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Zeyuan Chen

Publications and source records attributed to Zeyuan Chen.

At least 37 records · Page 2Linked to original sources

CoAct-1: Computer-using Multi-Agent System with Coding Actions

Autonomous agents that operate computers via Graphical User Interfaces (GUIs) often struggle with efficiency and reliability on complex, long-horizon tasks. While augmenting these agents with planners can improve task decomposition, they remain constrained by the inherent limitations of performing all actions through GUI manipulation, leading to brittleness and inefficiency. In this work, we introduce a more robust and flexible paradigm: enabling agents to use coding as a enhanced action. We present CoAct-1, a novel multi-agent system that synergistically combines GUI-based control with direct programmatic execution. CoAct-1 features an Orchestrator that dynamically delegates subtasks to either a conventional GUI Operator or a specialized Programmer agent, which can write and execute Python or Bash scripts. This hybrid approach allows the agent to bypass inefficient GUI action sequences for tasks like file management and data processing, while still leveraging visual interaction when necessary. We evaluate our system on the challenging OSWorld benchmark, where CoAct-1 achieves a new state-of-the-art success rate of 60.76%, significantly outperforming prior methods. Furthermore, our approach dramatically improves efficiency, reducing the average number of steps required to complete a task to just 10.15, compared to 15 for leading GUI agents. Our results demonstrate that integrating coding as a core action provides a more powerful, efficient, and scalable path toward generalized computer automation.

cs.CL↗

CADGrasp: Learning Contact and Collision Aware General Dexterous Grasping in Cluttered Scenes

Dexterous grasping in cluttered environments presents substantial challenges due to the high degrees of freedom of dexterous hands, occlusion, and potential collisions arising from diverse object geometries and complex layouts. To address these challenges, we propose CADGrasp, a two-stage algorithm for general dexterous grasping using single-view point cloud inputs. In the first stage, we predict sparse IBS, a scene-decoupled, contact- and collision-aware representation, as the optimization target. Sparse IBS compactly encodes the geometric and contact relationships between the dexterous hand and the scene, enabling stable and collision-free dexterous grasp pose optimization. To enhance the prediction of this high-dimensional representation, we introduce an occupancy-diffusion model with voxel-level conditional guidance and force closure score filtering. In the second stage, we develop several energy functions and ranking strategies for optimization based on sparse IBS to generate high-quality dexterous grasp poses. Extensive experiments in both simulated and real-world settings validate the effectiveness of our approach, demonstrating its capability to mitigate collisions while maintaining a high grasp success rate across diverse objects and complex scenes.

cs.RO↗

Soft Tail-dropping for Adaptive Visual Tokenization

We present Soft Tail-dropping Adaptive Tokenizer (STAT), a 1D discrete visual tokenizer that adaptively chooses the number of output tokens per image according to its structural complexity and level of detail. STAT encodes an image into a sequence of discrete codes together with per-token keep probabilities. Beyond standard autoencoder objectives, we regularize these keep probabilities to be monotonically decreasing along the sequence and explicitly align their distribution with an image-level complexity measure. As a result, STAT produces length-adaptive 1D visual tokens that are naturally compatible with causal 1D autoregressive (AR) visual generative models. On ImageNet-1k, equipping vanilla causal AR models with STAT yields competitive or superior visual generation quality compared to other probabilistic model families, while also exhibiting favorable scaling behavior that has been elusive in prior vanilla AR visual generation attempts.

cs.CV↗

APEX: Academic Poster Editing Agentic Expert

Designing academic posters is a labor-intensive process requiring the precise balance of high-density content and sophisticated layout. While existing paper-to-poster generation methods automate initial drafting, they are typically single-pass and non-interactive, often fail to align with complex, subjective user intent. To bridge this gap, we propose APEX (Academic Poster Editing agentic eXpert), the first agentic framework for interactive academic poster editing, supporting fine-grained control with robust multi-level API-based editing and a review-and-adjustment Mechanism. In addition, we introduce APEX-Bench, the first systematic benchmark comprising 514 academic poster editing instructions, categorized by a multi-dimensional taxonomy including operation type, difficulty, and abstraction level, constructed via reference-guided and reference-free strategies to ensure realism and diversity. We further establish a multi-dimensional VLM-as-a-judge evaluation protocol to assess instruction fulfillment, modification scope, and visual consistency & harmony. Experimental results demonstrate that APEX significantly outperforms baseline methods. Our implementation is available at https://github.com/Breesiu/APEX.

cs.AI↗

UNIDOC-BENCH: A Unified Benchmark for Document-Centric Multimodal RAG

Multimodal retrieval-augmented Generation (MM-RAG) is a key approach for applying large language models (LLMs) and agents to real-world knowledge bases, yet current evaluations are fragmented -- focusing on either text or images in isolation, or simplified multimodal setup, failing to capture document-centric multimodal use cases. In this paper, we introduce UniDoc-Bench, the first large-scale, realistic benchmark for MM-RAG built from $k$ real-world PDF pages across domains. Our pipeline extracts and links evidence from text, tables, and figures, then generates multimodal QA pairs spanning factual retrieval, comparison, summarization, and logical reasoning queries. To ensure reliability, all of QA pairs are validated by multiple human annotators and expert adjudication. UniDoc-Bench supports apples-to-apples comparison across four paradigms: 1) text-only, 2) image-only, 3) \emph{multimodal} text-image fusion and 4) multimodal joint retrieval -- under a unified protocol with standardized candidate pools, prompts, and evaluation metrics. UniDoc-Bench can also be used to evaluate Visual Question Answering (VQA) tasks. Our experiments show that multimodal text-image fusion RAG systems consistently outperform both unimodal and jointly multimodal embedding-based retrieval, indicating that neither text nor images alone are sufficient and that current multimodal embeddings remain inadequate. Beyond benchmarking, our analysis reveals when and how visual context complements textual evidence, uncovers systematic failure modes, and offers actionable guidance for developing more robust MM-RAG pipelines.

cs.CL↗

CVP: Central-Peripheral Vision-Inspired Multimodal Model for Spatial Reasoning

We present a central-peripheral vision-inspired framework (CVP), a simple yet effective multimodal model for spatial reasoning that draws inspiration from the two types of human visual fields -- central vision and peripheral vision. Existing approaches primarily rely on unstructured representations, such as point clouds, voxels, or patch features, and inject scene context implicitly via coordinate embeddings. However, this often results in limited spatial reasoning capabilities due to the lack of explicit, high-level structural understanding. To address this limitation, we introduce two complementary components into a Large Multimodal Model-based architecture: target-affinity token, analogous to central vision, that guides the model's attention toward query-relevant objects; and allocentric grid, akin to peripheral vision, that captures global scene context and spatial arrangements. These components work in tandem to enable structured, context-aware understanding of complex 3D environments. Experiments show that CVP achieves state-of-the-art performance across a range of 3D scene understanding benchmarks.

cs.CV↗

Gaussian Swaying: Surface-Based Framework for Aerodynamic Simulation with 3D Gaussians

Branches swaying in the breeze, flags rippling in the wind, and boats rocking on the water all show how aerodynamics shape natural motion -- an effect crucial for realism in vision and graphics. In this paper, we present Gaussian Swaying, a surface-based framework for aerodynamic simulation using 3D Gaussians. Unlike mesh-based methods that require costly meshing, or particle-based approaches that rely on discrete positional data, Gaussian Swaying models surfaces continuously with 3D Gaussians, enabling efficient and fine-grained aerodynamic interaction. Our framework unifies simulation and rendering on the same representation: Gaussian patches, which support force computation for dynamics while simultaneously providing normals for lightweight shading. Comprehensive experiments on both synthetic and real-world datasets across multiple metrics demonstrate that Gaussian Swaying achieves state-of-the-art performance and efficiency, offering a scalable approach for realistic aerodynamic scene simulation.

cs.CV↗

C3Editor: Achieving Controllable Consistency in 2D Model for 3D Editing

Existing 2D-lifting-based 3D editing methods often encounter challenges related to inconsistency, stemming from the lack of view-consistent 2D editing models and the difficulty of ensuring consistent editing across multiple views. To address these issues, we propose C3Editor, a controllable and consistent 2D-lifting-based 3D editing framework. Given an original 3D representation and a text-based editing prompt, our method selectively establishes a view-consistent 2D editing model to achieve superior 3D editing results. The process begins with the controlled selection of a ground truth (GT) view and its corresponding edited image as the optimization target, allowing for user-defined manual edits. Next, we fine-tune the 2D editing model within the GT view and across multiple views to align with the GT-edited image while ensuring multi-view consistency. To meet the distinct requirements of GT view fitting and multi-view consistency, we introduce separate LoRA modules for targeted fine-tuning. Our approach delivers more consistent and controllable 2D and 3D editing results than existing 2D-lifting-based methods, outperforming them in both qualitative and quantitative evaluations.

cs.GR↗

BLIP3o-NEXT: Next Frontier of Native Image Generation

We present BLIP3o-NEXT, a fully open-source foundation model in the BLIP3 series that advances the next frontier of native image generation. BLIP3o-NEXT unifies text-to-image generation and image editing within a single architecture, demonstrating strong image generation and image editing capabilities. In developing the state-of-the-art native image generation model, we identify four key insights: (1) Most architectural choices yield comparable performance; an architecture can be deemed effective provided it scales efficiently and supports fast inference; (2) The successful application of reinforcement learning can further push the frontier of native image generation; (3) Image editing still remains a challenging task, yet instruction following and the consistency between generated and reference images can be significantly enhanced through post-training and data engine; (4) Data quality and scale continue to be decisive factors that determine the upper bound of model performance. Building upon these insights, BLIP3o-NEXT leverages an Autoregressive + Diffusion architecture in which an autoregressive model first generates discrete image tokens conditioned on multimodal inputs, whose hidden states are then used as conditioning signals for a diffusion model to generate high-fidelity images. This architecture integrates the reasoning strength and instruction following of autoregressive models with the fine-detail rendering ability of diffusion models, achieving a new level of coherence and realism. Extensive evaluations of various text-to-image and image-editing benchmarks show that BLIP3o-NEXT achieves superior performance over existing models.

cs.CV↗

GTA1: GUI Test-time Scaling Agent

Graphical user interface (GUI) agents autonomously complete tasks across platforms (\eg, Linux) by sequentially decomposing user instructions into action proposals that iteratively interact with visual elements in the evolving environment. However, two main challenges arise: i) planning (\ie, the action proposal sequence) under expansive action space, where selecting an appropriate plan is non-trivial, as many valid ones may exist; ii) accurately grounding actions in complex and high-resolution interfaces, \ie, precisely interacting with visual targets. This paper investigates the aforementioned challenges with our \textbf{G}UI \textbf{T}est-time Scaling \textbf{A}gent, namely GTA1. First, we conduct test-time scaling to select the most appropriate action proposal: at each step, multiple candidate proposals are sampled and evaluated and selected by a judge model. It trades off computation for better decision quality by concurrent sampling. Second, we propose a model that improves grounding of the selected action proposals to its corresponding visual elements. Our key insight is that reinforcement learning (RL) facilitates grounding through inherent objective alignments, rewarding successful clicks on interface elements. Experimentally, GTA1 achieves state-of-the-art performance on both grounding and agent task execution benchmarks. The code and models are released here.

cs.AI↗

WALT: Web Agents that Learn Tools

Web agents promise to automate complex browser tasks, but current methods remain brittle -- relying on step-by-step UI interactions and heavy LLM reasoning that break under dynamic layouts and long horizons. Humans, by contrast, exploit website-provided functionality through high-level operations like search, filter, and sort. We introduce WALT (Web Agents that Learn Tools), a framework that reverse-engineers latent website functionality into reusable invocable tools. Rather than hypothesizing ad-hoc skills, WALT exposes robust implementations of automations already designed into websites -- spanning discovery (search, filter, sort), communication (post, comment, upvote), and content management (create, edit, delete). Tools abstract away low-level execution: instead of reasoning about how to click and type, agents simply call search(query) or create(listing). This shifts the computational burden from fragile step-by-step reasoning to reliable tool invocation. On VisualWebArena and WebArena, WALT achieves higher success with fewer steps and less LLM-dependent reasoning, establishing a robust and generalizable paradigm for browser automation.

cs.CV↗

SCUBA: Salesforce Computer Use Benchmark

We introduce SCUBA, a benchmark designed to evaluate computer-use agents on customer relationship management (CRM) workflows within the Salesforce platform. SCUBA contains 300 task instances derived from real user interviews, spanning three primary personas, platform administrators, sales representatives, and service agents. The tasks test a range of enterprise-critical abilities, including Enterprise Software UI navigation, data manipulation, workflow automation, information retrieval, and troubleshooting. To ensure realism, SCUBA operates in Salesforce sandbox environments with support for parallel execution and fine-grained evaluation metrics to capture milestone progress. We benchmark a diverse set of agents under both zero-shot and demonstration-augmented settings. We observed huge performance gaps in different agent design paradigms and gaps between the open-source model and the closed-source model. In the zero-shot setting, open-source model powered computer-use agents that have strong performance on related benchmarks like OSWorld only have less than 5\% success rate on SCUBA, while methods built on closed-source models can still have up to 39% task success rate. In the demonstration-augmented settings, task success rates can be improved to 50\% while simultaneously reducing time and costs by 13% and 16%, respectively. These findings highlight both the challenges of enterprise tasks automation and the promise of agentic solutions. By offering a realistic benchmark with interpretable evaluation, SCUBA aims to accelerate progress in building reliable computer-use agents for complex business software ecosystems.

cs.AI↗

CoDA: Coding LM via Diffusion Adaptation

Diffusion language models promise bidirectional context and infilling capabilities that autoregressive coders lack, yet practical systems remain heavyweight. We introduce CoDA, a 1.7B-parameter diffusion coder trained on TPU with a fully open-source training pipeline. CoDA pairs large-scale diffusion pre-training with code-centric mid-training and instruction tuning, enabling confidence-guided sampling that keeps inference latency competitive. On Humaneval, MBPP, and EvalPlus, CoDA-1.7B-Instruct matches or surpasses diffusion models up to 7B parameters. Our release includes model checkpoints, evaluation harnesses, and TPU training pipelines to accelerate research on lightweight diffusion-based coding assistants.

cs.LG↗

OverLayBench: A Benchmark for Layout-to-Image Generation with Dense Overlaps

Despite steady progress in layout-to-image generation, current methods still struggle with layouts containing significant overlap between bounding boxes. We identify two primary challenges: (1) large overlapping regions and (2) overlapping instances with minimal semantic distinction. Through both qualitative examples and quantitative analysis, we demonstrate how these factors degrade generation quality. To systematically assess this issue, we introduce OverLayScore, a novel metric that quantifies the complexity of overlapping bounding boxes. Our analysis reveals that existing benchmarks are biased toward simpler cases with low OverLayScore values, limiting their effectiveness in evaluating model performance under more challenging conditions. To bridge this gap, we present OverLayBench, a new benchmark featuring high-quality annotations and a balanced distribution across different levels of OverLayScore. As an initial step toward improving performance on complex overlaps, we also propose CreatiLayout-AM, a model fine-tuned on a curated amodal mask dataset. Together, our contributions lay the groundwork for more robust layout-to-image generation under realistic and challenging scenarios. Project link: https://mlpc-ucsd.github.io/OverLayBench.

cs.CV↗

xGen-MM (BLIP-3): A Family of Open Large Multimodal Models

This paper introduces BLIP-3, an open framework for developing Large Multimodal Models (LMMs). The framework comprises meticulously curated datasets, a training recipe, model architectures, and a resulting suite of LMMs. We release 4B and 14B models, including both the pre-trained base model and the instruction fine-tuned ones. Our models undergo rigorous evaluation across a range of tasks, including both single and multi-image benchmarks. Our models demonstrate competitive performance among open-source LMMs with similar model sizes. Our resulting LMMs demonstrate competitive performance among open-source LMMs with similar model sizes, with the ability to comprehend interleaved image-text inputs. Our training code, models, and all datasets used in this work, including the three largescale datasets we create and the preprocessed ones, will be open-sourced to better support the research community.

cs.CV↗

ClutterDexGrasp: A Sim-to-Real System for General Dexterous Grasping in Cluttered Scenes

Dexterous grasping in cluttered scenes presents significant challenges due to diverse object geometries, occlusions, and potential collisions. Existing methods primarily focus on single-object grasping or grasp-pose prediction without interaction, which are insufficient for complex, cluttered scenes. Recent vision-language-action models offer a potential solution but require extensive real-world demonstrations, making them costly and difficult to scale. To address these limitations, we revisit the sim-to-real transfer pipeline and develop key techniques that enable zero-shot deployment in reality while maintaining robust generalization. We propose ClutterDexGrasp, a two-stage teacher-student framework for closed-loop target-oriented dexterous grasping in cluttered scenes. The framework features a teacher policy trained in simulation using clutter density curriculum learning, incorporating both a geometry and spatially-embedded scene representation and a novel comprehensive safety curriculum, enabling general, dynamic, and safe grasping behaviors. Through imitation learning, we distill the teacher's knowledge into a student 3D diffusion policy (DP3) that operates on partial point cloud observations. To the best of our knowledge, this represents the first zero-shot sim-to-real closed-loop system for target-oriented dexterous grasping in cluttered scenes, demonstrating robust performance across diverse objects and layouts. More details and videos are available at https://clutterdexgrasp.github.io/.

cs.RO↗

Exploring the Equivalence of Closed-Set Generative and Real Data Augmentation in Image Classification

In this paper, we address a key scientific problem in machine learning: Given a training set for an image classification task, can we train a generative model on this dataset to enhance the classification performance? (i.e., closed-set generative data augmentation). We start by exploring the distinctions and similarities between real images and closed-set synthetic images generated by advanced generative models. Through extensive experiments, we offer systematic insights into the effective use of closed-set synthetic data for augmentation. Notably, we empirically determine the equivalent scale of synthetic images needed for augmentation. In addition, we also show quantitative equivalence between the real data augmentation and open-set generative augmentation (generative models trained using data beyond the given training set). While it aligns with the common intuition that real images are generally preferred, our empirical formulation also offers a guideline to quantify the increased scale of synthetic data augmentation required to achieve comparable image classification performance. Our results on natural and medical image datasets further illustrate how this effect varies with the baseline training set size and the amount of synthetic data incorporated.

cs.CV↗

YOLO-Count: Differentiable Object Counting for Text-to-Image Generation

We propose YOLO-Count, a differentiable open-vocabulary object counting model that tackles both general counting challenges and enables precise quantity control for text-to-image (T2I) generation. A core contribution is the 'cardinality' map, a novel regression target that accounts for variations in object size and spatial distribution. Leveraging representation alignment and a hybrid strong-weak supervision scheme, YOLO-Count bridges the gap between open-vocabulary counting and T2I generation control. Its fully differentiable architecture facilitates gradient-based optimization, enabling accurate object count estimation and fine-grained guidance for generative models. Extensive experiments demonstrate that YOLO-Count achieves state-of-the-art counting accuracy while providing robust and effective quantity control for T2I systems.

cs.CV↗