SearcharxivSearch

arXiv subjects

Yukang Feng

Publications and source records attributed to Yukang Feng.

At least 19 recordsLinked to original sources

JAMER: Project-Level Code Framework Dataset and Benchmark on Professional Game Engines

Current AI-driven game development has made substantial progress in asset generation, gameplay design, and web-based game coding, yet project-level code engineering on professional game engines remains largely unexplored due to the absence of large-scale datasets and deterministic evaluation methods. We present JamSet and JamBench, the first project-level game code framework dataset and benchmark built on a professional game engine. Our key insight is that Game Jam competitions, community events where developers build complete games under tight time constraints, yield thousands of open-source projects suitable for this purpose. Building on the Godot engine's text-based format and headless execution mode, we design a deterministic verification pipeline from file integrity to runtime behavior collection, distilling 8,133 verified projects from over 240,000 repositories. Of these, 300 manually verified projects form JamBench; the rest constitute JamSet. JamBench defines theme-driven generation and code completion tasks, evaluated through a pipeline combining compilation pass rates, Structural Completeness Score (SCS), and Behavioral Alignment Score (BAS). Evaluation of 9 frontier models reveals a capability cliff as project scale increases, with runtime pass rates dropping from 80.4% on small projects to 5.7% on large ones (Task2a). Code Agents improve compilation rates yet yield no gains in runtime behavioral quality, indicating that the bottleneck lies in architectural design rather than syntactic correctness. Experiments validate JamSet as effective training data. All data and code are publicly available.

cs.SE

AutoBG: A Board Game Design Assistant with Interactive Ideation, Iterative Rulebook Generation, and Individualized Feedback

Designing a board game demands both thinking as a designer and experiencing as a player, while iterating through repeated prototyping and playtesting cycles, making it a cognitively intensive creative task well suited for human-AI collaboration. However, current systems lack end-to-end support to guide designers through the complete workflow from vague early ideation to iterative rulebook revision and audience testing. To this end, we present AutoBG, a board game design assistant built around critic-driven iterative refinement, comprising four specialized modules: BG-Ideator guides designers via multi-turn dialogue to produce structured design drafts; BG-Realizer generates complete rulebooks from drafts and revises them in a closed loop with BG-Critic, which diagnoses design flaws and gates each revision so that only verified improvements are accepted; and BG-Persona simulates individualized feedback from 150 real player profiles. Together, these modules enable designers to go from an initial idea to a polished, audience-tested rulebook within a single integrated workflow. The system is built on 2.2K structured rulebooks and 180K quality-filtered real player reviews, with task-specific training data derived for each module. Experiments on 207 held-out games show that AutoBG substantially outperforms state-of-the-art baselines (e.g., GPT-5.4), generating rulebooks that approach the quality of published games. Furthermore, a user study with 30 participants across diverse experience levels confirms that AutoBG effectively reduces blank-page anxiety, surfaces hidden design flaws, and provides highly rated, practical assistance throughout the creative process.

cs.HC

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

LongCLI-Bench: A Preliminary Benchmark and Study for Long-horizon Agentic Programming in Command-Line Interfaces

Recent advances in AI-assisted programming have empowered agents to execute complex workflows via command-line interfaces, however, existing benchmarks are limited by short task horizons, data contamination from GitHub scraping, and a lack of fine-grained evaluation metrics, fail to rigorously evaluate the long-horizon planning and execution capabilities essential for realistic software engineering. To address these gaps, we introduce LongCLI-Bench, a comprehensive benchmark designed to evaluate agentic capabilities across long-horizon, realistic tasks. We curated 20 high-quality, long-horizon tasks from over 1,000 computer science assignments and real-world workflows, covering four engineering categories: from scratch, feature addition, bug fixing, and refactoring. We propose a dual-set testing protocol for LongCLI-Bench, which measures requirement fulfillment (fail-to-pass) and regression avoidance (pass-to-pass), and incorporates step-level scoring to pinpoint execution failures. Extensive experiments reveal that even state-of-the-art agents achieve pass rates below 20% in LongCLI-Bench. Step-level analysis further indicates that the majority of tasks stall at less than 30% completion, highlighting that critical failures often occur in the early stages. Although self-correction offers marginal gains, human-agent collaboration through plan injection and interactive guidance yields significantly higher improvements. These results highlight that future research must emphasize the development of synergistic human-agent workflows alongside advances in agents' planning and execution capabilities to overcome key challenges in long-horizon task performance.

cs.SE

World Craft: Agentic Framework to Create Visualizable Worlds via Text

Large Language Models (LLMs) motivate generative agent simulation (e.g., AI Town) to create a ``dynamic world'', holding immense value across entertainment and research. However, for non-experts, especially those without programming skills, it isn't easy to customize a visualizable environment by themselves. In this paper, we introduce World Craft, an agentic world creation framework to create an executable and visualizable AI Town via user textual descriptions. It consists of two main modules, World Scaffold and World Guild. World Scaffold is a structured and concise standardization to develop interactive game scenes, serving as an efficient scaffolding for LLMs to customize an executable AI Town-like environment. World Guild is a multi-agent framework to progressively analyze users' intents from rough descriptions, and synthesizes required structured contents (\eg environment layout and assets) for World Scaffold . Moreover, we construct a high-quality error-correction dataset via reverse engineering to enhance spatial knowledge and improve the stability and controllability of layout generation, while reporting multi-dimensional evaluation metrics for further analysis. Extensive experiments demonstrate that our framework significantly outperforms existing commercial code agents (Cursor and Antigravity) and LLMs (Qwen3 and Gemini-3-Pro). in scene construction and narrative intent conveyance, providing a scalable solution for the democratization of environment creation.

cs.HC

MeepleLM: A Virtual Playtester Simulating Diverse Subjective Experiences

Recent advancements have expanded the role of Large Language Models in board games from playing agents to creative co-designers. However, a critical gap remains: current systems lack the capacity to offer constructive critique grounded in the emergent user experience. Bridging this gap is fundamental for harmonizing Human-AI collaboration, as it empowers designers to refine their creations via external perspectives while steering models away from biased or unpredictable outcomes. Automating critique for board games presents two challenges: inferring the latent dynamics connecting rules to gameplay without an explicit engine, and modeling the subjective heterogeneity of diverse player groups. To address these, we curate a dataset of 1,727 structurally corrected rulebooks and 150K reviews selected via quality scoring and facet-aware sampling. We augment this data with Mechanics-Dynamics-Aesthetics (MDA) reasoning to explicitly bridge the causal gap between written rules and player experience. We further distill player personas and introduce MeepleLM, a specialized model that internalizes persona-specific reasoning patterns to accurately simulate the subjective feedback of diverse player archetypes. Experiments demonstrate that MeepleLM significantly outperforms latest commercial models (e.g., GPT-5.1, Gemini3-Pro) in community alignment and critique quality, achieving a 70% preference rate in user studies assessing utility. MeepleLM serves as a reliable virtual playtester for general interactive systems, marking a pivotal step towards audience-aligned, experience-aware Human-AI collaboration.

cs.HC

ProSoftArena: Benchmarking Hierarchical Capabilities of Multimodal Agents in Professional Software Environments

Multimodal agents are making rapid progress on general computer-use tasks, yet existing benchmarks remain largely confined to browsers and basic desktop applications, falling short in professional software workflows that dominate real-world scientific and industrial practice. To close this gap, we introduce ProSoftArena, a benchmark and platform specifically for evaluating multimodal agents in professional software environments. We establish the first capability hierarchy tailored to agent use of professional software and construct a benchmark of 436 realistic work and research tasks spanning 6 disciplines and 13 core professional applications. To ensure reliable and reproducible assessment, we build an executable real-computer environment with an execution-based evaluation framework and uniquely incorporate a human-in-the-loop evaluation paradigm. Extensive experiments show that even the best-performing agent attains only a 24.4\% success rate on L2 tasks and completely fails on L3 multi-software workflow. In-depth analysis further provides valuable insights for addressing current agent limitations and more effective design principles, paving the way to build more capable agents in professional software settings. This project is available at: https://prosoftarena.github.io.

cs.SE

Code-in-the-Loop Forensics: Agentic Tool Use for Image Forgery Detection

Existing image forgery detection (IFD) methods either exploit low-level, semantics-agnostic artifacts or rely on multimodal large language models (MLLMs) with high-level semantic knowledge. Although naturally complementary, these two information streams are highly heterogeneous in both paradigm and reasoning, making it difficult for existing methods to unify them or effectively model their cross-level interactions. To address this gap, we propose ForenAgent, a multi-round interactive IFD framework that enables MLLMs to autonomously generate, execute, and iteratively refine Python-based low-level tools around the detection objective, thereby achieving more flexible and interpretable forgery analysis. ForenAgent follows a two-stage training pipeline combining Cold Start and Reinforcement Fine-Tuning to enhance its tool interaction capability and reasoning adaptability progressively. Inspired by human reasoning, we design a dynamic reasoning loop comprising global perception, local focusing, iterative probing, and holistic adjudication, and instantiate it as both a data-sampling strategy and a task-aligned process reward. For systematic training and evaluation, we construct FABench, a heterogeneous, high-quality agent-forensics dataset comprising 100k images and approximately 200k agent-interaction question-answer pairs. Experiments show that ForenAgent exhibits emergent tool-use competence and reflective reasoning on challenging IFD tasks when assisted by low-level tools, charting a promising route toward general-purpose IFD. The code will be released after the review process is completed.

cs.AI

LaGen: Towards Autoregressive LiDAR Scene Generation

Generative world models for autonomous driving (AD) are of great value in applications such as data augmentation, closed-loop simulation, and safety-critical scenario evaluation. Unlike the widely studied image modality, in this work we explore generative world models for LiDAR data. Existing generation methods for LiDAR predominantly focus on single frame generation or lack the capacity for interactive simulation, while existing prediction approaches require multiple frames of historical input and can only deterministically predict multiple frames at once. Both paradigms fail to support long-horizon interactive generation. To this end, we introduce \textbf{LaGen}, which, to the best of our knowledge is the first autoregressive framework capable of generating long-horizon LiDAR scenes in a frame-by-frame, interactive manner. LaGen is able to take a single-frame input as a starting point and effectively utilize bounding box information as conditions to generate high-fidelity 4D scene. In addition, we introduce a scene decoupling estimation module to enhance the model's interactive generation capability for object-level content, as well as a noise modulation module to mitigate error accumulation during long-horizon generation. We extensively evaluate LaGen's performance in controlled data generation and long-horizon scene generation on the nuScenes dataset. The experimental results demonstrate that LaGen achieves state-of-the-art performance, especially on later frames. The code is publicly available at: https://github.com/szzhou88/LaGen.

cs.CV

Closing the Expression Gap in LLM Instructions via Socratic Questioning

A fundamental bottleneck in human-AI collaboration is the ``intention expression gap," the difficulty for humans to effectively convey complex, high-dimensional thoughts to AI. This challenge often traps users in inefficient trial-and-error loops and is exacerbated by the diverse expertise levels of users. We reframe this problem from passive instruction following to a Socratic collaboration paradigm, proposing an agent that actively probes for information to resolve its uncertainty about user intent. we name the proposed agent Nous, trained to acquire proficiency in this inquiry policy. The core mechanism of Nous is a training framework grounded in the first principles of information theory. Within this framework, we define the information gain from dialogue as an intrinsic reward signal, which is fundamentally equivalent to the reduction of Shannon entropy over a structured task space. This reward design enables us to avoid reliance on costly human preference annotations or external reward models. To validate our framework, we develop an automated simulation pipeline to generate a large-scale, preference-based dataset for the challenging task of scientific diagram generation. Comprehensive experiments, including ablations, subjective and objective evaluations, and tests across user expertise levels, demonstrate the effectiveness of our proposed framework. Nous achieves leading efficiency and output quality, while remaining robust to varying user expertise. In conclusion, our research provides a systematic methodology and a new perspective for addressing the issue of ambiguous intentions in complex human-machine collaboration.

cs.AI

From Pixels to Paths: A Multi-Agent Framework for Editable Scientific Illustration

Scientific illustrations demand both high information density and post-editability. However, current generative models have two major limitations: Frist, image generation models output rasterized images lacking semantic structure, making it impossible to access, edit, or rearrange independent visual components in the images. Second, code-based generation methods (TikZ or SVG), although providing element-level control, force users into the cumbersome cycle of "writing-compiling-reviewing" and lack the intuitiveness of manipulation. Neither of these two approaches can well meet the needs for efficiency, intuitiveness, and iterative modification in scientific creation. To bridge this gap, we introduce VisPainter, a multi-agent framework for scientific illustration built upon the model context protocol. VisPainter orchestrates three specialized modules-a Manager, a Designer, and a Toolbox-to collaboratively produce diagrams compatible with standard vector graphics software. This modular, role-based design allows each element to be explicitly represented and manipulated, enabling true element-level control and any element can be added and modified later. To systematically evaluate the quality of scientific illustrations, we introduce VisBench, a benchmark with seven-dimensional evaluation metrics. It assesses high-information-density scientific illustrations from four aspects: content, layout, visual perception, and interaction cost. To this end, we conducted extensive ablation experiments to verify the rationality of our architecture and the reliability of our evaluation methods. Finally, we evaluated various vision-language models, presenting fair and credible model rankings along with detailed comparisons of their respective capabilities. Additionally, we isolated and quantified the impacts of role division, step control,and description on the quality of illustrations.

cs.CV

InMind: Evaluating LLMs in Capturing and Applying Individual Human Reasoning Styles

LLMs have shown strong performance on human-centric reasoning tasks. While previous evaluations have explored whether LLMs can infer intentions or detect deception, they often overlook the individualized reasoning styles that influence how people interpret and act in social contexts. Social deduction games (SDGs) provide a natural testbed for evaluating individualized reasoning styles, where different players may adopt diverse but contextually valid reasoning strategies under identical conditions. To address this, we introduce InMind, a cognitively grounded evaluation framework designed to assess whether LLMs can capture and apply personalized reasoning styles in SDGs. InMind enhances structured gameplay data with round-level strategy traces and post-game reflections, collected under both Observer and Participant modes. It supports four cognitively motivated tasks that jointly evaluate both static alignment and dynamic adaptation. As a case study, we apply InMind to the game Avalon, evaluating 11 state-of-the-art LLMs. General-purpose LLMs, even GPT-4o frequently rely on lexical cues, struggling to anchor reflections in temporal gameplay or adapt to evolving strategies. In contrast, reasoning-enhanced LLMs like DeepSeek-R1 exhibit early signs of style-sensitive reasoning. These findings reveal key limitations in current LLMs' capacity for individualized, adaptive reasoning, and position InMind as a step toward cognitively aligned human-AI interaction.

cs.AI

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

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

A High-Quality Dataset and Reliable Evaluation for Interleaved Image-Text Generation

Recent advancements in Large Multimodal Models (LMMs) have significantly improved multimodal understanding and generation. However, these models still struggle to generate tightly interleaved image-text outputs, primarily due to the limited scale, quality, and instructional richness of current training datasets. To address this, we introduce InterSyn, a dataset that features: (1) large scale, comprising 1.8M multimodal samples; (2) high quality, supported by our proposed Self-Evaluation with Iterative Refinement (SEIR) method for rigorous automated quality refinement; (3) rich instructional diversity, ensured through diverse well-designed question templates, based on human preferences and covering a 3500-topic hierarchy. These characteristics make InterSyn particularly well-suited for training LMMs in interactive image-text generation capabilities. To evaluate the capabilities, we propose SynJudge, a reliable automatic evaluator that aligns closely with human judge and outputs four interpretable scores: Text Content Completeness (TCC), Image Content Completeness (ICC), Image Quality (IQ), and Image-Text Synergy (ITS). These scores are complementary, covering both content and quality as well as cross-modal interaction, thereby forming a comprehensive evaluation framework. Experimental results on InterSyn subsets of up to 200K samples show that 25K-50K already yield substantial improvements, while scaling to 100K/200K brings further gains in TCC, ICC, and especially ITS, highlighting InterSyn's: (1) scalability, as performance consistently improves with more data; (2) efficiency, as significant gains are achievable even with smaller subsets, making it accessible to researchers with varying computational resources.

cs.CV

SridBench: Benchmark of Scientific Research Illustration Drawing of Image Generation Model

Recent years have seen rapid advances in AI-driven image generation. Early diffusion models emphasized perceptual quality, while newer multimodal models like GPT-4o-image integrate high-level reasoning, improving semantic understanding and structural composition. Scientific illustration generation exemplifies this evolution: unlike general image synthesis, it demands accurate interpretation of technical content and transformation of abstract ideas into clear, standardized visuals. This task is significantly more knowledge-intensive and laborious, often requiring hours of manual work and specialized tools. Automating it in a controllable, intelligent manner would provide substantial practical value. Yet, no benchmark currently exists to evaluate AI on this front. To fill this gap, we introduce SridBench, the first benchmark for scientific figure generation. It comprises 1,120 instances curated from leading scientific papers across 13 natural and computer science disciplines, collected via human experts and MLLMs. Each sample is evaluated along six dimensions, including semantic fidelity and structural accuracy. Experimental results reveal that even top-tier models like GPT-4o-image lag behind human performance, with common issues in text/visual clarity and scientific correctness. These findings highlight the need for more advanced reasoning-driven visual generation capabilities.

cs.CV

IA-T2I: Internet-Augmented Text-to-Image Generation

Current text-to-image (T2I) generation models achieve promising results, but they fail on the scenarios where the knowledge implied in the text prompt is uncertain. For example, a T2I model released in February would struggle to generate a suitable poster for a movie premiering in April, because the character designs and styles are uncertain to the model. To solve this problem, we propose an Internet-Augmented text-to-image generation (IA-T2I) framework to compel T2I models clear about such uncertain knowledge by providing them with reference images. Specifically, an active retrieval module is designed to determine whether a reference image is needed based on the given text prompt; a hierarchical image selection module is introduced to find the most suitable image returned by an image search engine to enhance the T2I model; a self-reflection mechanism is presented to continuously evaluate and refine the generated image to ensure faithful alignment with the text prompt. To evaluate the proposed framework's performance, we collect a dataset named Img-Ref-T2I, where text prompts include three types of uncertain knowledge: (1) known but rare. (2) unknown. (3) ambiguous. Moreover, we carefully craft a complex prompt to guide GPT-4o in making preference evaluation, which has been shown to have an evaluation accuracy similar to that of human preference evaluation. Experimental results demonstrate the effectiveness of our framework, outperforming GPT-4o by about 30% in human evaluation.

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