and establish variance reductions for the analyzed fits. On FEVER and Sensitive, full training has the lowest mean dev loss at every evaluated fee, while limited training improves on full training at most matched acquisition budgets.

stat.ML↗

A Query Is Not a Commitment: Learning to Correct Expert Answers in Online Deferral

An inaccurate expert can still provide useful information after correction. We study online learning to defer in which the learner chooses an expert and fixes a correction function before purchasing its answer, then applies that function to the answer received. The difficulty is that observed losses reflect both expert quality and an unfinished correction: early errors can discourage queries that would be valuable after learning. We propose ORUCB, which pools shared and expert-specific polynomial responses. A bound on cumulative response-learning error calibrates confidence-weighted risk regression and exploration, allowing the router to account for this error when deciding which answers to buy. Under bounded residuals and disagreements, a fixed feasible model of optimal responses, and linear models of free and optimal queried risk, the calibrated algorithm achieves high-probability pseudo-regret $O(\sqrt T\log(T+1))$ over $T$ rounds for fixed problem parameters. The guarantee permits singular answer distributions and misspecified shared responses; optimality is relative to the bounded response class. On four test streams, the selected cubic policy has lower fee-inclusive cost than seven baselines that deploy answers unchanged. Comparisons with a common correction learner examine routing, while six-price comparisons measure cost and query rates.

stat.ML↗

Online Learning-to-Defer with Varying Experts

Learning-to-Defer (L2D) methods route each query either to a predictive model or to external experts. Real-world deployments require handling streaming data, changing expert availability, shifting expert reliability, and feedback observed only for the selected action. We introduce an online multiclass L2D algorithm that combines queried-action bandit feedback with a dynamically varying pool of experts. Let $N=n+n_e$, let $B$ bound the Frobenius norm of the linear score matrix, and let $ρ$ bound the augmented input norm. Assuming linear calibration and zero surrogate minimizability gap for the projected comparator class, our method achieves expected true-deferral regret $O((BN^{3/2}ρ+1)T^{2/3})$, improving to $O(BN^{3/2}ρ\sqrt T+B^2N^3ρ^2)$ under a concentrated-score condition. The analysis combines an online $\mathcal H$-consistency transfer bound with projected online convex optimization. Experiments on synthetic and real-world datasets demonstrate selective routing under varying expert availability and reliability.

stat.ML↗

FleetScape: A Mixed Reality Sandtable for Spatial Supervision and Control of Scalable Drone Fleets

As autonomous drone deployments scale from individual units to coordinated swarms, the human operator's role shifts from direct piloting to high-level supervision. Current interfaces often treat multi-drone control as a scaled-up version of single-drone operation. We instead investigate how reframing fleet supervision as spatial interaction can better support the spatial, temporal, and safety demands of complex missions. We present FleetScape, a Mixed Reality (MR) sandtable system that externalizes layered real-time mission, safety, and environmental data while enabling fluid transitions between manual intervention and autonomous supervision. We developed a high-fidelity building inspection simulation that generates and streams synchronized multi-drone and environmental data for MR visualizations. We used this prototype to conduct a user study with six experienced drone pilots managing fleets of up to 15 drones. Our findings show that FleetScape supports situational awareness through layered spatial representations and clarifies control mode transitions. However, a limit to situational awareness was observed as fleet size increases, leading to different supervisory strategies. Finally, we derive design implications for supporting scalable drone fleet supervision.

cs.HC↗

3D and 4D World Modeling: A Survey

World modeling has become a cornerstone in AI research, enabling agents to understand, represent, and predict the dynamic environments they inhabit. While prior work largely emphasizes generative methods for 2D image and video data, they overlook the rapidly growing body of work that leverages native 3D and 4D representations such as RGB-D imagery, occupancy grids, and LiDAR point clouds for large-scale scene modeling. At the same time, the absence of a standardized definition and taxonomy for "world models" has led to fragmented and sometimes inconsistent claims in the literature. This survey addresses these gaps by presenting the first comprehensive review explicitly dedicated to 3D and 4D world modeling and generation. We establish precise definitions, introduce a structured taxonomy spanning video-based (VideoGen), occupancy-based (OccGen), and LiDAR-based (LiDARGen) approaches, and systematically summarize datasets and evaluation metrics tailored to 3D/4D settings. We further discuss practical applications, identify open challenges, and highlight promising research directions, aiming to provide a coherent and foundational reference for advancing the field. A systematic summary of existing literature is available at https://github.com/worldbench/awesome-3d-4d-world-models

cs.CV↗

AI for Auto-Research: Roadmap & User Guide

AI-assisted research is crossing a threshold: fully automated systems can now generate research papers for as little as $15, while long-horizon agents can execute experiments, draft manuscripts, and simulate critique with minimal human input. Yet this productivity frontier exposes a deeper integrity problem: under scientific pressure, even frontier LLMs still fabricate results, miss hidden errors, and fail to judge novelty reliably. Studying developments through April 2026, we present an end-to-end analysis of AI across the complete research lifecycle, organized into four epistemological phases: Creation (idea generation, literature review, coding & experiments, tables & figures), Writing (paper writing), Validation (peer review, rebuttal & revision), and Dissemination (posters, slides, videos, social media, project pages, and interactive agents). We identify a sharp, stage-dependent boundary between reliable assistance and unreliable autonomy: AI excels at structured, retrieval-grounded, and tool-mediated tasks, but remains fragile for genuinely novel ideas, research-level experiments, and scientific judgment. Generated ideas often degrade after implementation, research code lags far behind pattern-matching benchmarks, and end-to-end autonomous systems have not yet consistently reached major-venue acceptance standards. We further show that greater automation can obscure rather than eliminate failure modes, making human-governed collaboration the most credible deployment paradigm. Finally, we provide a structured taxonomy, benchmark suite, and tool inventory, cross-stage design principles, and a practitioner-oriented playbook, with resources maintained at our project page.

cs.AI↗

EventDrive: Event Cameras for Vision-Language Driving Intelligence

Event cameras sense the world through asynchronous brightness changes with microsecond latency and high dynamic range, offering motion fidelity far beyond frame-based sensors and capturing temporal structure that conventional exposures often miss. These properties make events a powerful complement to RGB in autonomous driving, especially under blur, glare, and rapid motion, where frame-based perception can become unreliable. However, existing event-aware vision-language models remain limited to generic perception and do not reveal how event sensing contributes to reasoning and decision-making across the full driving loop. We present EventDrive, a large-scale benchmark and model suite that unifies event streams, RGB frames, and language supervision across four core dimensions: Perception, Understanding, Prediction, and Planning, covering captions, structured QA, grounding, motion-state recognition, trajectory forecasting, and planning tasks. Building on this foundation, EventDrive-VLM introduces a multi-horizon event pyramid and a temporal-horizon mixture-of-experts module to adaptively encode and fuse asynchronous and frame-based information for downstream reasoning. Comprehensive evaluation across diverse tasks shows that event streams provide substantial gains in temporal precision, motion awareness, and robustness, bringing event sensing into the center of driving intelligence.

cs.CV↗

EvoGS: Constructing Continuous-Layered Gaussian Splatting with Evolution Tree for Scalable 3D Streaming

Streaming 3D Gaussian Splatting requires highly scalable, progressive representations. Existing progressive methods rely on \textit{discrete layering}, accumulating separate splat sets for each level of detail. This structural independence between layers inherently leads to error accumulation, severe splat redundancy, and uncontrolled quality transitions. We propose EvoGS, the first \textit{continuous-layering} representation. Organized as an Evolution Tree, EvoGS generates finer details via an explicit, wavelet-inspired parent-child refinement. This empowers child nodes to structurally correct ancestral errors, yield inherently sparse and highly compressible inter-layer signals. Extensive experiments show EvoGS eliminates splat redundancy from over 65\% to under 25\%. Compared to state-of-the-art baselines, it reduces transmission payload and GPU VRAM footprint by up to 2.4$\times$ and 5.5$\times$, respectively, and achieves smooth quality transitions optimal for real-time adaptive streaming. Project page: https://yuang-ian.github.io/evogs/

cs.CV↗

Optimal Query Allocation in Extractive QA with LLMs: A Learning-to-Defer Framework with Theoretical Guarantees

Large Language Models excel in generative tasks but exhibit inefficiencies in structured text selection, particularly in extractive question answering. This challenge is magnified in resource-constrained environments, where deploying multiple specialized models for different tasks is impractical. We propose a Learning-to-Defer framework that allocates queries to specialized experts, ensuring high-confidence predictions while optimizing computational efficiency. Our approach integrates a principled allocation strategy with theoretical guarantees on optimal deferral that balances performance and cost. Empirical evaluations on SQuADv1, SQuADv2, and TriviaQA demonstrate that our method enhances answer reliability while significantly reducing computational overhead, making it well-suited for scalable and efficient EQA deployment.

cs.CL↗

Why Ask One When You Can Ask $k$? Learning-to-Defer to the Top-$k$ Experts

Existing Learning-to-Defer (L2D) frameworks are limited to single-expert deferral, forcing each query to rely on only one expert and preventing the use of collective expertise. We introduce the first framework for Top-$k$ Learning-to-Defer, which allocates queries to the $k$ most cost-effective entities. Our formulation unifies and strictly generalizes prior approaches, including the one-stage and two-stage regimes, selective prediction, and classical cascades. In particular, it recovers the usual Top-1 deferral rule as a special case while enabling principled collaboration with multiple experts when $k>1$. We further propose Top-$k(x)$ Learning-to-Defer, an adaptive variant that learns the optimal number of experts per query based on input difficulty, expert quality, and consultation cost. To enable practical learning, we develop a novel surrogate loss that is Bayes-consistent, $\mathcal{H}_h$-consistent in the one-stage setting, and $(\mathcal{H}_r,\mathcal{H}_g)$-consistent in the two-stage setting. Crucially, this surrogate is independent of $k$, allowing a single policy to be learned once and deployed flexibly across $k$. Experiments across both regimes show that Top-$k$ and Top-$k(x)$ deliver superior accuracy-cost trade-offs, opening a new direction for multi-expert deferral in L2D.

cs.LG↗

WorldLens: Full-Spectrum Evaluations of Driving World Models in Real World

Generative world models are reshaping embodied AI, enabling agents to synthesize realistic 4D driving environments that look convincing but often fail physically or behaviorally. Despite rapid progress, the field still lacks a unified way to assess whether generated worlds preserve geometry, obey physics, or support reliable control. We introduce WorldLens, a full-spectrum benchmark evaluating how well a model builds, understands, and behaves within its generated world. It spans five aspects -- Generation, Reconstruction, Action-Following, Downstream Task, and Human Preference -- jointly covering visual realism, geometric consistency, physical plausibility, and functional reliability. Across these dimensions, no existing world model excels universally: those with strong textures often violate physics, while geometry-stable ones lack behavioral fidelity. To align objective metrics with human judgment, we further construct WorldLens-26K, a large-scale dataset of human-annotated videos with numerical scores and textual rationales, and develop WorldLens-Agent, an evaluation model distilled from these annotations to enable scalable, explainable scoring. Together, the benchmark, dataset, and agent form a unified ecosystem for measuring world fidelity -- standardizing how future models are judged not only by how real they look, but by how real they behave.

cs.CV↗

Adversarial Robustness in One-Stage Learning-to-Defer

Learning-to-Defer (L2D) enables hybrid decision-making by routing inputs either to a predictor or to external experts. While promising, L2D is highly vulnerable to adversarial perturbations, which can not only flip predictions but also manipulate deferral decisions. Prior robustness analyses focus solely on two-stage settings, leaving open the end-to-end (one-stage) case where predictor and allocation are trained jointly. We introduce the first framework for adversarial robustness in one-stage L2D, covering both classification and regression. Our approach formalizes attacks, proposes cost-sensitive adversarial surrogate losses, and establishes theoretical guarantees including $\mathcal{H}$, $(\mathcal{R }, \mathcal{F})$, and Bayes consistency. Experiments on benchmark datasets confirm that our methods improve robustness against untargeted and targeted attacks while preserving clean performance.

stat.ML↗

Beyond Augmented-Action Surrogates for Multi-Expert Learning-to-Defer

A learning-to-defer (L2D) system decides, for each input, whether to predict on its own or to hand it to one of several available experts. The very well established recipe trains classifier and router jointly by treating the $K$ classes and $J$ experts as competing actions in one shared $(K{+}J)$-action geometry. Subsequent work has proposed a series of incremental fixes within this geometry; we show that each still suffers, to varying severity, from an optimization-level pathology (target distortion, gradient amplification, winner-take-all starvation, set-mass collapse, or class-expert coupling) even under statistical consistency. We step outside the augmented-action family entirely and propose a decoupled surrogate: a softmax classifier head and an independent sigmoid head per expert, mirroring the two natural objects of the problem. We show that per-sample updates are then coordinatewise and the class-expert Hessian block is identically zero, and prove an excess-risk bound with calibration constant $\max\{2\sqrt{2},\sqrt{2J/λ}\}$ -- to our knowledge the first multi-expert L2D guarantee whose constant does not grow with the expert pool when the per-expert weight is held fixed. On controlled synthetic studies and on CIFAR-10, CIFAR-10H, and Covertype, it is the only method in our comparison that remains stable as the expert pool grows, preserves rare specialists, and improves over a standalone classifier on every real-data benchmark.

stat.ML↗

Is Your Driving World Model an All-Around Player?

Today's driving world models can generate remarkably realistic dash-cam videos, yet no single model excels universally. Some generate photorealistic textures but violate basic physics; others maintain geometric consistency but fail when subjected to closed-loop planning. This disconnect exposes a critical gap: the field evaluates how real generated worlds appear, but rarely whether they behave realistically. We introduce WorldLens, a unified benchmark that measures world-model fidelity across the full spectrum, from pixel quality and 4D geometry to closed-loop driving and human perceptual alignment, through five complementary aspects and 24 standardized dimensions. Our evaluation of six representative models reveals that no existing approach dominates across all axes: texture-rich models violate geometry, geometry-aware models lack behavioral fidelity, and even the strongest performers achieve only 2-3 out of 10 on human realism ratings. To bridge algorithmic metrics with human perception, we further contribute WorldLens-26K, a 26,808-entry human-annotated preference dataset pairing numerical scores with textual rationales, and WorldLens-Agent, a vision-language evaluator distilled from these judgments that enables scalable, explainable auto-assessment. Together, the benchmark, dataset, and agent form a unified ecosystem for assessing generated worlds not merely by visual appeal, but by physical and behavioral fidelity.

cs.CV↗

See4D: Pose-Free 4D Generation via Auto-Regressive Video Inpainting

Immersive applications call for synthesizing spatiotemporal 4D content from casual videos without costly 3D supervision. Existing video-to-4D methods typically rely on manually annotated camera poses, which are labor-intensive and brittle for in-the-wild footage. Recent warp-then-inpaint approaches mitigate the need for pose labels by warping input frames along a novel camera trajectory and using an inpainting model to fill missing regions, thereby depicting the 4D scene from diverse viewpoints. However, this trajectory-to-trajectory formulation often entangles camera motion with scene dynamics and complicates both modeling and inference. We introduce See4D, a pose-free, trajectory-to-camera framework that replaces explicit trajectory prediction with rendering to a bank of fixed virtual cameras, thereby separating camera control from scene modeling. A view-conditional video inpainting model is trained to learn a robust geometry prior by denoising realistically synthesized warped images and to inpaint occluded or missing regions across virtual viewpoints, eliminating the need for explicit 3D annotations. Building on this inpainting core, we design a spatiotemporal autoregressive inference pipeline that traverses virtual-camera splines and extends videos with overlapping windows, enabling coherent generation at bounded per-step complexity. We validate See4D on cross-view video generation and sparse reconstruction benchmarks. Across quantitative metrics and qualitative assessments, our method achieves superior generalization and improved performance relative to pose- or trajectory-conditioned baselines, advancing practical 4D world modeling from casual videos.

cs.CV↗

P-GSVC: Layered Progressive 2D Gaussian Splatting for Scalable Image and Video

Gaussian splatting has emerged as a competitive explicit representation for image and video reconstruction. In this work, we present P-GSVC, the first layered progressive 2D Gaussian splatting framework that provides a unified solution for scalable Gaussian representation in both images and videos. P-GSVC organizes 2D Gaussian splats into a base layer and successive enhancement layers, enabling coarse-to-fine reconstructions. To effectively optimize this layered representation, we propose a joint training strategy that simultaneously updates Gaussians across layers, aligning their optimization trajectories to ensure inter-layer compatibility and a stable progressive reconstruction. P-GSVC supports scalability in terms of both quality and resolution. Our experiments show that the joint training strategy can gain up to 1.9 dB improvement in PSNR for video and 2.6 dB improvement in PSNR for image when compared to methods that perform sequential layer-wise training. Project page: https://longanwang-cs.github.io/PGSVC-webpage/

cs.CV↗