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Xingyuan Liu

Publications and source records attributed to Xingyuan Liu.

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REDAgentBench: Executable Red Teaming and Faithful Measurement of LLM Agent Systems

Large language model (LLM) agents combine language-based reasoning with external tools to perform complex tasks. Adversarial inputs can exploit interactions between the agent and its environment, causing the agent to violate safety policies during execution. Yet existing evaluations often reduce agent safety to a single attack success rate (ASR), collapsing exposure, execution, observation, and adjudication and potentially conflating actual violations with evidence visibility. We introduce REDAgentBench, an executable framework for autonomous red-teaming and faithful measurement. It derives attacks from explicit safety constraints and associated agent-system vulnerabilities, runs them in isolated service sandboxes, and verifies harmful effects from service receipts and final-state changes. The benchmark contains 1,661 cases across five service surfaces. Across six models and three agent harnesses, macro-average ASR is 65.69%; reported ASR varies with harness and evidence view, while evaluation-context disclosure changes execution behavior. In a state-grounded diagnostic cohort, almost one in five confirmed violations with resolved action anchors occurs after the agent states the relevant constraint or risk, revealing a Recognition--Execution Gap. Finally, a training-free policy reminder reduces confirmed violations by more than 70 percentage points in matched replay. These findings show that executable evaluation can improve safety measurement and identify actionable intervention points.

cs.AI

SwitchLingua: The First Large-Scale Multilingual and Multi-Ethnic Code-Switching Dataset

Code-switching (CS) is the alternating use of two or more languages within a conversation or utterance, often influenced by social context and speaker identity. This linguistic phenomenon poses challenges for Automatic Speech Recognition (ASR) systems, which are typically designed for a single language and struggle to handle multilingual inputs. The growing global demand for multilingual applications, including Code-Switching ASR (CSASR), Text-to-Speech (CSTTS), and Cross-Lingual Information Retrieval (CLIR), highlights the inadequacy of existing monolingual datasets. Although some code-switching datasets exist, most are limited to bilingual mixing within homogeneous ethnic groups, leaving a critical need for a large-scale, diverse benchmark akin to ImageNet in computer vision. To bridge this gap, we introduce \textbf{LinguaMaster}, a multi-agent collaboration framework specifically designed for efficient and scalable multilingual data synthesis. Leveraging this framework, we curate \textbf{SwitchLingua}, the first large-scale multilingual and multi-ethnic code-switching dataset, including: (1) 420K CS textual samples across 12 languages, and (2) over 80 hours of audio recordings from 174 speakers representing 18 countries/regions and 63 racial/ethnic backgrounds, based on the textual data. This dataset captures rich linguistic and cultural diversity, offering a foundational resource for advancing multilingual and multicultural research. Furthermore, to address the issue that existing ASR evaluation metrics lack sensitivity to code-switching scenarios, we propose the \textbf{Semantic-Aware Error Rate (SAER)}, a novel evaluation metric that incorporates semantic information, providing a more accurate and context-aware assessment of system performance.

cs.CL

Instruction-Driven Game Engine: A Poker Case Study

The Instruction-Driven Game Engine (IDGE) project aims to democratize game development by enabling a large language model (LLM) to follow free-form game descriptions and generate game-play processes. The IDGE allows users to create games simply by natural language instructions, which significantly lowers the barrier for game development. We approach the learning process for IDGEs as a Next State Prediction task, wherein the model autoregressively predicts the game states given player actions. The computation of game states must be precise; otherwise, slight errors could corrupt the game-play experience. This is challenging because of the gap between stability and diversity. To address this, we train the IDGE in a curriculum manner that progressively increases its exposure to complex scenarios. Our initial progress lies in developing an IDGE for Poker, which not only supports a wide range of poker variants but also allows for highly individualized new poker games through natural language inputs. This work lays the groundwork for future advancements in transforming how games are created and played.

cs.AI

Instruction-Driven Game Engines on Large Language Models

The Instruction-Driven Game Engine (IDGE) project aims to democratize game development by enabling a large language model (LLM) to follow free-form game rules and autonomously generate game-play processes. The IDGE allows users to create games by issuing simple natural language instructions, which significantly lowers the barrier for game development. We approach the learning process for IDGEs as a Next State Prediction task, wherein the model autoregressively predicts in-game states given player actions. It is a challenging task because the computation of in-game states must be precise; otherwise, slight errors could disrupt the game-play. To address this, we train the IDGE in a curriculum manner that progressively increases the model's exposure to complex scenarios. Our initial progress lies in developing an IDGE for Poker, a universally cherished card game. The engine we've designed not only supports a wide range of poker variants but also allows for high customization of rules through natural language inputs. Furthermore, it also favors rapid prototyping of new games from minimal samples, proposing an innovative paradigm in game development that relies on minimal prompt and data engineering. This work lays the groundwork for future advancements in instruction-driven game creation, potentially transforming how games are designed and played.

cs.AI

From Role-Play to Drama-Interaction: An LLM Solution

Drama is a form of storytelling inspired by human creativity, proceeding with a predefined storyline, carrying emotions and thoughts. This paper introduces \emph{LLM-based interactive drama}, which endows traditional drama with an unprecedented immersion, where a person is allowed to walk into it and interact with the characters and scenes. We define this new artistic genre by 6 essential elements-plot, character, thought, diction, spectacle and interaction-and study the entire pipeline to forge a backbone \emph{drama LLM} to drive the playing process, which is challenged by limited drama resources, uncontrollable narrative development, and complicated instruction following. We propose \emph{Narrative Chain} to offer finer control over the narrative progression during interaction with players; \emph{Auto-Drama} to synthesize drama scripts given arbitrary stories; \emph{Sparse Instruction Tuning} to allow the model to follow sophisticated instructions. We manually craft 3 scripts, \emph{Detective Conan}, \emph{Harry Potter}, \emph{Romeo and Juliet}, and design a 5-dimension principle to evaluate the drama LLM comprehensively.

cs.CL