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Wu Liu

Publications and source records attributed to Wu Liu.

At least 37 records · Page 2Linked to original sources

RumorSphere: A Framework for Million-scale Agent-based Dynamic Simulation of Rumor Propagation

Rumor propagation modeling is critical for understanding and mitigating misinformation. Existing approaches combining rule-based regular agents with LLM-driven core agents provide a promising paradigm for large-scale rumor simulation. However, overlooking the dynamic nature of core agents and the importance of network topology on rumor spread significantly undermines the simulation performance. To address these issues, we present RumorSphere, a dynamic and hierarchical resonance framework for effective rumor simulation at the million-agent scale. Considering the dynamic role of core agents in rumor evolution, we propose a multi-agent dynamic interaction strategy based on the information cocoon theory, which adaptively identifies and activates critical core agents at conflict boundaries using LLMs, effectively supporting simulations with millions of agents. In addition, we design a hierarchical resonance network that integrates opinion leaders and localized community structures, enabling more realistic modeling of explosive rumor spread in real-world scenarios. Experiments on real-world datasets show that RumorSphere outperforms state-of-the-art methods, reducing simulation bias by an average of 26.5%.

cs.SI↗

ELMM: Efficient Lightweight Multimodal Large Language Models for Multimodal Knowledge Graph Completion

Multimodal Knowledge Graphs (MKGs) extend traditional knowledge graphs by incorporating visual and textual modalities, enabling richer and more expressive entity representations. However, existing MKGs often suffer from incompleteness, which hinder their effectiveness in downstream tasks. Therefore, multimodal knowledge graph completion (MKGC) task is receiving increasing attention. While large language models (LLMs) have shown promise for knowledge graph completion (KGC), their application to the multimodal setting remains underexplored. Moreover, applying Multimodal Large Language Models (MLLMs) to the task of MKGC introduces significant challenges: (1) the large number of image tokens per entity leads to semantic noise and modality conflicts, and (2) the high computational cost of processing large token inputs. To address these issues, we propose Efficient Lightweight Multimodal Large Language Models (ELMM) for MKGC. ELMM proposes a Multi-view Visual Token Compressor (MVTC) based on multi-head attention mechanism, which adaptively compresses image tokens from both textual and visual views, thereby effectively reducing redundancy while retaining necessary information and avoiding modality conflicts. Additionally, we design an attention pruning strategy to remove redundant attention layers from MLLMs, thereby significantly reducing the inference cost. We further introduce a linear projection to compensate for the performance degradation caused by pruning. Extensive experiments on four benchmark datasets demonstrate that ELMM achieves state-of-the-art performance.

cs.AI↗

Region-Constraint In-Context Generation for Instructional Video Editing

The In-context generation paradigm recently has demonstrated strong power in instructional image editing with both data efficiency and synthesis quality. Nevertheless, shaping such in-context learning for instruction-based video editing is not trivial. Without specifying editing regions, the results can suffer from the problem of inaccurate editing regions and the token interference between editing and non-editing areas during denoising. To address these, we present ReCo, a new instructional video editing paradigm that novelly delves into constraint modeling between editing and non-editing regions during in-context generation. Technically, ReCo width-wise concatenates source and target video for joint denoising. To calibrate video diffusion learning, ReCo capitalizes on two regularization terms, i.e., latent and attention regularization, conducting on one-step backward denoised latents and attention maps, respectively. The former increases the latent discrepancy of the editing region between source and target videos while reducing that of non-editing areas, emphasizing the modification on editing area and alleviating outside unexpected content generation. The latter suppresses the attention of tokens in the editing region to the tokens in counterpart of the source video, thereby mitigating their interference during novel object generation in target video. Furthermore, we propose a large-scale, high-quality video editing dataset, i.e., ReCo-Data, comprising 500K instruction-video pairs to benefit model training. Extensive experiments conducted on four major instruction-based video editing tasks demonstrate the superiority of our proposal.

cs.CV↗

DynamiX: Large-Scale Dynamic Social Network Simulator

Understanding the intrinsic mechanisms of social platforms is an urgent demand to maintain social stability. The rise of large language models provides significant potential for social network simulations to capture attitude dynamics and reproduce collective behaviors. However, existing studies mainly focus on scaling up agent populations, neglecting the dynamic evolution of social relationships. To address this gap, we introduce DynamiX, a novel large-scale social network simulator dedicated to dynamic social network modeling. DynamiX uses a dynamic hierarchy module for selecting core agents with key characteristics at each timestep, enabling accurate alignment of real-world adaptive switching of user roles. Furthermore, we design distinct dynamic social relationship modeling strategies for different user types. For opinion leaders, we propose an information-stream-based link prediction method recommending potential users with similar stances, simulating homogeneous connections, and autonomous behavior decisions. For ordinary users, we construct an inequality-oriented behavior decision-making module, effectively addressing unequal social interactions and capturing the patterns of relationship adjustments driven by multi-dimensional factors. Experimental results demonstrate that DynamiX exhibits marked improvements in attitude evolution simulation and collective behavior analysis compared to static networks. Besides, DynamiX opens a new theoretical perspective on follower growth prediction, providing empirical evidence for opinion leaders cultivation.

physics.soc-ph↗

PopSim: Social Network Simulation for Social Media Popularity Prediction

Accurately predicting the popularity of user-generated content (UGC) is essential for advancing social media analytics and recommendation systems. Existing approaches typically follow an inductive paradigm, where researchers train static models on historical data for popularity prediction. However, the UGC propagation is inherently a dynamic process, and static modeling based on historical features fails to capture the complex interactions and nonlinear evolution. In this paper, we propose PopSim, a novel simulation-based paradigm for social media popularity prediction (SMPP). Unlike the inductive paradigm, PopSim leverages the large language models (LLMs)-based multi-agent social network sandbox to simulate UGC propagation dynamics for popularity prediction. Specifically, to effectively model the UGC propagation process in the network, we design a social-mean-field-based agent interaction mechanism, which models the dual-channel and bidirectional individual-population interactions, enhancing agents' global perception and decision-making capabilities. In addition, we propose a multi-source information aggregation module that transforms heterogeneous social metadata into a uniform formulation for LLMs. Finally, propagation dynamics with multimodal information are fused to provide comprehensive popularity prediction. Extensive experiments on real-world datasets demonstrate that SimPop consistently outperforms the state-of-the-art methods, reducing prediction error by an average of 8.82%, offering a new perspective for research on the SMPP task.

cs.MM↗

ACEBench: Who Wins the Match Point in Tool Usage?

Large Language Models (LLMs) have demonstrated significant potential in decision-making and reasoning, particularly when integrated with various tools to effectively solve complex problems. However, existing benchmarks for evaluating LLMs' tool usage face several limitations: (1) limited evaluation scenarios, often lacking assessments in real multi-turn dialogue contexts; (2) narrow evaluation dimensions, with insufficient detailed assessments of how LLMs use tools; and (3) reliance on LLMs or real API executions for evaluation, which introduces significant overhead. To address these challenges, we introduce ACEBench, a comprehensive benchmark for assessing tool usage in LLMs. ACEBench categorizes data into three primary types based on evaluation methodology: Normal, Special, and Agent. "Normal" evaluates tool usage in basic scenarios; "Special" evaluates tool usage in situations with ambiguous or incomplete instructions; "Agent" evaluates tool usage through multi-agent interactions to simulate real-world, multi-turn dialogues. We conducted extensive experiments using ACEBench, analyzing various LLMs in-depth and providing a more granular examination of error causes across different data types.

cs.CL↗

LSF-Animation: Label-Free Speech-Driven Facial Animation via Implicit Feature Representation

Speech-driven 3D facial animation has attracted increasing interest since its potential to generate expressive and temporally synchronized digital humans. While recent works have begun to explore emotion-aware animation, they still depend on explicit one-hot encodings to represent identity and emotion with given emotion and identity labels, which limits their ability to generalize to unseen speakers. Moreover, the emotional cues inherently present in speech are often neglected, limiting the naturalness and adaptability of generated animations. In this work, we propose LSF-Animation, a novel framework that eliminates the reliance on explicit emotion and identity feature representations. Specifically, LSF-Animation implicitly extracts emotion information from speech and captures the identity features from a neutral facial mesh, enabling improved generalization to unseen speakers and emotional states without requiring manual labels. Furthermore, we introduce a Hierarchical Interaction Fusion Block (HIFB), which employs a fusion token to integrate dual transformer features and more effectively integrate emotional, motion-related and identity-related cues. Extensive experiments conducted on the 3DMEAD dataset demonstrate that our method surpasses recent state-of-the-art approaches in terms of emotional expressiveness, identity generalization, and animation realism. The source code will be released at: https://github.com/Dogter521/LSF-Animation.

cs.CV↗

T-SVG: Text-Driven Stereoscopic Video Generation

The advent of stereoscopic videos has opened new horizons in multimedia, particularly in extended reality (XR) and virtual reality (VR) applications, where immersive content captivates audiences across various platforms. Despite its growing popularity, producing stereoscopic videos remains challenging due to the technical complexities involved in generating stereo parallax. This refers to the positional differences of objects viewed from two distinct perspectives and is crucial for creating depth perception. This complex process poses significant challenges for creators aiming to deliver convincing and engaging presentations. To address these challenges, this paper introduces the Text-driven Stereoscopic Video Generation (T-SVG) system. This innovative, model-agnostic, zero-shot approach streamlines video generation by using text prompts to create reference videos. These videos are transformed into 3D point cloud sequences, which are rendered from two perspectives with subtle parallax differences, achieving a natural stereoscopic effect. T-SVG represents a significant advancement in stereoscopic content creation by integrating state-of-the-art, training-free techniques in text-to-video generation, depth estimation, and video inpainting. Its flexible architecture ensures high efficiency and user-friendliness, allowing seamless updates with newer models without retraining. By simplifying the production pipeline, T-SVG makes stereoscopic video generation accessible to a broader audience, demonstrating its potential to revolutionize the field.

cs.CV↗

MotionPro: A Precise Motion Controller for Image-to-Video Generation

Animating images with interactive motion control has garnered popularity for image-to-video (I2V) generation. Modern approaches typically rely on large Gaussian kernels to extend motion trajectories as condition without explicitly defining movement region, leading to coarse motion control and failing to disentangle object and camera moving. To alleviate these, we present MotionPro, a precise motion controller that novelly leverages region-wise trajectory and motion mask to regulate fine-grained motion synthesis and identify target motion category (i.e., object or camera moving), respectively. Technically, MotionPro first estimates the flow maps on each training video via a tracking model, and then samples the region-wise trajectories to simulate inference scenario. Instead of extending flow through large Gaussian kernels, our region-wise trajectory approach enables more precise control by directly utilizing trajectories within local regions, thereby effectively characterizing fine-grained movements. A motion mask is simultaneously derived from the predicted flow maps to capture the holistic motion dynamics of the movement regions. To pursue natural motion control, MotionPro further strengthens video denoising by incorporating both region-wise trajectories and motion mask through feature modulation. More remarkably, we meticulously construct a benchmark, i.e., MC-Bench, with 1.1K user-annotated image-trajectory pairs, for the evaluation of both fine-grained and object-level I2V motion control. Extensive experiments conducted on WebVid-10M and MC-Bench demonstrate the effectiveness of MotionPro. Please refer to our project page for more results: https://zhw-zhang.github.io/MotionPro-page/.

cs.CV↗

HOIGen-1M: A Large-scale Dataset for Human-Object Interaction Video Generation

Text-to-video (T2V) generation has made tremendous progress in generating complicated scenes based on texts. However, human-object interaction (HOI) often cannot be precisely generated by current T2V models due to the lack of large-scale videos with accurate captions for HOI. To address this issue, we introduce HOIGen-1M, the first largescale dataset for HOI Generation, consisting of over one million high-quality videos collected from diverse sources. In particular, to guarantee the high quality of videos, we first design an efficient framework to automatically curate HOI videos using the powerful multimodal large language models (MLLMs), and then the videos are further cleaned by human annotators. Moreover, to obtain accurate textual captions for HOI videos, we design a novel video description method based on a Mixture-of-Multimodal-Experts (MoME) strategy that not only generates expressive captions but also eliminates the hallucination by individual MLLM. Furthermore, due to the lack of an evaluation framework for generated HOI videos, we propose two new metrics to assess the quality of generated videos in a coarse-to-fine manner. Extensive experiments reveal that current T2V models struggle to generate high-quality HOI videos and confirm that our HOIGen-1M dataset is instrumental for improving HOI video generation. Project webpage is available at https://liuqi-creat.github.io/HOIGen.github.io.

cs.CV↗

LMAgent: A Large-scale Multimodal Agents Society for Multi-user Simulation

The believable simulation of multi-user behavior is crucial for understanding complex social systems. Recently, large language models (LLMs)-based AI agents have made significant progress, enabling them to achieve human-like intelligence across various tasks. However, real human societies are often dynamic and complex, involving numerous individuals engaging in multimodal interactions. In this paper, taking e-commerce scenarios as an example, we present LMAgent, a very large-scale and multimodal agents society based on multimodal LLMs. In LMAgent, besides freely chatting with friends, the agents can autonomously browse, purchase, and review products, even perform live streaming e-commerce. To simulate this complex system, we introduce a self-consistency prompting mechanism to augment agents' multimodal capabilities, resulting in significantly improved decision-making performance over the existing multi-agent system. Moreover, we propose a fast memory mechanism combined with the small-world model to enhance system efficiency, which supports more than 10,000 agent simulations in a society. Experiments on agents' behavior show that these agents achieve comparable performance to humans in behavioral indicators. Furthermore, compared with the existing LLMs-based multi-agent system, more different and valuable phenomena are exhibited, such as herd behavior, which demonstrates the potential of LMAgent in credible large-scale social behavior simulations.

cs.AI↗

It Takes Two: Accurate Gait Recognition in the Wild via Cross-granularity Alignment

Existing studies for gait recognition primarily utilized sequences of either binary silhouette or human parsing to encode the shapes and dynamics of persons during walking. Silhouettes exhibit accurate segmentation quality and robustness to environmental variations, but their low information entropy may result in sub-optimal performance. In contrast, human parsing provides fine-grained part segmentation with higher information entropy, but the segmentation quality may deteriorate due to the complex environments. To discover the advantages of silhouette and parsing and overcome their limitations, this paper proposes a novel cross-granularity alignment gait recognition method, named XGait, to unleash the power of gait representations of different granularity. To achieve this goal, the XGait first contains two branches of backbone encoders to map the silhouette sequences and the parsing sequences into two latent spaces, respectively. Moreover, to explore the complementary knowledge across the features of two representations, we design the Global Cross-granularity Module (GCM) and the Part Cross-granularity Module (PCM) after the two encoders. In particular, the GCM aims to enhance the quality of parsing features by leveraging global features from silhouettes, while the PCM aligns the dynamics of human parts between silhouette and parsing features using the high information entropy in parsing sequences. In addition, to effectively guide the alignment of two representations with different granularity at the part level, an elaborate-designed learnable division mechanism is proposed for the parsing features. Comprehensive experiments on two large-scale gait datasets not only show the superior performance of XGait with the Rank-1 accuracy of 80.5% on Gait3D and 88.3% CCPG but also reflect the robustness of the learned features even under challenging conditions like occlusions and cloth changes.

cs.CV↗

ChatVTG: Video Temporal Grounding via Chat with Video Dialogue Large Language Models

Video Temporal Grounding (VTG) aims to ground specific segments within an untrimmed video corresponding to the given natural language query. Existing VTG methods largely depend on supervised learning and extensive annotated data, which is labor-intensive and prone to human biases. To address these challenges, we present ChatVTG, a novel approach that utilizes Video Dialogue Large Language Models (LLMs) for zero-shot video temporal grounding. Our ChatVTG leverages Video Dialogue LLMs to generate multi-granularity segment captions and matches these captions with the given query for coarse temporal grounding, circumventing the need for paired annotation data. Furthermore, to obtain more precise temporal grounding results, we employ moment refinement for fine-grained caption proposals. Extensive experiments on three mainstream VTG datasets, including Charades-STA, ActivityNet-Captions, and TACoS, demonstrate the effectiveness of ChatVTG. Our ChatVTG surpasses the performance of current zero-shot methods.

cs.MM↗

SigFormer: Sparse Signal-Guided Transformer for Multi-Modal Human Action Segmentation

Multi-modal human action segmentation is a critical and challenging task with a wide range of applications. Nowadays, the majority of approaches concentrate on the fusion of dense signals (i.e., RGB, optical flow, and depth maps). However, the potential contributions of sparse IoT sensor signals, which can be crucial for achieving accurate recognition, have not been fully explored. To make up for this, we introduce a Sparse signalguided Transformer (SigFormer) to combine both dense and sparse signals. We employ mask attention to fuse localized features by constraining cross-attention within the regions where sparse signals are valid. However, since sparse signals are discrete, they lack sufficient information about the temporal action boundaries. Therefore, in SigFormer, we propose to emphasize the boundary information at two stages to alleviate this problem. In the first feature extraction stage, we introduce an intermediate bottleneck module to jointly learn both category and boundary features of each dense modality through the inner loss functions. After the fusion of dense modalities and sparse signals, we then devise a two-branch architecture that explicitly models the interrelationship between action category and temporal boundary. Experimental results demonstrate that SigFormer outperforms the state-of-the-art approaches on a multi-modal action segmentation dataset from real industrial environments, reaching an outstanding F1 score of 0.958. The codes and pre-trained models have been available at https://github.com/LIUQI-creat/SigFormer.

cs.CV↗

An Application of Large Language Models to Coding Negotiation Transcripts

In recent years, Large Language Models (LLM) have demonstrated impressive capabilities in the field of natural language processing (NLP). This paper explores the application of LLMs in negotiation transcript analysis by the Vanderbilt AI Negotiation Lab. Starting in September 2022, we applied multiple strategies using LLMs from zero shot learning to fine tuning models to in-context learning). The final strategy we developed is explained, along with how to access and use the model. This study provides a sense of both the opportunities and roadblocks for the implementation of LLMs in real life applications and offers a model for how LLMs can be applied to coding in other fields.

cs.CL↗

Quantum Compiling with Reinforcement Learning on a Superconducting Processor

To effectively implement quantum algorithms on noisy intermediate-scale quantum (NISQ) processors is a central task in modern quantum technology. NISQ processors feature tens to a few hundreds of noisy qubits with limited coherence times and gate operations with errors, so NISQ algorithms naturally require employing circuits of short lengths via quantum compilation. Here, we develop a reinforcement learning (RL)-based quantum compiler for a superconducting processor and demonstrate its capability of discovering novel and hardware-amenable circuits with short lengths. We show that for the three-qubit quantum Fourier transformation, a compiled circuit using only seven CZ gates with unity circuit fidelity can be achieved. The compiler is also able to find optimal circuits under device topological constraints, with lengths considerably shorter than those by the conventional method. Our study exemplifies the codesign of the software with hardware for efficient quantum compilation, offering valuable insights for the advancement of RL-based compilers.

quant-ph↗

HumanNeRF-SE: A Simple yet Effective Approach to Animate HumanNeRF with Diverse Poses

We present HumanNeRF-SE, a simple yet effective method that synthesizes diverse novel pose images with simple input. Previous HumanNeRF works require a large number of optimizable parameters to fit the human images. Instead, we reload these approaches by combining explicit and implicit human representations to design both generalized rigid deformation and specific non-rigid deformation. Our key insight is that explicit shape can reduce the sampling points used to fit implicit representation, and frozen blending weights from SMPL constructing a generalized rigid deformation can effectively avoid overfitting and improve pose generalization performance. Our architecture involving both explicit and implicit representation is simple yet effective. Experiments demonstrate our model can synthesize images under arbitrary poses with few-shot input and increase the speed of synthesizing images by 15 times through a reduction in computational complexity without using any existing acceleration modules. Compared to the state-of-the-art HumanNeRF studies, HumanNeRF-SE achieves better performance with fewer learnable parameters and less training time.

cs.CV↗

TRACE: 5D Temporal Regression of Avatars with Dynamic Cameras in 3D Environments

Although the estimation of 3D human pose and shape (HPS) is rapidly progressing, current methods still cannot reliably estimate moving humans in global coordinates, which is critical for many applications. This is particularly challenging when the camera is also moving, entangling human and camera motion. To address these issues, we adopt a novel 5D representation (space, time, and identity) that enables end-to-end reasoning about people in scenes. Our method, called TRACE, introduces several novel architectural components. Most importantly, it uses two new "maps" to reason about the 3D trajectory of people over time in camera, and world, coordinates. An additional memory unit enables persistent tracking of people even during long occlusions. TRACE is the first one-stage method to jointly recover and track 3D humans in global coordinates from dynamic cameras. By training it end-to-end, and using full image information, TRACE achieves state-of-the-art performance on tracking and HPS benchmarks. The code and dataset are released for research purposes.

cs.CV↗