SearcharxivSearch

arXiv subjects

Yuhang Zang

Publications and source records attributed to Yuhang Zang.

4 recordsLinked to original sources

SciDocBench: A Workflow-Centered Benchmark and Data Pipeline for Scientific Document Understanding

Scientific papers require models to reason jointly over text, equations, figures, tables, code, and datasets while preserving the provenance of supporting evidence. Existing benchmarks typically evaluate these capabilities in isolation, leaving unclear whether multimodal models can support realistic scientific-reading workflows. We introduce SciDocBench, a workflow-centered benchmark for scientific document understanding. It contains 124 expert-authored and difficulty-screened questions organized into seven research-assistant capability groups and 19 subtasks across five scientific domains. Each question is instantiated under four matched conditions combining English or Chinese questions with all-images-first or interleaved document representations, yielding 496 evaluation instances for controlled analysis. The strongest evaluated system achieves only 62.6/100, with pronounced weaknesses in document perception, evidence grounding, verification, and cross-document reasoning. To translate these diagnostics into scalable training signals, we introduce SciDocIR, a typed evidence-graph representation that preserves scientific document objects, layout and cross-reference relations, and provenance. Building on SciDocIR, we construct SciDocDataset, comprising approximately 15K supervised fine-tuning samples and 8K reinforcement-learning samples across 14 verifiable subtasks. Together, SciDocBench, SciDocIR, and SciDocDataset form an evaluation-to-training framework for diagnosing and improving scientific-document assistants. The project page is available at https://github.com/InternLM/SciDocBench.

cs.AI

WorldReward: Reward Modeling for Camera-Conditioned World Models

Camera-conditioned world models generate interactive videos in which commanded actions should induce the expected scene changes while appearance, geometry, and temporal dynamics remain coherent. Existing rewards assess these requirements separately: geometry-based rewards estimate trajectory execution but cannot judge the visual quality of the executed motion, whereas image-based rewards measure frame quality without capturing action execution or temporal dynamics. We posit that a vision-language model (VLM) offers a shared reasoning space for relating actions to their visual outcomes. However, judging a complete long video against its full action sequence creates a lengthy, noisy context in which short-lived local action evidence can be missed or diluted. We present WorldReward, a VLM-based pairwise preference reward model that unifies action-consistency and visual-quality evaluation for camera-conditioned world models. WorldReward decomposes paired videos into action-aligned chunks, organizes each chunk into structured visual evidence, and aggregates chunk-level decisions by voting into separate video-level action and visual-quality preferences. To train it, we construct a large-scale reasoning-augmented preference dataset using structured judgments generated by a frontier VLM and refined through tool-based agent auditing and targeted human review. We further introduce WorldReward-Bench, a human-annotated benchmark measuring reward-model agreement with human preferences across action consistency, appearance quality, and motion quality. WorldReward achieves the highest agreement on all three dimensions, exceeding GPT-5.5 by 3.42, 1.45, and 3.56 percentage points, respectively. When used for RL post-training of HY-WorldPlay 1.5, it consistently improves both action execution and visual quality across short- to long-term horizons.

cs.CV

EMemBench: Interactive Benchmarking of Episodic Memory for VLM Agents

We introduce EMemBench, a programmatic benchmark generator for evaluating long-term episodic memory of agents through interactive games. Rather than using a fixed set of questions, EMemBench generates questions from environment-grounded trajectories, covering both text-only and visual game environments. Each template computes verifiable ground truth from underlying game signals, with controlled answerability and balanced coverage over memory skills: single/multi-hop recall, induction, temporal, spatial, logical, and adversarial. We evaluate memory agents with strong LMs/VLMs as backbones, using in-context prompting as baselines. Across 15 text games and multiple visual seeds, results are far from saturated: induction and spatial reasoning are persistent bottlenecks, especially in visual settings. Persistent memory yields clear gains for open backbones on text games, but improvements are less consistent for VLM agents, suggesting that visually grounded episodic memory remains an open challenge. A human study further contextualizes the difficulty and interpretability of EMemBench.

cs.CL

Skill-as-Pseudocode: Refactoring Skill Libraries to Pseudocode for LLM Agents

Markdown skill libraries for LLM agents ship as free-form prose, forcing the agent to re-derive both the input schema and the concrete invocation syntax on every retrieval. This produces a "confused $\to$ re-retrieve $\to$ still confused" loop: the agent issues a partially-correct action, receives uninformative feedback, and re-retrieves the same prose. We propose Skill-as-Pseudocode (SaP), an automatic conversion of markdown skill libraries into typed pseudocode with deterministic quality control. From each cluster of similar procedural passages, SaP extracts a typed contract and filters it through a four-check deterministic verifier (coverage, binding, replacement, risk). Promoted contracts are inlined into a rewritten skill skeleton alongside restored action templates, giving the agent two complementary signals: a typed signature for what a skill does and a concrete template for how to invoke it. On the ALFWorld unseen split (134 games, gpt-4o-mini, three seeds), SaP wins 82/402 paired games versus 47/402 for the Graph-of-Skills (GoS) baseline (pooled McNemar $p = 8.2 \times 10^{-5}$), at $-22.8 \pm 6.4$% input tokens and $-14.5 \pm 4.1$% LLM calls per game. A bundle-component ablation attributes the gain to the pairing of typed contracts with concrete action templates: the contract alone falls below the prose baseline.

cs.PL