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Youngjae Yu

Publications and source records attributed to Youngjae Yu.

At least 37 records · Page 2Linked to original sources

Real-Time Execution with Autoregressive Policies

Real-time execution, enabled by asynchronous inference that ensures both smooth action trajectories and fast reactivity, is critical for realistic deployments of large-scale Vision-Language-Action models. However, recent work on real-time execution primarily focuses on variants of diffusion policies, even though it is more critical for autoregressive policies given their slower rollout speed in synchronous inference. In contrast, we demonstrate that autoregressive policies can achieve real-time execution by adjusting the tokenization horizon and applying constrained decoding, thereby guaranteeing strict latency bounds that enable multi-trajectory decoding to maximize performance. Across simulated and real-world environments, we find that the autoregressive policy consistently outperforms its equivalent-level flow-matching policy counterpart while achieving significantly improved task completion speeds from synchronous inference. Coupled with the inherent advantages of autoregressive policies, such as faster convergence and better generalizability in instruction-following, these results confirm that autoregressive policies can remain a competitive policy type supporting real-time execution.

cs.RO↗

Do MLLMs Capture How Interfaces Guide User Behavior? A Benchmark for Multimodal UI/UX Design Understanding

User interface (UI) design goes beyond visuals to shape user experience (UX), underscoring the shift toward UI/UX as a unified concept. While recent studies have explored UI evaluation using Multimodal Large Language Models (MLLMs), they largely focus on surface-level features, overlooking how design choices influence user behavior at scale. To fill this gap, we introduce WiserUI-Bench, a novel benchmark for multimodal understanding of how UI/UX design affects user behavior, built on 300 real-world UI image pairs from industry A/B tests, with empirically validated winners that induced more user actions. For future design progress in practice, post-hoc understanding of why such winners succeed with mass users is also required; we support this via expert-curated key interpretations for each instance. Experiments across multiple MLLMs on WiserUI-Bench for two main tasks, (1) predicting the more effective UI image between an A/B-tested pair, and (2) explaining it post-hoc in alignment with expert interpretations, show that models exhibit limited understanding of the behavioral impact of UI/UX design. We believe our work will foster research on leveraging MLLMs for visual design in user behavior contexts.

cs.CL↗

MAVL: A Multilingual Audio-Video Lyrics Dataset for Animated Song Translation

Lyrics translation requires both accurate semantic transfer and preservation of musical rhythm, syllabic structure, and poetic style. In animated musicals, the challenge intensifies due to alignment with visual and auditory cues. We introduce Multilingual Audio-Video Lyrics Benchmark for Animated Song Translation (MAVL), the first multilingual, multimodal benchmark for singable lyrics translation. By integrating text, audio, and video, MAVL enables richer and more expressive translations than text-only approaches. Building on this, we propose Syllable-Constrained Audio-Video LLM with Chain-of-Thought SylAVL-CoT, which leverages audio-video cues and enforces syllabic constraints to produce natural-sounding lyrics. Experimental results demonstrate that SylAVL-CoT significantly outperforms text-based models in singability and contextual accuracy, emphasizing the value of multimodal, multilingual approaches for lyrics translation.

cs.CL↗

InFerActive: Interactive Tree-Based Exploration of LLM Sampling for Safety Evaluation

Even LLMs that appear safe during evaluation can still produce harmful responses in deployment. Because stochastic sampling yields different responses to the same prompt, low-probability harmful outputs can still reach users at scale. Common human evaluation workflows generate many random samples per prompt and review them in static spreadsheets. The practice scales poorly, forcing evaluators to repeatedly reread near-duplicate prefixes. To address this, we present InFerActive, an interactive system that visualizes sampling results as a navigable tree of readable phrases, allowing evaluators to filter, explore, and extend the generation space on demand. InFerActive utilizes breadth-first sampling, a novel tree construction procedure that matches the harmful-response coverage of random sampling while requiring up to 5.0x fewer samples. Two controlled user studies (N = 12 each) demonstrate that InFerActive significantly improves evaluation efficiency and coverage over both spreadsheet and basic tree baselines.

cs.HC↗

Self-Improving CAD Generation Agents with Finite Element Analysis as Feedback

Computer-aided design (CAD) is the backbone of modern industrial design, yet learned CAD generators still fall short of real engineering pipelines: they neither iterate like engineers nor evaluate what engineering requires. Prior work has treated CAD generation as two disjoint steps, part synthesis and assembly, where the former is graded by proximity to a gold reference and the latter, when handled at all, is reduced to a separate constraint solving step. In this work, we introduce a more industry-native task formulation that requires a model to produce a fully assembled multi-part STEP file from a free-form engineering brief, which is then validated via finite element analysis (FEA). FEA validation reveals that Codex (GPT-5.5) and Claude Code (Opus-4.7) agents do not produce a single strict-passing artifact in the main first-attempt sweep, with the best configuration meeting only about 20% of typed requirements on average. Moreover, we introduce two additional supervision signals, a novel text-only blueprint schema and a 21-view image renderer that aids the agent's visual inspection, that better align the generation loop with how engineers iterate in practice. On S2O and Fusion360, the same feedback tools improve geometric reconstruction, with GPT-5.5/xhigh rising from 0.444 to 0.592 Box-IoU on S2O and from 0.397 to 0.505 on Fusion360. Together these signals move CAD programs toward artifacts that are not only visually plausible but also checked against physical and structural requirements.

cs.GR↗

Soohak: A Mathematician-Curated Benchmark for Evaluating Research-level Math Capabilities of LLMs

Following the recent achievement of gold-medal performance on the IMO by frontier LLMs, the community is searching for the next meaningful and challenging target for measuring LLM reasoning. Whereas olympiad-style problems measure step-by-step reasoning alone, research-level problems use such reasoning to advance the frontier of mathematical knowledge itself, emerging as a compelling alternative. Yet research-level math benchmarks remain scarce because such problems are difficult to source (e.g., Riemann Bench and FrontierMath-Tier 4 contain 25 and 50 problems, respectively). To support reliable evaluation of next-generation frontier models, we introduce Soohak, a 439-problem benchmark newly authored from scratch by 64 mathematicians. Soohak comprises two subsets. On the Challenge subset, frontier models including Gemini-3-Pro, GPT-5, and Claude-Opus-4.5 reach 30.4%, 26.4%, and 10.4% respectively, leaving substantial headroom, while leading open-weight models such as Qwen3-235B, GPT-OSS-120B, and Kimi-2.5 remain below 15%. Notably, beyond standard problem solving, Soohak introduces a refusal subset that probes a capability intrinsic to research mathematics: recognizing ill-posed problems and pausing rather than producing confident but unjustified answers. On this subset, no model exceeds 50%, identifying refusal as a new optimization target that current models do not directly address. To prevent contamination, the dataset will be publicly released in late 2026, with model evaluations available upon request in the interim.

cs.CL↗

Mind the Motions: Benchmarking Theory-of-Mind in Everyday Body Language

Our ability to interpret others' mental states through nonverbal cues (NVCs) is fundamental to our survival and social cohesion. While existing Theory of Mind (ToM) benchmarks have primarily focused on false-belief tasks and reasoning with asymmetric information, they overlook other mental states beyond belief and the rich tapestry of human nonverbal communication. We present Motion2Mind, a framework for evaluating the ToM capabilities of machines in interpreting NVCs. Leveraging an expert-curated body-language reference as a proxy knowledge base, we build Motion2Mind, a carefully curated video dataset with fine-grained nonverbal cue annotations paired with manually verified psychological interpretations. It encompasses 222 types of nonverbal cues and 397 mind states. Our evaluation reveals that current AI systems struggle significantly with NVC interpretation, exhibiting not only a substantial performance gap in Detection, as well as patterns of over-interpretation in Explanation compared to human annotators.

cs.CL↗

Teaching Metric Distance to Discrete Autoregressive Language Models

Large language models (LLMs) operate as autoregressive predictors over discrete token vocabularies, a formulation that has enabled their adaptation far beyond natural language to vision, robotics, and multimodal reasoning. However, training against one-hot targets disregards metric relationships between tokens and limits effectiveness on tasks where distance is meaningful, such as numerical values, spatial coordinates, or quantized embeddings. We introduce DIST2Loss, a distance-aware objective for discrete autoregressive models that replaces one-hot targets with reward-weighted distributions derived from predefined token distances. DIST2Loss can be interpreted as the closed-form solution to entropy-regularized policy optimization with known per-token rewards, retaining the core mechanism of reinforcement learning while avoiding sampling, rollouts, and instability. Our experiments show that DIST2Loss improves data efficiency and downstream performance across diverse domains. It yields tighter bounding boxes in visual grounding, accelerates robotic manipulation by improving action learning, enhances reward modeling for LLM alignment, and strengthens vector-quantized image generation. These results demonstrate that distance-aware supervision offers a simple and general alternative to one-hot supervision for discrete autoregressive models.

cs.LG↗

What MLLMs Learn about When they Learn about Multimodal Reasoning

Evaluation of multimodal reasoning models is typically reduced to a single accuracy score, implicitly treating reasoning as a unitary capability. We introduce MathLens, a benchmark of textbook-style geometry problems that exposes this assumption by operationally decomposing performance into perception, reasoning, and multimodal-specific components. Each problem is derived from a symbolic specification and accompanied by visual diagrams, text-only variants, multimodal questions, and targeted perceptual probes, enabling controlled measurement of each component. Using this decomposition, we show that common training strategies induce systematically different capability profiles that are invisible under aggregate accuracy. Reinforcement learning primarily improves perceptual grounding and robustness to diagram variation, while textual SFT yields gains through reflective reasoning. In contrast, as perception and reasoning improve, a growing fraction of remaining errors fall outside these components and are categorized as multimodal-specific. These results suggest that apparent progress in multimodal reasoning reflects shifting balances among subskills rather than uniform advancement, motivating evaluation beyond scalar accuracy.

cs.CL↗

GuideDog: A Real-World Egocentric Multimodal Dataset for Blind and Low-Vision Accessibility-Aware Guidance

For people affected by blindness and low vision (BLV), safe and independent navigation remains a major challenge, impacting over 2.2 billion individuals worldwide. Although multimodal large language models (MLLMs) offer new opportunities for assistive navigation, progress has been limited by the scarcity of accessibility-aware datasets, because creating them requires labor-intensive expert annotation. To this end, we introduce GuideDog, a novel dataset containing 22K image-description pairs (2K human-verified) capturing real-world pedestrian scenes across 46 countries. Our human-AI pipeline shifts annotation from generation to verification, grounded in established BLV guidance standards from experts and research, improving scalability while maintaining quality. We also present GuideDogQA, an 818-sample benchmark evaluating object recognition and depth perception. Experiments reveal that depth perception and adherence to these standards remain challenging for current MLLMs.

cs.CV↗

Investigating Counterfactual Unfairness in LLMs towards Identities through Humor

Humor holds up a mirror to social perception: what we find funny often reflects who we are and how we judge others. When language models engage with humor, their reactions expose the social assumptions they have internalized from training data. In this paper, we investigate counterfactual unfairness through humor by observing how the model's responses change when we swap who speaks and who is addressed while holding other factors constant. Our framework spans three tasks: humor generation refusal, speaker intention inference, and relational/societal impact prediction, covering both identity-agnostic humor and identity-specific disparagement humor. We introduce interpretable bias metrics that capture asymmetric patterns under identity swaps. Experiments across state-of-the-art models reveal consistent relational disparities: jokes told by privileged speakers are refused up to 67.5% more often, judged as malicious 64.7% more frequently, and rated up to 1.5 points higher in social harm on a 5-point scale. These patterns highlight how sensitivity and stereotyping coexist in generative models, complicating efforts toward fairness and cultural alignment.

cs.CL↗

Right at My Level: A Unified Multilingual Framework for Proficiency-Aware Text Simplification

Text simplification supports second language (L2) learning by providing comprehensible input, consistent with the Input Hypothesis. However, constructing personalized parallel corpora is costly, while existing large language model (LLM)-based readability control methods rely on pre-labeled sentence corpora and primarily target English. We propose Re-RIGHT, a unified reinforcement learning framework for adaptive multilingual text simplification without parallel corpus supervision. We first show that prompting-based lexical simplification at target proficiency levels (CEFR, JLPT, TOPIK, and HSK) performs poorly at easier levels and for non-English languages, even with state-of-the-art LLMs such as GPT-5.2 and Gemini 2.5. To address this, we collect 43K vocabulary-level data across four languages (English, Japanese, Korean, and Chinese) and train a compact 4B policy model using Re-RIGHT, which integrates three reward modules: vocabulary coverage, semantic preservation, and coherence. Compared to the stronger LLM baselines, Re-RIGHT achieves higher lexical coverage at target proficiency levels while maintaining original meaning and fluency.

cs.CL↗

Random Is Hard to Beat: Active Selection in online DPO with Modern LLMs

Modern LLMs inherit strong priors from web-scale pretraining, which can limit the headroom of post-training data-selection strategies. While Active Preference Learning (APL) seeks to optimize query efficiency in online Direct Preference Optimization (DPO), the inherent richness of on-policy candidate pools often renders simple Random sampling a surprisingly formidable baseline. We evaluate uncertainty-based APL against Random across harmlessness, helpfulness, and instruction-following settings, utilizing both reward models and LLM-as-a-judge proxies. We find that APL yields negligible improvements in proxy win-rates compared to Random. Crucially, we observe a dissociation where win-rate improves even as general capability -- measured by standard benchmarks -- degrades. APL fails to mitigate this capability collapse or reduce variance significantly better than random sampling. Our findings suggest that in the regime of strong pre-trained priors, the computational overhead of active selection is difficult to justify against the ``cheap diversity'' provided by simple random samples. Our code is available at https://github.com/BootsofLagrangian/random-vs-apl.

cs.LG↗

SceneAdapt: Scene-aware Adaptation of Human Motion Diffusion

Human motion is inherently diverse and semantically rich, while also shaped by the surrounding scene. However, existing motion generation approaches fail to generate semantically diverse motion while simultaneously respecting geometric scene constraints, since constructing large-scale datasets with both rich text-motion coverage and precise scene interactions is extremely challenging. In this work, we introduce SceneAdapt, a two-stage adaptation framework that enables semantically diverse, scene-aware human motion generation from text without large-scale paired text--scene--motion data. Our key idea is to use motion inbetweening, a learnable proxy task that requires no text, as a bridge between two disjoint resources: a text-motion dataset and a scene-motion dataset. By first adapting a text-to-motion model through inbetweening and then through scene-aware inbetweening, SceneAdapt injects geometric scene constraints into text-conditioned generation while preserving semantic diversity. To enable adaptation for inbetweening, we propose a novel Context-aware Keyframing (CaKey) layer that modulates motion latents for keyframe-conditioned synthesis while preserving the original latent manifold. To further adapt the model for scene-aware inbetweening, we introduce a Scene-conditioning (SceneCo) layer that injects geometric scene information by adaptively querying local context via cross-attention. Experimental results show that SceneAdapt effectively injects scene-awareness into text-to-motion models without sacrificing semantic diversity, and we further analyze the mechanisms through which this awareness emerges. Code and models will be released. Project page: \href{https://sceneadapt.github.io/}{sceneadapt.github.io}

cs.CV↗

Do Language Models Associate Sound with Meaning? A Multimodal Study of Sound Symbolism

Sound symbolism is a linguistic concept that refers to non-arbitrary associations between phonetic forms and their meanings. We suggest that this can be a compelling probe into how Multimodal Large Language Models (MLLMs) interpret auditory information in human languages. We investigate MLLMs' performance on phonetic iconicity across textual (orthographic and IPA) and auditory forms of inputs with up to 25 semantic dimensions (e.g., sharp vs. round), observing models' layer-wise information processing by measuring phoneme-level attention fraction scores. To this end, we present LEX-ICON, an extensive mimetic word dataset consisting of 8,052 words from four natural languages (English, French, Japanese, and Korean) and 2,930 systematically constructed pseudo-words, annotated with semantic features applied across both text and audio modalities. Our key findings demonstrate (1) MLLMs' phonetic intuitions that align with existing linguistic research across multiple semantic dimensions and (2) phonosemantic attention patterns that highlight models' focus on iconic phonemes. These results bridge domains of artificial intelligence and cognitive linguistics, providing the first large-scale, quantitative analyses of phonetic iconicity in terms of MLLMs' interpretability.

cs.CL↗

D2E: Scaling Vision-Action Pretraining on Desktop Data for Transfer to Embodied AI

Large language models leverage internet-scale text data, yet embodied AI remains constrained by the prohibitive costs of physical trajectory collection. Desktop environments -- particularly gaming -- offer a compelling alternative: they provide rich sensorimotor interactions at scale while maintaining the structured observation-action coupling essential for embodied learning. We present D2E (Desktop to Embodied AI), a framework that demonstrates desktop interactions can serve as an effective pretraining substrate for robotics embodied AI tasks. Unlike prior work that remained domain-specific (e.g., VPT for Minecraft) or kept data proprietary (e.g., SIMA), D2E establishes a complete pipeline from scalable desktop data collection to verified transfer in embodied domains. Our framework comprises three components: (1) the OWA Toolkit that unifies diverse desktop interactions into a standardized format with 152x compression, (2) the Generalist-IDM that achieves strong zero-shot generalization across unseen games through timestamp-based event prediction, enabling internet-scale pseudo-labeling, and (3) VAPT that transfers desktop-pretrained representations to physical manipulation and navigation. Using 1.3K+ hours of data (259 hours of human demonstrations and 1K+ hours of pseudo-labeled gameplay), our 1B-parameter model achieves 96.6% success on LIBERO manipulation and 83.3% on CANVAS navigation, matching or surpassing models up to 7x larger, such as π_{0} (3.3B) and OpenVLA (7B). These results demonstrate that sensorimotor primitives learned from digital interactions transfer effectively to real-world physical tasks, establishing desktop pretraining as a practical paradigm for embodied AI. All resources are publicly available at https://worv-ai.github.io/d2e.

cs.AI↗

TIPO: Text to Image with Text Presampling for Prompt Optimization

TIPO (Text-to-Image Prompt Optimization) introduces an efficient approach for automatic prompt refinement in text-to-image (T2I) generation. Starting from simple user prompts, TIPO leverages a lightweight pre-trained model to expand these prompts into richer and more detailed versions. Conceptually, TIPO samples refined prompts from a targeted sub-distribution within the broader semantic space, preserving the original intent while significantly improving visual quality, coherence, and detail. Unlike resource-intensive methods based on large language models (LLMs) or reinforcement learning (RL), TIPO offers strong computational efficiency and scalability, opening new possibilities for effective automated prompt engineering in T2I tasks. Extensive experiments across multiple domains demonstrate that TIPO achieves stronger text alignment, reduced visual artifacts, and consistently higher human preference rates, while maintaining competitive aesthetic quality. These results highlight the effectiveness of distribution-aligned prompt engineering and point toward broader opportunities for scalable, automated refinement in text-to-image generation.

cs.CV↗

Judging What We Cannot Solve: A Consequence-Based Approach for Oracle-Free Evaluation of Research-Level Math

Recent progress in reasoning models suggests that generating plausible attempts for research-level mathematics may be within reach, but verification remains a bottleneck, consuming scarce expert time. We hypothesize that a meaningful solution should contain enough method-level information that, when applied to a neighborhood of related questions, it should yield better downstream performance than incorrect solutions. Building on this idea, we propose \textbf{Consequence-Based Utility}, an oracle-free evaluator that scores each candidate by testing its value as an in-context exemplar in solving related yet verifiable questions. Our approach is evaluated on an original set of research-level math problems, each paired with one expert-written solution and nine LLM-generated solutions. Notably, Consequence-Based Utility consistently outperforms reward models, generative reward models, and LLM judges on ranking quality. Specifically, for GPT-OSS-120B, it improves Acc@1 from 67.2 to 76.3 and AUC from 71.4 to 79.6, with similarly large AUC gains on GPT-OSS-20B (69.0 to 79.2). Furthermore, compared to LLM-Judges, it also exhibits a larger solver-evaluator gap, maintaining a stronger correct-wrong separation even on instances where the underlying solver often fails to solve.

cs.CL↗