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Yuxuan Xie

Publications and source records attributed to Yuxuan Xie.

At least 19 recordsLinked to original sources

GameXpert-Bench: How Far Are Coding Agents from Expert Game Development?

Recent large language models (LLMs) can operate as coding agents that build complete games from natural language requests. Game development is especially demanding because program logic, visual and audio content, interfaces, interaction and playability must function together in one executable artifact. Measuring this capability therefore requires evaluation of both game product and the development process. Existing benchmarks often assess the game development capabilities of LLMs by evaluating the final artifact or an isolated development stage. Our analysis of complete human-agent development trajectories identifies three stages that together span the lifecycle of game development with a coding agent: initial game generation, bug diagnosis and repair, and optimization over multiple turns. Therefore, we introduce GameXpert-Bench, which operationalizes the three lifecycle stages as three complementary benchmark tracks. GameGen evaluates complete game creation from a single request in an empty workspace. GameFix evaluates diagnosis and repair when defects are reported or left for the agent to discover. GameOpt evaluates cumulative optimization through request chains seeded by real development trajectories between users and agents. We evaluate each track using live game interaction, deterministic behavioral tests, or final product criteria with regression checks. The suite contains 97 generation tasks across 11 genres; 100 repair tasks from 50 game levels verified by humans, each with 19-27 injected bugs; and 17 optimization chains with six turns and 102 requests. Across the three tracks, current agents are more reliable at producing playable foundations and implementing explicit requirements than at discovering defects, verifying runtime behavior, and preserving functionality across changes.

cs.AI

NaLA: A 3D Native LLM Layout Agent for High-quality 3D Scene Generation

Recently, Large Language Models (LLMs) have emerged as promising layout agents for 3D scene generation. Existing layout agents still suffer from implausible layout generation because most of them convert 3D assets and 3D layouts into textual descriptions as inputs and outputs, which involves severe information loss due to the modality gap between texts and 3D assets and 3D layouts. We propose NaLA, a native 3D LLM layout Agent for high-quality 3D scene generation by placing 3D assets in the scene. For the inputs, NaLA encodes 3D scene boundaries and 3D assets directly into the LLM, preserving fine-grained geometry and enabling explicit reasoning over relationships like collisions, surface supporting, and containment. To accurately output the positions and orientations of assets, NaLA adopts a coarse-to-fine prediction mechanism that first predicts discrete poses in an autoregressive manner and then refines the discrete poses with a continuous regression. Trained on diverse layout datasets, NaLA attains strong geometric perception and layout coherence. Experiments demonstrate that NaLA outperforms prior layout agents in both generation quality and inference efficiency, with comprehensive ablation studies to verify each component's effectiveness.

cs.CV

Where Will They Go? Modelling Multimodal Pedestrian Manoeuvres from Ego-centric Videos

Pedestrian trajectory prediction from an on-board ego-centric camera is challenging since it depends on complex interactions with vehicles and scene context, as well as the intention of the pedestrian. The task becomes even more challenging since pedestrian intention is often ambiguous from historical observations alone, leading to an inherently multimodal distribution over future trajectories. Existing CVAE-based predictors learn a latent representation by aligning the prior conditioned on trajectory history with the posterior conditioned on both history and future trajectories. This alignment may suppress multimodality in the latent space, leading to mixed-mode predictions that interpolate between distinct future behaviours. In this paper, we propose MMPM, a mode-aware framework that separately models future trajectory distributions into semantically meaningful modes based on the pedestrian's crossing behavior. MMPM consists of two modules: behavior-aware Pedestrian Interaction Module (PIM) that jointly captures pedestrian-vehicle and pedestrian-environment interactions by introducing gaze and hand gestures, and a CVAE-based Mode-aware Trajectory Predictor (MTP) module to model the future trajectory distributions in two modes, crossing and non-crossing the road, separately. A query-based decoder further enforces mode consistency during decoding. Experiments on PIE and JAAD datasets show that our method surpasses state-of-the-art baselines. Our proposed MTP is model-agnostic, which can be integrated into existing frameworks such as BiTrap and SGNet to further improve future trajectory prediction performance. We additionally introduce a data-driven validation protocol that retrieves spatio-temporally consistent real-world trajectories from the same scene and evaluates predictions against these retrieved examples, demonstrating improved frame-wise displacement errors over previous work.

cs.CV

On generalized Namioka spaces and joint continuity of functions on product of spaces

A space $X$ is called a generalized Namioka space (g$\mathcal{N}$-space), if for every compact space $Y$ and every separately continuous function $f\colon X\times Y\rightarrow\mathbb{R}$, there exists at least one point $x\in X$ such that $f$ is jointly continuous at each point of $\{x\}\times Y$. We principally prove the following results: (1) If $X=\prod_{α\in A}X_α$ is non-meager such that each factor is a separable space or each factor is a pseudo-metric space, then $X$ is a g$\mathcal{N}$-space. (2) If $X$ is a separable space and $Y$ a pseudo-metric space such that $X\times Y$ is Baire (resp. non-meager), then $X\times Y$ is an $\mathcal{N}$-space (resp. a g$\mathcal{N}$-space). (3) If $X=\prod_{α\in A}X_α$ such that each factor is separable and $\prod_{α\in A^\prime}X_α$ is a non-meager space for each countable subset $A^\prime$ of $A$, then $X$ is a non-meager g$\mathcal{N}$-space. (4) If $X=\prod_{α\in A}X_α$ such that each factor has a countable $π$-base, then each tail set having the property of Baire in $X$ is either meager or residual. If $G$ is a g$\mathcal{N}$ right-topological group and $X$ a locally compact regular space, or, if $G$ is a separable first countable non-meager right-topological group and $X\times X$ a countably compact completely regular space, then any separately continuous action $G\curvearrowright X$ is jointly continuous.

math.GN

Fast-SegSim: Real-Time Open-Vocabulary Segmentation for Robotics in Simulation

Open-vocabulary panoptic reconstruction is crucial for advanced robotics and simulation. However, existing 3D reconstruction methods, such as NeRF or Gaussian Splatting variants, often struggle to achieve the real-time inference frequency required by robotic control loops. Existing methods incur prohibitive latency when processing the high-dimensional features required for robust open-vocabulary segmentation. We propose Fast-SegSim, a novel, simple, and end-to-end framework built upon 2D Gaussian Splatting, designed to realize real-time, high-fidelity, and 3D-consistent open-vocabulary segmentation reconstruction. Our core contribution is a highly optimized rendering pipeline that specifically addresses the computational bottleneck of high-channel segmentation feature accumulation. We introduce two key optimizations: Precise Tile Intersection to reduce rasterization redundancy, and a novel Top-K Hard Selection strategy. This strategy leverages the geometric sparsity inherent in the 2D Gaussian representation to greatly simplify feature accumulation and alleviate bandwidth limitations, achieving render rates exceeding 40 FPS. Fast-SegSim provides critical value in robotic applications: it serves both as a high-frequency sensor input for simulation platforms like Gazebo, and its 3D-consistent outputs provide essential multi-view 'ground truth' labels for fine-tuning downstream perception tasks. We demonstrate this utility by using the generated labels to fine-tune the perception module in object goal navigation, successfully doubling the navigation success rate. Our superior rendering speed and practical utility underscore Fast-SegSim's potential to bridge the sim-to-real gap.

cs.RO

Ψ-Map: Panoptic Surface Integrated Mapping Enables Real2Sim Transfer

Open-vocabulary panoptic reconstruction is essential for advanced robotics perception and simulation. However, existing methods based on 3D Gaussian Splatting (3DGS) often struggle to simultaneously achieve geometric accuracy, coherent panoptic understanding, and real-time inference frequency in large-scale scenes. In this paper, we propose a comprehensive framework that integrates geometric reinforcement, end-to-end panoptic learning, and efficient rendering. First, to ensure physical realism in large-scale environments, we leverage LiDAR data to construct plane-constrained multimodal Gaussian Mixture Models (GMMs) and employ 2D Gaussian surfels as the map representation, enabling high-precision surface alignment and continuous geometric supervision. Building upon this, to overcome the error accumulation and cumbersome cross-frame association inherent in traditional multi-stage panoptic segmentation pipelines, we design a query-guided end-to-end learning architecture. By utilizing a local cross-attention mechanism within the view frustum, the system lifts 2D mask features directly into 3D space, achieving globally consistent panoptic understanding. Finally, addressing the computational bottlenecks caused by high-dimensional semantic features, we introduce Precise Tile Intersection and a Top-K Hard Selection strategy to optimize the rendering pipeline. Experimental results demonstrate that our system achieves superior geometric and panoptic reconstruction quality in large-scale scenes while maintaining an inference rate exceeding 40 FPS, meeting the real-time requirements of robotic control loops.

cs.RO

On semi-openness of fiber-onto extensions of minimal semiflows and quasi-separable maps

The purpose of this paper is to find conditions for a continuous onto map $ϕ\colon X\rightarrow Y$ and its induced map $ϕ_*\colon\mathcal{M}^1(X)\rightarrow\mathcal{M}^1(Y)$ to be semi-open, where $X$, $Y$ are compact Hausdorff spaces and $\mathcal{M}^1(X)$, $\mathcal{M}^1(Y)$ are their Borel probability spaces. For that, we mainly prove the following results by using the structure theory of extensions of semiflows and inverse limit techniques: (1) If $ϕ$ is an extension of minimal flows, then $ϕ_*$ is semi-open. (2) If $ϕ$ is a quasi-separable fiber-onto extension of minimal semiflows, then $ϕ$ and $ϕ_*$ are semi-open. (3) If $Y$ is metrizable, then $ϕ$ is semi-open if and only if $ϕ_*$ is semi-open. In addition, if $X,Y$ are left-topological groups, $X$ is Lindelöf quasi-regular, $Y$ is Baire and if $ϕ$ is a locally closed continuous onto equivariant mapping, then $ϕ$ is semi-open (This is a generalization of Pontryagin's open-mapping theorem).

math.DS

Bounding Probabilities of Causation with Partial Causal Diagrams

Probabilities of causation are fundamental to individual-level explanation and decision making, yet they are inherently counterfactual and not point-identifiable from data in general. Existing bounds either disregard available covariates, require complete causal graphs, or rely on restrictive binary settings, limiting their practical use. In real-world applications, causal information is often partial but nontrivial. This paper proposes a general framework for bounding probabilities of causation using partial causal information. We show how the available structural or statistical information can be systematically incorporated as constraints in a optimization programming formulation, yielding tighter and formally valid bounds without full identifiability. This approach extends the applicability of probabilities of causation to realistic settings where causal knowledge is incomplete but informative.

cs.AI

Leverage Cross-Attention for End-to-End Open-Vocabulary Panoptic Reconstruction

Open-vocabulary panoptic reconstruction offers comprehensive scene understanding, enabling advances in embodied robotics and photorealistic simulation. In this paper, we propose PanopticRecon++, an end-to-end method that formulates panoptic reconstruction through a novel cross-attention perspective. This perspective models the relationship between 3D instances (as queries) and the scene's 3D embedding field (as keys) through their attention map. Unlike existing methods that separate the optimization of queries and keys or overlook spatial proximity, PanopticRecon++ introduces learnable 3D Gaussians as instance queries. This formulation injects 3D spatial priors to preserve proximity while maintaining end-to-end optimizability. Moreover, this query formulation facilitates the alignment of 2D open-vocabulary instance IDs across frames by leveraging optimal linear assignment with instance masks rendered from the queries. Additionally, we ensure semantic-instance segmentation consistency by fusing query-based instance segmentation probabilities with semantic probabilities in a novel panoptic head supervised by a panoptic loss. During training, the number of instance query tokens dynamically adapts to match the number of objects. PanopticRecon++ shows competitive performance in terms of 3D and 2D segmentation and reconstruction performance on both simulation and real-world datasets, and demonstrates a user case as a robot simulator. Our project website is at: https://yuxuan1206.github.io/panopticrecon_pp/

cs.CV

VStyle: A Benchmark for Voice Style Adaptation with Spoken Instructions

Spoken language models (SLMs) have emerged as a unified paradigm for speech understanding and generation, enabling natural human machine interaction. However, while most progress has focused on semantic accuracy and instruction following, the ability of SLMs to adapt their speaking style based on spoken instructions has received limited attention. We introduce Voice Style Adaptation (VSA), a new task that examines whether SLMs can modify their speaking style, such as timbre, prosody, or persona following natural language spoken commands. To study this task, we present VStyle, a bilingual (Chinese & English) benchmark covering four categories of speech generation: acoustic attributes, natural language instruction, role play, and implicit empathy. We also introduce the Large Audio Language Model as a Judge (LALM as a Judge) framework, which progressively evaluates outputs along textual faithfulness, style adherence, and naturalness, ensuring reproducible and objective assessment. Experiments on commercial systems and open source SLMs demonstrate that current models face clear limitations in controllable style adaptation, highlighting both the novelty and challenge of this task. By releasing VStyle and its evaluation toolkit, we aim to provide the community with a foundation for advancing human centered spoken interaction. The dataset and code are publicly available at \href{https://junzhan2000.github.io/VStyle.github.io/}{project's homepage}.

cs.SD

AIM-Bench: Evaluating Decision-making Biases of Agentic LLM as Inventory Manager

Recent advances in mathematical reasoning and the long-term planning capabilities of large language models (LLMs) have precipitated the development of agents, which are being increasingly leveraged in business operations processes. Decision models to optimize inventory levels are one of the core elements of operations management. However, the capabilities of the LLM agent in making inventory decisions in uncertain contexts, as well as the decision-making biases (e.g. framing effect, etc.) of the agent, remain largely unexplored. This prompts concerns regarding the capacity of LLM agents to effectively address real-world problems, as well as the potential implications of biases that may be present. To address this gap, we introduce AIM-Bench, a novel benchmark designed to assess the decision-making behaviour of LLM agents in uncertain supply chain management scenarios through a diverse series of inventory replenishment experiments. Our results reveal that different LLMs typically exhibit varying degrees of decision bias that are similar to those observed in human beings. In addition, we explored strategies to mitigate the pull-to-centre effect and the bullwhip effect, namely cognitive reflection and implementation of information sharing. These findings underscore the need for careful consideration of the potential biases in deploying LLMs in Inventory decision-making scenarios. We hope that these insights will pave the way for mitigating human decision bias and developing human-centred decision support systems for supply chains.

cs.AI

Each Graph is a New Language: Graph Learning with LLMs

Recent efforts leverage Large Language Models (LLMs) for modeling text-attributed graph structures in node classification tasks. These approaches describe graph structures for LLMs to understand or aggregate LLM-generated textual attribute embeddings through graph structure. However, these approaches face two main limitations in modeling graph structures with LLMs. (i) Graph descriptions become verbose in describing high-order graph structure. (ii) Textual attributes alone do not contain adequate graph structure information. It is challenging to model graph structure concisely and adequately with LLMs. LLMs lack built-in mechanisms to model graph structures directly. They also struggle with complex long-range dependencies between high-order nodes and target nodes. Inspired by the observation that LLMs pre-trained on one language can achieve exceptional performance on another with minimal additional training, we propose \textbf{G}raph-\textbf{D}efined \textbf{L}anguage for \textbf{L}arge \textbf{L}anguage \textbf{M}odel (GDL4LLM). This novel framework enables LLMs to transfer their powerful language understanding capabilities to graph-structured data. GDL4LLM translates graphs into a graph language corpus instead of graph descriptions and pre-trains LLMs on this corpus to adequately understand graph structures. During fine-tuning, this corpus describes the structural information of target nodes concisely with only a few tokens. By treating graphs as a new language, GDL4LLM enables LLMs to model graph structures adequately and concisely for node classification tasks. Extensive experiments on three real-world datasets demonstrate that GDL4LLM outperforms description-based and textual attribute embeddings-based baselines by efficiently modeling different orders of graph structure with LLMs.

cs.CL

OpenING: A Comprehensive Benchmark for Judging Open-ended Interleaved Image-Text Generation

Multimodal Large Language Models (MLLMs) have made significant strides in visual understanding and generation tasks. However, generating interleaved image-text content remains a challenge, which requires integrated multimodal understanding and generation abilities. While the progress in unified models offers new solutions, existing benchmarks are insufficient for evaluating these methods due to limitations in data size and diversity. To bridge this gap, we introduce OpenING, a comprehensive benchmark comprising 5,400 high-quality human-annotated instances across 56 real-world tasks. OpenING covers diverse daily scenarios such as travel guide, design, and brainstorming, offering a robust platform for challenging interleaved generation methods. In addition, we present IntJudge, a judge model for evaluating open-ended multimodal generation methods. Trained with a novel data pipeline, our IntJudge achieves an agreement rate of 82.42% with human judgments, outperforming GPT-based evaluators by 11.34%. Extensive experiments on OpenING reveal that current interleaved generation methods still have substantial room for improvement. Key findings on interleaved image-text generation are further presented to guide the development of next-generation models.

cs.CV

PanopticSplatting: End-to-End Panoptic Gaussian Splatting

Open-vocabulary panoptic reconstruction is a challenging task for simultaneous scene reconstruction and understanding. Recently, methods have been proposed for 3D scene understanding based on Gaussian splatting. However, these methods are multi-staged, suffering from the accumulated errors and the dependence of hand-designed components. To streamline the pipeline and achieve global optimization, we propose PanopticSplatting, an end-to-end system for open-vocabulary panoptic reconstruction. Our method introduces query-guided Gaussian segmentation with local cross attention, lifting 2D instance masks without cross-frame association in an end-to-end way. The local cross attention within view frustum effectively reduces the training memory, making our model more accessible to large scenes with more Gaussians and objects. In addition, to address the challenge of noisy labels in 2D pseudo masks, we propose label blending to promote consistent 3D segmentation with less noisy floaters, as well as label warping on 2D predictions which enhances multi-view coherence and segmentation accuracy. Our method demonstrates strong performances in 3D scene panoptic reconstruction on the ScanNet-V2 and ScanNet++ datasets, compared with both NeRF-based and Gaussian-based panoptic reconstruction methods. Moreover, PanopticSplatting can be easily generalized to numerous variants of Gaussian splatting, and we demonstrate its robustness on different Gaussian base models.

cs.CV

TP-Eval: Tap Multimodal LLMs' Potential in Evaluation by Customizing Prompts

Recently, multimodal large language models (MLLMs) have received much attention for their impressive capabilities. The evaluation of MLLMs is becoming critical to analyzing attributes of MLLMs and providing valuable insights. However, current benchmarks overlook the problem of prompt sensitivity - minor prompt variations may lead to significant performance fluctuations. Thus, inappropriate prompts may obscure the models' capabilities, underestimating the models' performance. Moreover, different models have different preferences for different prompts, and thus, using the same prompt for all models will cause evaluation bias. This paper analyzes this deficiency in existing benchmarks and further introduces a new evaluation framework named TP-Eval, which introduces a prompt customization method to reduce evaluation biases and tap models' potential. TP-Eval will rewrite the original prompts to different customized prompts for different models. In particular, we propose some well-designed modules for prompt customization tailored to the scenario of MLLM evaluation. Extensive experiments demonstrate the effectiveness of our approach to uncovering models' capabilities, and TP-Eval should benefit the community in developing more comprehensive and convincing MLLM evaluation benchmarks.

cs.CV

Scale Disparity of Instances in Interactive Point Cloud Segmentation

Interactive point cloud segmentation has become a pivotal task for understanding 3D scenes, enabling users to guide segmentation models with simple interactions such as clicks, therefore significantly reducing the effort required to tailor models to diverse scenarios and new categories. However, in the realm of interactive segmentation, the meaning of instance diverges from that in instance segmentation, because users might desire to segment instances of both thing and stuff categories that vary greatly in scale. Existing methods have focused on thing categories, neglecting the segmentation of stuff categories and the difficulties arising from scale disparity. To bridge this gap, we propose ClickFormer, an innovative interactive point cloud segmentation model that accurately segments instances of both thing and stuff categories. We propose a query augmentation module to augment click queries by a global query sampling strategy, thus maintaining consistent performance across different instance scales. Additionally, we employ global attention in the query-voxel transformer to mitigate the risk of generating false positives, along with several other network structure improvements to further enhance the model's segmentation performance. Experiments demonstrate that ClickFormer outperforms existing interactive point cloud segmentation methods across both indoor and outdoor datasets, providing more accurate segmentation results with fewer user clicks in an open-world setting.

cs.CV

Prompt Fuzzing for Fuzz Driver Generation

Crafting high-quality fuzz drivers not only is time-consuming but also requires a deep understanding of the library. However, the state-of-the-art automatic fuzz driver generation techniques fall short of expectations. While fuzz drivers derived from consumer code can reach deep states, they have limited coverage. Conversely, interpretative fuzzing can explore most API calls but requires numerous attempts within a large search space. We propose PromptFuzz, a coverage-guided fuzzer for prompt fuzzing that iteratively generates fuzz drivers to explore undiscovered library code. To explore API usage in fuzz drivers during prompt fuzzing, we propose several key techniques: instructive program generation, erroneous program validation, coverage-guided prompt mutation, and constrained fuzzer scheduling. We implemented PromptFuzz and evaluated it on 14 real-world libraries. Compared with OSS-Fuzz and Hopper (the state-of-the-art fuzz driver generation tool), fuzz drivers generated by PromptFuzz achieved 1.61 and 1.63 times higher branch coverage than those by OSS-Fuzz and Hopper, respectively. Moreover, the fuzz drivers generated by PromptFuzz detected 33 genuine, new bugs out of a total of 49 crashes, out of which 30 bugs have been confirmed by their respective communities.

cs.CR

HOPPER: Interpretative Fuzzing for Libraries

Despite the fact that the state-of-the-art fuzzers can generate inputs efficiently, existing fuzz drivers still cannot adequately cover entries in libraries. Most of these fuzz drivers are crafted manually by developers, and their quality depends on the developers' understanding of the code. Existing works have attempted to automate the generation of fuzz drivers by learning API usage from code and execution traces. However, the generated fuzz drivers are limited to a few specific call sequences by the code being learned. To address these challenges, we present HOPPER, which can fuzz libraries without requiring any domain knowledge to craft fuzz drivers. It transforms the problem of library fuzzing into the problem of interpreter fuzzing. The interpreters linked against libraries under test can interpret the inputs that describe arbitrary API usage. To generate semantically correct inputs for the interpreter, HOPPER learns the intra- and inter-API constraints in the libraries and mutates the program with grammar awareness. We implemented HOPPER and evaluated its effectiveness on 11 real-world libraries against manually crafted fuzzers and other automatic solutions. Our results show that HOPPER greatly outperformed the other fuzzers in both code coverage and bug finding, having uncovered 25 previously unknown bugs that other fuzzers couldn't. Moreover, we have demonstrated that the proposed intra- and inter-API constraint learning methods can correctly learn constraints implied by the library and, therefore, significantly improve the fuzzing efficiency. The experiment results indicate that HOPPER is able to explore a vast range of API usages for library fuzzing out of the box.

cs.CR