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Zan Wang

Publications and source records attributed to Zan Wang.

At least 37 records · Page 2Linked to original sources

A Survey of Reinforcement Learning for Software Engineering

Reinforcement Learning (RL) has emerged as a powerful paradigm for sequential decision-making and has attracted growing interest across various domains, particularly following the advent of Deep Reinforcement Learning (DRL) in 2015. Simultaneously, the rapid advancement of Large Language Models (LLMs) has further fueled interest in integrating RL with LLMs to enable more adaptive and intelligent systems. In the field of software engineering (SE), the increasing complexity of systems and the rising demand for automation have motivated researchers to apply RL to a broad range of tasks, from software design and development to quality assurance and maintenance. Despite growing research in RL-for-SE, there remains a lack of a comprehensive and systematic survey of this evolving field. To address this gap, we reviewed 115 peer-reviewed studies published across 22 premier SE venues since the introduction of DRL. We conducted a comprehensive analysis of publication trends, categorized SE topics and RL algorithms, and examined key factors such as dataset usage, model design and optimization, and evaluation practices. Furthermore, we identified open challenges and proposed future research directions to guide and inspire ongoing work in this evolving area. To summarize, this survey offers the first systematic mapping of RL applications in software engineering, aiming to support both researchers and practitioners in navigating the current landscape and advancing the field. Our artifacts are publicly available: https://github.com/KaiWei-Lin-lanina/RL4SE.

cs.SE↗

InteractAnything: Zero-shot Human Object Interaction Synthesis via LLM Feedback and Object Affordance Parsing

Recent advances in 3D human-aware generation have made significant progress. However, existing methods still struggle with generating novel Human Object Interaction (HOI) from text, particularly for open-set objects. We identify three main challenges of this task: precise human-object relation reasoning, affordance parsing for any object, and detailed human interaction pose synthesis aligning description and object geometry. In this work, we propose a novel zero-shot 3D HOI generation framework without training on specific datasets, leveraging the knowledge from large-scale pre-trained models. Specifically, the human-object relations are inferred from large language models (LLMs) to initialize object properties and guide the optimization process. Then we utilize a pre-trained 2D image diffusion model to parse unseen objects and extract contact points, avoiding the limitations imposed by existing 3D asset knowledge. The initial human pose is generated by sampling multiple hypotheses through multi-view SDS based on the input text and object geometry. Finally, we introduce a detailed optimization to generate fine-grained, precise, and natural interaction, enforcing realistic 3D contact between the 3D object and the involved body parts, including hands in grasping. This is achieved by distilling human-level feedback from LLMs to capture detailed human-object relations from the text instruction. Extensive experiments validate the effectiveness of our approach compared to prior works, particularly in terms of the fine-grained nature of interactions and the ability to handle open-set 3D objects.

cs.CV↗

FloNa: Floor Plan Guided Embodied Visual Navigation

Humans naturally rely on floor plans to navigate in unfamiliar environments, as they are readily available, reliable, and provide rich geometrical guidance. However, existing visual navigation settings overlook this valuable prior knowledge, leading to limited efficiency and accuracy. To eliminate this gap, we introduce a novel navigation task: Floor Plan Visual Navigation (FloNa), the first attempt to incorporate floor plan into embodied visual navigation. While the floor plan offers significant advantages, two key challenges emerge: (1) handling the spatial inconsistency between the floor plan and the actual scene layout for collision-free navigation, and (2) aligning observed images with the floor plan sketch despite their distinct modalities. To address these challenges, we propose FloDiff, a novel diffusion policy framework incorporating a localization module to facilitate alignment between the current observation and the floor plan. We further collect $20k$ navigation episodes across $117$ scenes in the iGibson simulator to support the training and evaluation. Extensive experiments demonstrate the effectiveness and efficiency of our framework in unfamiliar scenes using floor plan knowledge. Project website: https://gauleejx.github.io/flona/.

cs.RO↗

PhysPart: Physically Plausible Part Completion for Interactable Objects

Interactable objects are ubiquitous in our daily lives. Recent advances in 3D generative models make it possible to automate the modeling of these objects, benefiting a range of applications from 3D printing to the creation of robot simulation environments. However, while significant progress has been made in modeling 3D shapes and appearances, modeling object physics, particularly for interactable objects, remains challenging due to the physical constraints imposed by inter-part motions. In this paper, we tackle the problem of physically plausible part completion for interactable objects, aiming to generate 3D parts that not only fit precisely into the object but also allow smooth part motions. To this end, we propose a diffusion-based part generation model that utilizes geometric conditioning through classifier-free guidance and formulates physical constraints as a set of stability and mobility losses to guide the sampling process. Additionally, we demonstrate the generation of dependent parts, paving the way toward sequential part generation for objects with complex part-whole hierarchies. Experimentally, we introduce a new metric for measuring physical plausibility based on motion success rates. Our model outperforms existing baselines over shape and physical metrics, especially those that do not adequately model physical constraints. We also demonstrate our applications in 3D printing, robot manipulation, and sequential part generation, showing our strength in realistic tasks with the demand for high physical plausibility.

cs.CV↗

RecSys Arena: Pair-wise Recommender System Evaluation with Large Language Models

Evaluating the quality of recommender systems is critical for algorithm design and optimization. Most evaluation methods are computed based on offline metrics for quick algorithm evolution, since online experiments are usually risky and time-consuming. However, offline evaluation usually cannot fully reflect users' preference for the outcome of different recommendation algorithms, and the results may not be consistent with online A/B test. Moreover, many offline metrics such as AUC do not offer sufficient information for comparing the subtle differences between two competitive recommender systems in different aspects, which may lead to substantial performance differences in long-term online serving. Fortunately, due to the strong commonsense knowledge and role-play capability of large language models (LLMs), it is possible to obtain simulated user feedback on offline recommendation results. Motivated by the idea of LLM Chatbot Arena, in this paper we present the idea of RecSys Arena, where the recommendation results given by two different recommender systems in each session are evaluated by an LLM judger to obtain fine-grained evaluation feedback. More specifically, for each sample we use LLM to generate a user profile description based on user behavior history or off-the-shelf profile features, which is used to guide LLM to play the role of this user and evaluate the relative preference for two recommendation results generated by different models. Through extensive experiments on two recommendation datasets in different scenarios, we demonstrate that many different LLMs not only provide general evaluation results that are highly consistent with canonical offline metrics, but also provide rich insight in many subjective aspects. Moreover, it can better distinguish different algorithms with comparable performance in terms of AUC and nDCG.

cs.IR↗

R2G: Reasoning to Ground in 3D Scenes

We propose Reasoning to Ground (R2G), a neural symbolic model that grounds the target objects within 3D scenes in a reasoning manner. In contrast to prior works, R2G explicitly models the 3D scene with a semantic concept-based scene graph; recurrently simulates the attention transferring across object entities; thus makes the process of grounding the target objects with the highest probability interpretable. Specifically, we respectively embed multiple object properties within the graph nodes and spatial relations among entities within the edges, utilizing a predefined semantic vocabulary. To guide attention transferring, we employ learning or prompting-based methods to analyze the referential utterance and convert it into reasoning instructions within the same semantic space. In each reasoning round, R2G either (1) merges current attention distribution with the similarity between the instruction and embedded entity properties or (2) shifts the attention across the scene graph based on the similarity between the instruction and embedded spatial relations. The experiments on Sr3D/Nr3D benchmarks show that R2G achieves a comparable result with the prior works while maintaining improved interpretability, breaking a new path for 3D language grounding.

cs.CV↗

Selecting Initial Seeds for Better JVM Fuzzing

Literature in traditional program fuzzing has confirmed that effectiveness is largely impacted by redundancy among initial seeds, thereby proposing a series of seed selection methods. JVM fuzzing, compared to traditional ones, presents unique characteristics, including large-scale and intricate code, and programs with both syntactic and semantic features. However, it remains unclear whether the existing seed selection methods are suitable for JVM fuzzing and whether utilizing program features can enhance effectiveness. To address this, we devise a total of 10 initial seed selection methods, comprising coverage-based, prefuzz-based, and program-feature-based methods. We then conduct an empirical study on three JVM implementations to extensively evaluate the performance of the seed selection methods within two SOTA fuzzing techniques (JavaTailor and VECT). Specifically, we examine performance from three aspects: (i) effectiveness and efficiency using widely studied initial seeds, (ii) effectiveness using the programs in the wild, and (iii) the ability to detect new bugs. Evaluation results first show that the program-feature-based method that utilizes the control flow graph not only has a significantly lower time overhead (i.e., 30s), but also outperforms other methods, achieving 142% to 269% improvement compared to the full set of initial seeds. Second, results reveal that the initial seed selection greatly improves the quality of wild programs and exhibits complementary effectiveness by detecting new behaviors. Third, results demonstrate that given the same testing period, initial seed selection improves the JVM fuzzing techniques by detecting more unknown bugs. Particularly, 21 out of the 25 detected bugs have been confirmed or fixed by developers. This work takes the first look at initial seed selection in JVM fuzzing, confirming its importance in fuzzing effectiveness and efficiency.

cs.SE↗

A Tale of Two DL Cities: When Library Tests Meet Compiler

Deep Learning (DL) compilers typically load a DL model and optimize it with intermediate representation.Existing DL compiler testing techniques mainly focus on model optimization stages, but rarely explore bug detection at the model loading stage. Effectively testing the model loading stage requires covering diverse usages of each DL operator from various DL libraries, which shares a common objective with DL library testing, indicating that the embedded knowledge in DL library tests is beneficial for testing the model loading stage of DL compilers. In this work, we propose OPERA to extract such domain knowledge from the test inputs for DL libraries. OPERA constructs diverse tests from the various test inputs for DL libraries (including the test inputs documented in DL libraries and those generated by recent fuzzers). In addition, it incorporates a diversity-based test prioritization strategy to migrate and execute those test inputs that are more likely to detect diverse bugs earlier. We considered three sources of tests in DL libraries for migration and used eight frontends from three DL compilers (e.g., TVM, TensorRT, and OpenVINO) for evaluation. OPERA detected 170 previously unknown bugs in total, 90 of which have been confirmed/fixed by developers, demonstrating the effectiveness of such the migration-based idea. The test prioritization strategy in OPERA improves testing efficiency with migrated tests by 11.9%~47.4% on average compared to general test prioritization strategies.

cs.SE↗

LLMs as Bridges: Reformulating Grounded Multimodal Named Entity Recognition

Grounded Multimodal Named Entity Recognition (GMNER) is a nascent multimodal task that aims to identify named entities, entity types and their corresponding visual regions. GMNER task exhibits two challenging properties: 1) The weak correlation between image-text pairs in social media results in a significant portion of named entities being ungroundable. 2) There exists a distinction between coarse-grained referring expressions commonly used in similar tasks (e.g., phrase localization, referring expression comprehension) and fine-grained named entities. In this paper, we propose RiVEG, a unified framework that reformulates GMNER into a joint MNER-VE-VG task by leveraging large language models (LLMs) as a connecting bridge. This reformulation brings two benefits: 1) It maintains the optimal MNER performance and eliminates the need for employing object detection methods to pre-extract regional features, thereby naturally addressing two major limitations of existing GMNER methods. 2) The introduction of entity expansion expression and Visual Entailment (VE) module unifies Visual Grounding (VG) and Entity Grounding (EG). It enables RiVEG to effortlessly inherit the Visual Entailment and Visual Grounding capabilities of any current or prospective multimodal pretraining models. Extensive experiments demonstrate that RiVEG outperforms state-of-the-art methods on the existing GMNER dataset and achieves absolute leads of 10.65%, 6.21%, and 8.83% in all three subtasks.

cs.CV↗

Scaling Up Dynamic Human-Scene Interaction Modeling

Confronting the challenges of data scarcity and advanced motion synthesis in human-scene interaction modeling, we introduce the TRUMANS dataset alongside a novel HSI motion synthesis method. TRUMANS stands as the most comprehensive motion-captured HSI dataset currently available, encompassing over 15 hours of human interactions across 100 indoor scenes. It intricately captures whole-body human motions and part-level object dynamics, focusing on the realism of contact. This dataset is further scaled up by transforming physical environments into exact virtual models and applying extensive augmentations to appearance and motion for both humans and objects while maintaining interaction fidelity. Utilizing TRUMANS, we devise a diffusion-based autoregressive model that efficiently generates HSI sequences of any length, taking into account both scene context and intended actions. In experiments, our approach shows remarkable zero-shot generalizability on a range of 3D scene datasets (e.g., PROX, Replica, ScanNet, ScanNet++), producing motions that closely mimic original motion-captured sequences, as confirmed by quantitative experiments and human studies.

cs.CV↗

Move as You Say, Interact as You Can: Language-guided Human Motion Generation with Scene Affordance

Despite significant advancements in text-to-motion synthesis, generating language-guided human motion within 3D environments poses substantial challenges. These challenges stem primarily from (i) the absence of powerful generative models capable of jointly modeling natural language, 3D scenes, and human motion, and (ii) the generative models' intensive data requirements contrasted with the scarcity of comprehensive, high-quality, language-scene-motion datasets. To tackle these issues, we introduce a novel two-stage framework that employs scene affordance as an intermediate representation, effectively linking 3D scene grounding and conditional motion generation. Our framework comprises an Affordance Diffusion Model (ADM) for predicting explicit affordance map and an Affordance-to-Motion Diffusion Model (AMDM) for generating plausible human motions. By leveraging scene affordance maps, our method overcomes the difficulty in generating human motion under multimodal condition signals, especially when training with limited data lacking extensive language-scene-motion pairs. Our extensive experiments demonstrate that our approach consistently outperforms all baselines on established benchmarks, including HumanML3D and HUMANISE. Additionally, we validate our model's exceptional generalization capabilities on a specially curated evaluation set featuring previously unseen descriptions and scenes.

cs.CV↗

Impart: An Imperceptible and Effective Label-Specific Backdoor Attack

Backdoor attacks have been shown to impose severe threats to real security-critical scenarios. Although previous works can achieve high attack success rates, they either require access to victim models which may significantly reduce their threats in practice, or perform visually noticeable in stealthiness. Besides, there is still room to improve the attack success rates in the scenario that different poisoned samples may have different target labels (a.k.a., the all-to-all setting). In this study, we propose a novel imperceptible backdoor attack framework, named Impart, in the scenario where the attacker has no access to the victim model. Specifically, in order to enhance the attack capability of the all-to-all setting, we first propose a label-specific attack. Different from previous works which try to find an imperceptible pattern and add it to the source image as the poisoned image, we then propose to generate perturbations that align with the target label in the image feature by a surrogate model. In this way, the generated poisoned images are attached with knowledge about the target class, which significantly enhances the attack capability.

cs.CR↗

TCM-GPT: Efficient Pre-training of Large Language Models for Domain Adaptation in Traditional Chinese Medicine

Pre-training and fine-tuning have emerged as a promising paradigm across various natural language processing (NLP) tasks. The effectiveness of pretrained large language models (LLM) has witnessed further enhancement, holding potential for applications in the field of medicine, particularly in the context of Traditional Chinese Medicine (TCM). However, the application of these general models to specific domains often yields suboptimal results, primarily due to challenges like lack of domain knowledge, unique objectives, and computational efficiency. Furthermore, their effectiveness in specialized domains, such as Traditional Chinese Medicine, requires comprehensive evaluation. To address the above issues, we propose a novel domain specific TCMDA (TCM Domain Adaptation) approach, efficient pre-training with domain-specific corpus. Specifically, we first construct a large TCM-specific corpus, TCM-Corpus-1B, by identifying domain keywords and retreving from general corpus. Then, our TCMDA leverages the LoRA which freezes the pretrained model's weights and uses rank decomposition matrices to efficiently train specific dense layers for pre-training and fine-tuning, efficiently aligning the model with TCM-related tasks, namely TCM-GPT-7B. We further conducted extensive experiments on two TCM tasks, including TCM examination and TCM diagnosis. TCM-GPT-7B archived the best performance across both datasets, outperforming other models by relative increments of 17% and 12% in accuracy, respectively. To the best of our knowledge, our study represents the pioneering validation of domain adaptation of a large language model with 7 billion parameters in TCM domain. We will release both TCMCorpus-1B and TCM-GPT-7B model once accepted to facilitate interdisciplinary development in TCM and NLP, serving as the foundation for further study.

cs.CL↗

Revisiting Deep Neural Network Test Coverage from the Test Effectiveness Perspective

Many test coverage metrics have been proposed to measure the Deep Neural Network (DNN) testing effectiveness, including structural coverage and non-structural coverage. These test coverage metrics are proposed based on the fundamental assumption: they are correlated with test effectiveness. However, the fundamental assumption is still not validated sufficiently and reasonably, which brings question on the usefulness of DNN test coverage. This paper conducted a revisiting study on the existing DNN test coverage from the test effectiveness perspective, to effectively validate the fundamental assumption. Here, we carefully considered the diversity of subjects, three test effectiveness criteria, and both typical and state-of-the-art test coverage metrics. Different from all the existing studies that deliver negative conclusions on the usefulness of existing DNN test coverage, we identified some positive conclusions on their usefulness from the test effectiveness perspective. In particular, we found the complementary relationship between structural and non-structural coverage and identified the practical usage scenarios and promising research directions for these existing test coverage metrics.

cs.SE↗

Diffusion-based Generation, Optimization, and Planning in 3D Scenes

We introduce SceneDiffuser, a conditional generative model for 3D scene understanding. SceneDiffuser provides a unified model for solving scene-conditioned generation, optimization, and planning. In contrast to prior works, SceneDiffuser is intrinsically scene-aware, physics-based, and goal-oriented. With an iterative sampling strategy, SceneDiffuser jointly formulates the scene-aware generation, physics-based optimization, and goal-oriented planning via a diffusion-based denoising process in a fully differentiable fashion. Such a design alleviates the discrepancies among different modules and the posterior collapse of previous scene-conditioned generative models. We evaluate SceneDiffuser with various 3D scene understanding tasks, including human pose and motion generation, dexterous grasp generation, path planning for 3D navigation, and motion planning for robot arms. The results show significant improvements compared with previous models, demonstrating the tremendous potential of SceneDiffuser for the broad community of 3D scene understanding.

cs.CV↗

Perceive, Ground, Reason, and Act: A Benchmark for General-purpose Visual Representation

Current computer vision models, unlike the human visual system, cannot yet achieve general-purpose visual understanding. Existing efforts to create a general vision model are limited in the scope of assessed tasks and offer no overarching framework to perform them holistically. We present a new comprehensive benchmark, General-purpose Visual Understanding Evaluation (G-VUE), covering the full spectrum of visual cognitive abilities with four functional domains $\unicode{x2014}$ Perceive, Ground, Reason, and Act. The four domains are embodied in 11 carefully curated tasks, from 3D reconstruction to visual reasoning and manipulation. Along with the benchmark, we provide a general encoder-decoder framework to allow for the evaluation of arbitrary visual representation on all 11 tasks. We evaluate various pre-trained visual representations with our framework and observe that (1) Transformer-based visual backbone generally outperforms CNN-based backbone on G-VUE, (2) visual representations from vision-language pre-training are superior to those with vision-only pre-training across visual tasks. With G-VUE, we provide a holistic evaluation standard to motivate research toward building general-purpose visual systems via obtaining more general-purpose visual representations.

cs.CV↗

HUMANISE: Language-conditioned Human Motion Generation in 3D Scenes

Learning to generate diverse scene-aware and goal-oriented human motions in 3D scenes remains challenging due to the mediocre characteristics of the existing datasets on Human-Scene Interaction (HSI); they only have limited scale/quality and lack semantics. To fill in the gap, we propose a large-scale and semantic-rich synthetic HSI dataset, denoted as HUMANISE, by aligning the captured human motion sequences with various 3D indoor scenes. We automatically annotate the aligned motions with language descriptions that depict the action and the unique interacting objects in the scene; e.g., sit on the armchair near the desk. HUMANISE thus enables a new generation task, language-conditioned human motion generation in 3D scenes. The proposed task is challenging as it requires joint modeling of the 3D scene, human motion, and natural language. To tackle this task, we present a novel scene-and-language conditioned generative model that can produce 3D human motions of the desirable action interacting with the specified objects. Our experiments demonstrate that our model generates diverse and semantically consistent human motions in 3D scenes.

cs.CV↗

Targeted Data Poisoning Attack on News Recommendation System by Content Perturbation

News Recommendation System(NRS) has become a fundamental technology to many online news services. Meanwhile, several studies show that recommendation systems(RS) are vulnerable to data poisoning attacks, and the attackers have the ability to mislead the system to perform as their desires. A widely studied attack approach, injecting fake users, can be applied on the NRS when the NRS is treated the same as the other systems whose items are fixed. However, in the NRS, as each item (i.e. news) is more informative, we propose a novel approach to poison the NRS, which is to perturb contents of some browsed news that results in the manipulation of the rank of the target news. Intuitively, an attack is useless if it is highly likely to be caught, i.e., exposed. To address this, we introduce a notion of the exposure risk and propose a novel problem of attacking a history news dataset by means of perturbations where the goal is to maximize the manipulation of the target news rank while keeping the risk of exposure under a given budget. We design a reinforcement learning framework, called TDP-CP, which contains a two-stage hierarchical model to reduce the searching space. Meanwhile, influence estimation is also applied to save the time on retraining the NRS for rewards. We test the performance of TDP-CP under three NRSs and on different target news. Our experiments show that TDP-CP can increase the rank of the target news successfully with a limited exposure budget.

cs.CR↗