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Xiaofeng Mao

Publications and source records attributed to Xiaofeng Mao.

At least 19 recordsLinked to original sources

LynnReal-Omni: Native multi-modal Video Generation for Agentic Visual Workflows

Video diffusion models are stochastic and hard to control: precise content often requires repeated sampling without guaranteed success, and long-horizon scenes drift in appearance, interactions, and temporal coherence. Agentic visual creation provides explicit references, editable 3D scenes, or executable game states for stable control, but does not by itself guarantee high object or character fidelity. Combining the two can enable stable, high-quality generation. To realize this combination, we present LynnReal-Omni, a native multimodal video generation framework built on a 32B shared multimodal diffusion transformer that unifies text-to-video, image-conditioned generation, reference-guided generation, structural control, editing, degraded video restoration, and long-video generation. It accepts heterogeneous visual inputs, including appearance references, editable 3D renders, and game recordings, allowing agents to compose visual conditions within a unified model. We also train a dedicated 27B Flash shared multimodal diffusion transformer for real-time rendering. We build a systematic data pipeline for video cleaning, subject association, multimodal annotation, and aligned control construction, yielding a curated corpus of multi-shot audiovisual segments, and introduce MSAVP, a 100-prompt, 20-metric evaluation design that separates instruction following, generating plausibility, visual quality, temporal behavior, and audio coordination. LynnReal-Omni-Flash further reduces inference cost through model and decoding acceleration, including a lightweight VAE decoder; on one H100, warm generation and decoding of a 22-frame 540p video take 843 ms with LynnReal-Omni and 377 ms with Flash. These results provide a foundation for real-time streaming video generation, making LynnReal-Omni a unified, controllable, and efficient basis for agentic visual creation.

cs.CV

WorldMark: A Unified Benchmark Suite for Interactive Video World Models

Unlike text- or image-driven video generation, an interactive world model is driven by actions: the user acts, and the world responds. Two obstacles stand in the way of fair and comprehensive evaluation. First, models take actions in incompatible formats---captions, camera trajectories, action functions---so no shared protocol has been established. Second, while existing benchmarks have advanced world memory and visual quality, action following is reduced to trajectory or direction error, which collapses a whole path into one number: not how quickly the world reacts to a command switch, nor how cleanly it moves along the commanded axis. WorldMark removes both obstacles. Per-model adapters translate a shared WASD-style vocabulary into each model's native control format, so ten heterogeneous models receive semantically identical instructions across 500 standardized cases spanning styles, viewpoints, and difficulty tiers; a new model costs one adapter. On this common ground we characterize action dynamics through a control-systems lens---direction accuracy, direction purity, response latency, and motion stability, each resolved per axis---alongside suites for world memory and visual quality. Together they expose differences existing protocols cannot see: the fastest responders are often the least stable, a trade-off no single action metric captures; per-axis resolution reveals models that follow translation almost perfectly while barely responding to rotation; the model with the best perceptual and aesthetic quality ranks last in translational direction accuracy and latency; and stylized scenes cost every model global consistency while leaving action dynamics largely intact. We will release all data, evaluation code, and model outputs.

cs.CV

BiWM: Advancing Open-Source Interactive Video World Models with Bidirectional Autoregression

Interactive video world models commonly convert bidirectional video generators into causal autoregressive systems through control fine-tuning, autoregressive training, causal initialization, and few-step distillation. This pipeline is costly, while frozen causal histories accumulate errors that degrade long-horizon fidelity and controllability. We present BiWM, the first open-source full-stack training framework for bidirectional autoregressive video world models. BiWM retains full attention within each generated chunk and requires only two stages: camera/action-control fine-tuning and few-step Distribution Matching Distillation (DMD). Both stages converge within a few hundred optimizer steps on 8 H200 GPUs. The framework supports Wan2.1-T2V-1.3B, Wan2.2-TI2V-5B, HunyuanVideo-1.5-TI2V-8B, and LTX-2.3-22B, together with real-world camera control, pluggable long-history compression, and optional low-bit deployment. Supervised and forward-KL anchors mitigate DMD mode collapse and preserve scene dynamics. BiWM provides a compact, reproducible path from pretrained bidirectional video models to interactive, controllable, and efficient world models.

cs.CV

TRIDENT: Enhancing Large Language Model Safety with Tri-Dimensional Diversified Red-Teaming Data Synthesis

Large Language Models (LLMs) excel in various natural language processing tasks but remain vulnerable to generating harmful content or being exploited for malicious purposes. Although safety alignment datasets have been introduced to mitigate such risks through supervised fine-tuning (SFT), these datasets often lack comprehensive risk coverage. Most existing datasets focus primarily on lexical diversity while neglecting other critical dimensions. To address this limitation, we propose a novel analysis framework to systematically measure the risk coverage of alignment datasets across three essential dimensions: Lexical Diversity, Malicious Intent, and Jailbreak Tactics. We further introduce TRIDENT, an automated pipeline that leverages persona-based, zero-shot LLM generation to produce diverse and comprehensive instructions spanning these dimensions. Each harmful instruction is paired with an ethically aligned response, resulting in two datasets: TRIDENT-Core, comprising 26,311 examples, and TRIDENT-Edge, with 18,773 examples. Fine-tuning Llama 3.1-8B on TRIDENT-Edge demonstrates substantial improvements, achieving an average 14.29% reduction in Harm Score, and a 20% decrease in Attack Success Rate compared to the best-performing baseline model fine-tuned on the WildBreak dataset.

cs.CL

PackForcing: Short Video Training Suffices for Long Video Sampling and Long Context Inference

Autoregressive video diffusion models have demonstrated remarkable progress, yet they remain bottlenecked by intractable linear KV-cache growth, temporal repetition, and compounding errors during long-video generation. To address these challenges, we present PackForcing, a unified framework that efficiently manages the generation history through a novel three-partition KV-cache strategy. Specifically, we categorize the historical context into three distinct types: (1) Sink tokens, which preserve early anchor frames at full resolution to maintain global semantics; (2) Mid tokens, which achieve a massive spatiotemporal compression (32x token reduction) via a dual-branch network fusing progressive 3D convolutions with low-resolution VAE re-encoding; and (3) Recent tokens, kept at full resolution to ensure local temporal coherence. To strictly bound the memory footprint without sacrificing quality, we introduce a dynamic top-$k$ context selection mechanism for the mid tokens, coupled with a continuous Temporal RoPE Adjustment that seamlessly re-aligns position gaps caused by dropped tokens with negligible overhead. Empowered by this principled hierarchical context compression, PackForcing can generate coherent 2-minute, 832x480 videos at 16 FPS on a single H200 GPU. It achieves a bounded KV cache of just 4 GB and enables a remarkable 24x temporal extrapolation (5s to 120s), operating effectively either zero-shot or trained on merely 5-second clips. Extensive results on VBench demonstrate state-of-the-art temporal consistency (26.07) and dynamic degree (56.25), proving that short-video supervision is sufficient for high-quality, long-video synthesis. https://github.com/ShandaAI/PackForcing

cs.CV

EVOREFUSE: Evolutionary Prompt Optimization for Evaluation and Mitigation of LLM Over-Refusal to Pseudo-Malicious Instructions

Large language models (LLMs) frequently refuse to respond to pseudo-malicious instructions: semantically harmless input queries triggering unnecessary LLM refusals due to conservative safety alignment, significantly impairing user experience. Collecting such instructions is crucial for evaluating and mitigating over-refusals, but existing instruction curation methods, like manual creation or instruction rewriting, either lack scalability or fail to produce sufficiently diverse and effective refusal-inducing prompts. To address these limitations, we introduce EVOREFUSE, a prompt optimization approach that generates diverse pseudo-malicious instructions consistently eliciting confident refusals across LLMs. EVOREFUSE employs an evolutionary algorithm exploring the instruction space in more diverse directions than existing methods via mutation strategies and recombination, and iteratively evolves seed instructions to maximize evidence lower bound on LLM refusal probability. Using EVOREFUSE, we create two novel datasets: EVOREFUSE-TEST, a benchmark of 582 pseudo-malicious instructions that outperforms the next-best benchmark with 85.34% higher average refusal triggering rate across 9 LLMs without a safety-prior system prompt, 34.86% greater lexical diversity, and 40.03% improved LLM response confidence scores; and EVOREFUSE-ALIGN, which provides 3,000 pseudo-malicious instructions with responses for supervised and preference-based alignment training. With supervised fine-tuning on EVOREFUSE-ALIGN, LLAMA3.1-8B-INSTRUCT achieves up to 29.85% fewer over-refusals than models trained on the second-best alignment dataset, without compromising safety. Our analysis with EVOREFUSE-TEST reveals models trigger over-refusals by overly focusing on sensitive keywords while ignoring broader context. Our code and datasets are available at https://github.com/FishT0ucher/EVOREFUSE.

cs.AI

DemoBot: Efficient Learning of Bimanual Manipulation with Dexterous Hands From Third-Person Human Videos

This work presents DemoBot, a learning framework that enables a dual-arm, multi-finger robotic system to acquire complex manipulation skills from a single unannotated RGB-D video demonstration. The method extracts structured motion trajectories of both hands and objects from raw video data. These trajectories serve as motion priors for a novel reinforcement learning (RL) pipeline that learns to refine them through contact-rich interactions, thereby eliminating the need to learn from scratch. To address the challenge of learning long-horizon manipulation skills, we introduce: (1) Temporal-segment based RL to enforce temporal alignment of the current state with demonstrations; (2) Success-Gated Reset strategy to balance the refinement of readily acquired skills and the exploration of subsequent task stages; and (3) Event-Driven Reward curriculum with adaptive thresholding to guide the RL learning of high-precision manipulation. The novel video processing and RL framework successfully achieved long-horizon synchronous and asynchronous bimanual assembly tasks, offering a scalable approach for direct skill acquisition from human videos.

cs.RO

Yume-1.5: A Text-Controlled Interactive World Generation Model

Recent approaches have demonstrated the promise of using diffusion models to generate interactive and explorable worlds. However, most of these methods face critical challenges such as excessively large parameter sizes, reliance on lengthy inference steps, and rapidly growing historical context, which severely limit real-time performance and lack text-controlled generation capabilities. To address these challenges, we propose \method, a novel framework designed to generate realistic, interactive, and continuous worlds from a single image or text prompt. \method achieves this through a carefully designed framework that supports keyboard-based exploration of the generated worlds. The framework comprises three core components: (1) a long-video generation framework integrating unified context compression with linear attention; (2) a real-time streaming acceleration strategy powered by bidirectional attention distillation and an enhanced text embedding scheme; (3) a text-controlled method for generating world events. We have provided the codebase in the supplementary material.

cs.CV

Sekai: A Video Dataset towards World Exploration

Video generation techniques have made remarkable progress, promising to be the foundation of interactive world exploration. However, existing video generation datasets are not well-suited for world exploration training as they suffer from some limitations: limited locations, short duration, static scenes, and a lack of annotations about exploration and the world. In this paper, we introduce Sekai (meaning "world" in Japanese), a high-quality first-person view worldwide video dataset with rich annotations for world exploration. It consists of over 5,000 hours of walking or drone view (FPV and UVA) videos from over 100 countries and regions across 750 cities. We develop an efficient and effective toolbox to collect, pre-process and annotate videos with location, scene, weather, crowd density, captions, and camera trajectories. Comprehensive analyses and experiments demonstrate the dataset's scale, diversity, annotation quality, and effectiveness for training video generation models. We believe Sekai will benefit the area of video generation and world exploration, and motivate valuable applications. The project page is https://lixsp11.github.io/sekai-project/.

cs.CV

Suction Leap-Hand: Suction Cups on a Multi-fingered Hand Enable Embodied Dexterity and In-Hand Teleoperation

Dexterous in-hand manipulation remains a foundational challenge in robotics, with progress often constrained by the prevailing paradigm of imitating the human hand. This anthropomorphic approach creates two critical barriers: 1) it limits robotic capabilities to tasks humans can already perform, and 2) it makes data collection for learning-based methods exceedingly difficult. Both challenges are caused by traditional force-closure which requires coordinating complex, multi-point contacts based on friction, normal force, and gravity to grasp an object. This makes teleoperated demonstrations unstable and amplifies the sim-to-real gap for reinforcement learning. In this work, we propose a paradigm shift: moving away from replicating human mechanics toward the design of novel robotic embodiments. We introduce the \textbf{S}uction \textbf{Leap}-Hand (SLeap Hand), a multi-fingered hand featuring integrated fingertip suction cups that realize a new form of suction-enabled dexterity. By replacing complex force-closure grasps with stable, single-point adhesion, our design fundamentally simplifies in-hand teleoperation and facilitates the collection of high-quality demonstration data. More importantly, this suction-based embodiment unlocks a new class of dexterous skills that are difficult or even impossible for the human hand, such as one-handed paper cutting and in-hand writing. Our work demonstrates that by moving beyond anthropomorphic constraints, novel embodiments can not only lower the barrier for collecting robust manipulation data but also enable the stable, single-handed completion of tasks that would typically require two human hands. Our webpage is https://sites.google.com/view/sleaphand.

cs.RO

MDK12-Bench: A Comprehensive Evaluation of Multimodal Large Language Models on Multidisciplinary Exams

Multimodal large language models (MLLMs), which integrate language and visual cues for problem-solving, are crucial for advancing artificial general intelligence (AGI). However, current benchmarks for measuring the intelligence of MLLMs suffer from limited scale, narrow coverage, and unstructured knowledge, offering only static and undifferentiated evaluations. To bridge this gap, we introduce MDK12-Bench, a large-scale multidisciplinary benchmark built from real-world K-12 exams spanning six disciplines with 141K instances and 6,225 knowledge points organized in a six-layer taxonomy. Covering five question formats with difficulty and year annotations, it enables comprehensive evaluation to capture the extent to which MLLMs perform over four dimensions: 1) difficulty levels, 2) temporal (cross-year) shifts, 3) contextual shifts, and 4) knowledge-driven reasoning. We propose a novel dynamic evaluation framework that introduces unfamiliar visual, textual, and question form shifts to challenge model generalization while improving benchmark objectivity and longevity by mitigating data contamination. We further evaluate knowledge-point reference-augmented generation (KP-RAG) to examine the role of knowledge in problem-solving. Key findings reveal limitations in current MLLMs in multiple aspects and provide guidance for enhancing model robustness, interpretability, and AI-assisted education.

cs.AI

Yume: An Interactive World Generation Model

Yume aims to use images, text, or videos to create an interactive, realistic, and dynamic world, which allows exploration and control using peripheral devices or neural signals. In this report, we present a preview version of \method, which creates a dynamic world from an input image and allows exploration of the world using keyboard actions. To achieve this high-fidelity and interactive video world generation, we introduce a well-designed framework, which consists of four main components, including camera motion quantization, video generation architecture, advanced sampler, and model acceleration. First, we quantize camera motions for stable training and user-friendly interaction using keyboard inputs. Then, we introduce the Masked Video Diffusion Transformer~(MVDT) with a memory module for infinite video generation in an autoregressive manner. After that, training-free Anti-Artifact Mechanism (AAM) and Time Travel Sampling based on Stochastic Differential Equations (TTS-SDE) are introduced to the sampler for better visual quality and more precise control. Moreover, we investigate model acceleration by synergistic optimization of adversarial distillation and caching mechanisms. We use the high-quality world exploration dataset \sekai to train \method, and it achieves remarkable results in diverse scenes and applications. All data, codebase, and model weights are available on https://github.com/stdstu12/YUME. Yume will update monthly to achieve its original goal. Project page: https://stdstu12.github.io/YUME-Project/.

cs.CV

MDK12-Bench: A Multi-Discipline Benchmark for Evaluating Reasoning in Multimodal Large Language Models

Multimodal reasoning, which integrates language and visual cues into problem solving and decision making, is a fundamental aspect of human intelligence and a crucial step toward artificial general intelligence. However, the evaluation of multimodal reasoning capabilities in Multimodal Large Language Models (MLLMs) remains inadequate. Most existing reasoning benchmarks are constrained by limited data size, narrow domain coverage, and unstructured knowledge distribution. To close these gaps, we introduce MDK12-Bench, a multi-disciplinary benchmark assessing the reasoning capabilities of MLLMs via real-world K-12 examinations. Spanning six disciplines (math, physics, chemistry, biology, geography, and information science), our benchmark comprises 140K reasoning instances across diverse difficulty levels from primary school to 12th grade. It features 6,827 instance-level knowledge point annotations based on a well-organized knowledge structure, detailed answer explanations, difficulty labels and cross-year partitions, providing a robust platform for comprehensive evaluation. Additionally, we present a novel dynamic evaluation framework to mitigate data contamination issues by bootstrapping question forms, question types, and image styles during evaluation. Extensive experiment on MDK12-Bench reveals the significant limitation of current MLLMs in multimodal reasoning. The findings on our benchmark provide insights into the development of the next-generation models. Our data and codes are available at https://github.com/LanceZPF/MDK12.

cs.CV

S-Eval: Towards Automated and Comprehensive Safety Evaluation for Large Language Models

Generative large language models (LLMs) have revolutionized natural language processing with their transformative and emergent capabilities. However, recent evidence indicates that LLMs can produce harmful content that violates social norms, raising significant concerns regarding the safety and ethical ramifications of deploying these advanced models. Thus, it is both critical and imperative to perform a rigorous and comprehensive safety evaluation of LLMs before deployment. Despite this need, owing to the extensiveness of LLM generation space, it still lacks a unified and standardized risk taxonomy to systematically reflect the LLM content safety, as well as automated safety assessment techniques to explore the potential risk efficiently. To bridge the striking gap, we propose S-Eval, a novel LLM-based automated Safety Evaluation framework with a newly defined comprehensive risk taxonomy. S-Eval incorporates two key components, i.e., an expert testing LLM ${M}_t$ and a novel safety critique LLM ${M}_c$. ${M}_t$ is responsible for automatically generating test cases in accordance with the proposed risk taxonomy. ${M}_c$ can provide quantitative and explainable safety evaluations for better risk awareness of LLMs. In contrast to prior works, S-Eval is efficient and effective in test generation and safety evaluation. Moreover, S-Eval can be flexibly configured and adapted to the rapid evolution of LLMs and accompanying new safety threats, test generation methods and safety critique methods thanks to the LLM-based architecture. S-Eval has been deployed in our industrial partner for the automated safety evaluation of multiple LLMs serving millions of users, demonstrating its effectiveness in real-world scenarios. Our benchmark is publicly available at https://github.com/IS2Lab/S-Eval.

cs.CR

OSV: One Step is Enough for High-Quality Image to Video Generation

Video diffusion models have shown great potential in generating high-quality videos, making them an increasingly popular focus. However, their inherent iterative nature leads to substantial computational and time costs. While efforts have been made to accelerate video diffusion by reducing inference steps (through techniques like consistency distillation) and GAN training (these approaches often fall short in either performance or training stability). In this work, we introduce a two-stage training framework that effectively combines consistency distillation with GAN training to address these challenges. Additionally, we propose a novel video discriminator design, which eliminates the need for decoding the video latents and improves the final performance. Our model is capable of producing high-quality videos in merely one-step, with the flexibility to perform multi-step refinement for further performance enhancement. Our quantitative evaluation on the OpenWebVid-1M benchmark shows that our model significantly outperforms existing methods. Notably, our 1-step performance(FVD 171.15) exceeds the 8-step performance of the consistency distillation based method, AnimateLCM (FVD 184.79), and approaches the 25-step performance of advanced Stable Video Diffusion (FVD 156.94).

cs.CV

EasyRobust: A Comprehensive and Easy-to-use Toolkit for Robust and Generalized Vision

Deep neural networks (DNNs) has shown great promise in computer vision tasks. However, machine vision achieved by DNNs cannot be as robust as human perception. Adversarial attacks and data distribution shifts have been known as two major scenarios which degrade machine performance and obstacle the wide deployment of machines "in the wild". In order to break these obstructions and facilitate the research of model robustness, we develop EasyRobust, a comprehensive and easy-to-use toolkit for training, evaluation and analysis of robust vision models. EasyRobust targets at two types of robustness: 1) Adversarial robustness enables the model to defense against malicious inputs crafted by worst-case perturbations, also known as adversarial examples; 2) Non-adversarial robustness enhances the model performance on natural test images with corruptions or distribution shifts. Thorough benchmarks on image classification enable EasyRobust to provide an accurate robustness evaluation on vision models. We wish our EasyRobust can help for training practically-robust models and promote academic and industrial progress in closing the gap between human and machine vision. Codes and models of EasyRobust have been open-sourced in https://github.com/alibaba/easyrobust.

cs.CV

Learning Long-Horizon Robot Manipulation Skills via Privileged Action

Long-horizon contact-rich tasks are challenging to learn with reinforcement learning, due to ineffective exploration of high-dimensional state spaces with sparse rewards. The learning process often gets stuck in local optimum and demands task-specific reward fine-tuning for complex scenarios. In this work, we propose a structured framework that leverages privileged actions with curriculum learning, enabling the policy to efficiently acquire long-horizon skills without relying on extensive reward engineering or reference trajectories. Specifically, we use privileged actions in simulation with a general training procedure that would be infeasible to implement in real-world scenarios. These privileges include relaxed constraints and virtual forces that enhance interaction and exploration with objects. Our results successfully achieve complex multi-stage long-horizon tasks that naturally combine non-prehensile manipulation with grasping to lift objects from non-graspable poses. We demonstrate generality by maintaining a parsimonious reward structure and showing convergence to diverse and robust behaviors across various environments. Additionally, real-world experiments further confirm that the skills acquired using our approach are transferable to real-world environments, exhibiting robust and intricate performance. Our approach outperforms state-of-the-art methods in these tasks, converging to solutions where others fail.

cs.RO

Dexterous Cable Manipulation: Taxonomy, Multi-Fingered Hand Design, and Long-Horizon Manipulation

Existing research that addressed cable manipulation relied on two-fingered grippers, which make it difficult to perform similar cable manipulation tasks that humans perform. However, unlike dexterous manipulation of rigid objects, the development of dexterous cable manipulation skills in robotics remains underexplored due to the unique challenges posed by a cable's deformability and inherent uncertainty. In addition, using a dexterous hand introduces specific difficulties in tasks, such as cable grasping, pulling, and in-hand bending, for which no dedicated task definitions, benchmarks, or evaluation metrics exist. Furthermore, we observed that most existing dexterous hands are designed with structures identical to humans', typically featuring only one thumb, which often limits their effectiveness during dexterous cable manipulation. Lastly, existing non-task-specific methods did not have enough generalization ability to solve these cable manipulation tasks or are unsuitable due to the designed hardware. We have three contributions in real-world dexterous cable manipulation in the following steps: (1) We first defined and organized a set of dexterous cable manipulation tasks into a comprehensive taxonomy, covering most short-horizon action primitives and long-horizon tasks for one-handed cable manipulation. This taxonomy revealed that coordination between the thumb and the index finger is critical for cable manipulation, which decomposes long-horizon tasks into simpler primitives. (2) We designed a novel five-fingered hand with 25 degrees of freedom (DoF), featuring two symmetric thumb-index configurations and a rotatable joint on each fingertip, which enables dexterous cable manipulation. (3) We developed a demonstration collection pipeline for this non-anthropomorphic hand, which is difficult to operate by previous motion capture methods.

cs.RO