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Zhicheng Liu

Publications and source records attributed to Zhicheng Liu.

At least 19 recordsLinked to original sources

WorldRoamBench: An Open-World Benchmark for Long-Horizon Stability of Interactive World Models

Despite rapid progress in interactive world models (IWMs), short-horizon performance does not establish sustained action following, visual stability, physical plausibility, or memory. We introduce WorldRoamBench, an open-world benchmark for long-horizon stability across four dimensions, each with innovations: (i) Action: per-frame action metric bypassing cross-model semantic scale disparity and exposing failures hidden by trajectory; (ii) Vision: sliding-window drift metric capturing non-monotonic mid-sequence collapse missed by start-vs-end comparisons; (iii) Physics: evaluation of physical plausibility across mechanics, optics, and 3D consistency, gated by camera-motion and subject-tracking checks; (iv) Memory: a trajectory-aware protocol reducing confounding from action-following errors, evaluating scene memory via transition-localized 3D point-cloud reconstruction and subject memory via tracking-plus-VLM reasoning. The benchmark comprises 1000+ test cases across Nature, Urban, and Indoor scenes in first/third-person views with WASD 10-60 s continuous interaction. Evaluating 10+ open/closed-source models reveals none reliably satisfies all dimensions; even the best achieves only moderate scores. Advances on WorldRoamBench are steps toward IWMs that are stable, physically grounded, memory-faithful, and deployable in real-world applications.

cs.CV

Perturbation Power Selection for First-Error Delay Maximization in Enhanced SC Decoding

In this paper, we analyze the effect of perturbation power in delaying the first error position, i.e., the first information bit incorrectly decoded by the successive cancellation (SC) decoding. It is conducted over the finite-length perturbation-enhanced SC (PE-SC) decoding paradigm. We show that the FEP delaying probability exhibits a non-monotonic dependence on the perturbation power \(σ_{p}^{2}\). Based on this property, an efficient perturbation power selection algorithm that maximizes the delay probability is proposed to enhance the perturbation efficiency. It results in a more efficient perturbation power selection in finite-length PE-SC decoding.

cs.IT

A discrete duality finite volume method with harmonic average for semiconductor drift-diffusion equations

The stationary drift-diffusion model is widely used to model charge transport in semiconductor devices. Classical methods, such as the finite volume Scharfetter--Gummel (FVSG) method, perform well on high-quality Delaunay meshes but struggle on irregular or distorted meshes due to their reliance on Voronoi diagrams. To overcome this mesh limitation, this article introduces a new approach that integrates harmonic average stabilization into the discrete duality finite volume method (DDFV-HA). To validate our scheme, we compare DDFV-HA and FVSG for semiconductor simulations on both high- and low-quality meshes. Experiments show that DDFV-HA matches FVSG on high-quality meshes and is more reliable and accurate on low-quality meshes. Applying DDFV-HA to a real-world thyristor further confirms that it is well-suited for semiconductor simulations in complex, irregular domains where high-quality meshes are not easy to generate.

physics.comp-ph

Reliability-Dependent Scaling Laws of Deterministic Identification over Binary Symmetric Channels

In this paper, we study the asymptotic behavior of deterministic identification (DID) over binary symmetric channels (BSCs) under vanishing error constraints. By introducing a minimum error parameter, we characterize how different error-decay regimes affect the achievable DID rate. General achievability and converse bounds are derived, with explicit asymptotic characterizations in the large-deviation, moderate-deviation, and central-limit regimes. The achievability analysis combines coding-theoretic constructions with probabilistic concentration techniques, while the converse links statistical distinguishability to the minimum-distance structure of DID codes via total variation and Hamming-type bounds. Our results show that the asymptotic behavior of DID over BSCs is governed by a Hamming-shell concentration geometry of channel outputs, offering insights into the finite-blocklength behavior of deterministic identification over discrete-output channels.

cs.IT

ABot-World-0: Infinite Interactive World Rollout on a Single Desktop GPU

We present ABot-World-0, an action-conditioned video world model for real-time, long-horizon closed-loop interaction, supported by a multi-source data infrastructure spanning AAA games, simulation engines, and internet videos to learn controllable world dynamics. WorldExplorer performs agent-driven collection guided by training feedback, while a unified pipeline applies 14 deterministic quality checks, VLM-based assessment, and synchronized action and text annotation. We progressively distill a bidirectional action-conditioned teacher into a causal student through teacher forcing and ODE distillation, and introduce LongForcing to align long student self-rollouts with an extended-horizon teacher, mitigating accumulated distribution shift and autoregressive drift. Raw keyboard actions provide a unified control interface for scene roaming and third-person character interaction, while reference-character memory provides persistent appearance cues for identity consistency during third-person rollouts. For deployment, we co-design a streaming inference stack with a lightweight VAE decoder, efficient attention, memory-aware scheduling, and low-bit DiT inference. Across optimized low-bit configurations, ABot-World-0 streams 720P video at up to 16 FPS on a single NVIDIA RTX 5090 desktop GPU, with 1.2s action-to-first-frame latency and approximately 19GiB peak VRAM. Experiments on WorldRoamBench and extended interactive rollouts demonstrate competitive controllability and coherent long-horizon world evolution.

cs.CV

Interactive Mascot: A Scene-Centric Interaction Grammar for Data Visualizations

Scene-centric visualization systems expose semantic components, such as marks, encodings, layouts, and axes, as first-class objects that can be directly manipulated. Existing interaction abstractions, however, are largely based on event streams, signals, and data selections rather than semantic scene components. This mismatch makes interactions involving scene components less natural to specify and limits the expressive power of scene-centric visualization systems. We present Interactive Mascot, a scene-centric interaction grammar for data visualizations. Interactive Mascot extends scene-centric representations for static visualizations by modeling interactive behavior as information flow among four interaction components (trigger, responder, evaluator, and updater) and two forms of context (event context and state context). To realize these semantics, we introduce a dependency-graph execution model that systematically transforms interaction specifications into executable dependency graphs using reusable graph patterns associated with semantic visualization components. We implement Interactive Mascot in the JavaScript library Mascot$.$js and evaluate its expressiveness, performance, and usability. Interactive Mascot naturally covers Vega-Lite's interaction design space while additionally supporting stateful interactions, direct manipulation of scene components, and freeform selection. It achieves runtime performance comparable to Vega-Lite, and a qualitative user study shows that the grammar is learnable and usable for interaction authoring.

cs.HC

ABot-N1: Toward a General Visual Language Navigation Foundation Model

Visual Language Navigation foundation models aim to unify deep reasoning for grounded spatial decisions with broad versatility for diverse embodied tasks. Current approaches typically achieve this integration via monolithic policies that map observations directly to actions, yet they often suffer from coordinate drift and poor handling of long-tail semantics. Furthermore, these black-box mappings lack interpretability, hindering the simultaneous achievement of generality, robustness, and transparency. We present ABot-N1, a step toward a general Visual Language Navigation foundation model, that addresses these challenges by decoupling cognition from control via a slow-fast architecture guided by dual visual-language signals. More specifically, a slow vision-language reasoner performs explicit Chain-of-Thought reasoning while producing a pixel goal. This compact set of image-space anchor points serves as a universal interface for diverse tasks, including point-goal, object-goal, poi-goal, instruction-following, and person-following. Subsequently, a fast action expert leverages both the textual cues and the pixel guidance to generate continuous waypoints at the native control frequency. By bridging high-level intents and low-level control through pixel-grounded anchors paired with explicit linguistic traces, our approach ensures robust, generalizable, and interpretable navigation across simulation and real-world benchmarks. ABot-N1 establishes new state-of-the-art records, delivering massive gains specifically in urban-scale navigation: boosting POI arrival by 35.0% (to 77.3%) and achieving 95.4%/92.9% SR in complex indoor and outdoor scenes. It also maintains superior robustness across object-reaching, person-following, and instruction-following tasks. New Point-Goal/POI-Goal benchmarks are released as open source to advance the field of urban-scale navigation.

cs.CV

What Do We Mean When We Talk About Infographics?

There has been limited clarity and consistency regarding what the term infographics, or information graphics, refers to in visualization research and practice. In particular, little is understood about where people's conceptualizations of infographics converge or diverge. To address this gap, we conducted a systematic literature review and a practitioner survey to identify and contrast different perspectives on infographics. We performed inductive coding on 487 sentences from 111 visualization and HCI papers, and analyzed questionnaire responses from 44 domain practitioners. Our findings reveal recurring dimensions of conceptual disagreement on infographics: role of text, relationship with data visualization, and relationships with statistical charts and data comics. Based on the results, we recommend future work to explicitly report any assumptions made along these diverging conceptualizations, to investigate the cognitive origins of these disagreements, and to develop more holistic design component frameworks for infographics. The supplementary materials are available via OSF and as an interactive web application.

cs.HC

ABot-3DWorld 0: A Universal World Model to Explore Any 3D Space

We present ABot-3DWorld 0, a universal multimodal 3D world model that turns text, image, and video inputs into high-fidelity, explorable 3D worlds. At the heart of our framework is a unified Spatial Generative Primitive (SGP), a compact tuple of a high-quality panorama and a spatial point cloud that delivers an efficient description of any 3D space. Multimodal inputs are first lifted into this primitive; a 3D-consistent panoramic video generator then explores the primitive along a planned trajectory; finally, our panoramic video reconstruction engine converts the generated video into a clean, photorealistic 3D Gaussian Splatting (3DGS) world. This pipeline covers two regimes: rich inputs (multi-view sets, casual video) are lifted into the SGP through a geometry-rigorous recovery that mirrors the observed scene, while a single image or sentence is completed generatively into a creative world. The result is one low-barrier engine for general 3D content creation that further anchors generated worlds to geographic points of interest, enabling map-native spatial exploration at consumer scale. Experiments show that ABot-3DWorld 0 sets the state of the art among open-source methods and demonstrates stronger scene fidelity than Marble under rich multimodal inputs.

cs.CV

RoadBench: Benchmarking MLLMs on Fine-Grained Spatial Understanding and Reasoning under Urban Road Scenarios

Multimodal large language models (MLLMs) have demonstrated powerful capabilities in general spatial understanding and reasoning. However, their fine-grained spatial understanding and reasoning capabilities in complex urban scenarios have not received significant attention in the fields of both research and industry. To fill this gap, we focus primarily on road markings as a typical example of fine-grained spatial elements under urban scenarios, given the essential role of the integrated road traffic network they form within cities. Around road markings and urban traffic systems, we propose \textbf{RoadBench}, a systematic benchmark that comprehensively evaluates MLLMs' fine-grained spatial understanding and reasoning capabilities using Bird's-Eye View (BEV) and First-Person View (FPV) image inputs. This benchmark comprises eight tasks consisting of 3,040 strictly manually verified test cases, constructed from 2,137 unique BEV images and 721 unique FPV images collected from five Chinese cities with relatively consistent traffic conventions. These tasks form a systematic evaluation framework that bridges understanding at local spatial scopes to global reasoning. They not only test MLLMs' capabilities in recognition, joint understanding, and reasoning but also assess their ability to integrate image information with domain knowledge. After evaluating 20 mainstream MLLMs, we confirm that RoadBench is a challenging benchmark for MLLMs while revealing significant shortcomings in existing MLLMs' fine-grained spatial understanding and reasoning capabilities within urban scenarios. In certain tasks, their performance even falls short of simple rule-based or random selection baselines. These findings, along with RoadBench itself, will contribute to the comprehensive advancement of spatial understanding capabilities for MLLMs.

cs.CV

Contextualized Dynamic Explanations: A Vision

Asynchronous data-driven explanations often fail because the content and presentation are not tailored to the target audience, and they provide limited opportunities for active audience engagement. We present a vision for Contextualized Dynamic Explanations (CODEX), an agentic approach to dynamically generating contextualized multi-modal information interfaces for effective data-driven explanations based on an evolving audience model and a predefined communication intent. The premise underlying CODEX is that it is impossible for communicators to anticipate the full range of interactive scenarios involving the target audience. This observation motivates a set of research challenges focused on developing autonomous agents capable of evaluating communication progress, making context-sensitive decisions, and producing effective information representations.

cs.HC

NICE FACT: Diagnosing and Calibrating VLMs in Quantitative Reasoning for Kinematic Physics

The ability to derive precise spatial and physical insights is a cornerstone of vision-language models (VLMs), yet their poor performances in related spatial intelligence tasks such as physical reasoning remain a fundamental barrier. The community critically lacks a scientific analysis revealing whether VLMs faithfully reach answers or plausibly make guesses. This work aims to provide a fundamental understanding of how VLMs perceive the physical world, and utilize physical laws, while assessing the reliability of model confidence. We propose NICE and FACT, a dual-diagnostic paradigm that explicitly decomposes quantitative reasoning for kinematic physics: FACT diagnoses visual fidelity, physical law comprehension, and temporal grounding. NICE studies our novel neighborhood-informed calibration method and novel metrics to evaluate and calibrate confidence reliability. Evaluated across 6 latest state-of-the-art VLMs, we uncover that models fail to identify visual preconditions or utilize necessary physical laws to reach answers. This work highlights and establishes a standardized diagnostic paradigm to guide the development of faithful, physically-grounded VLMs.

cs.CV

AgentV-RL: Scaling Reward Modeling with Agentic Verifier

Verifiers have been demonstrated to enhance LLM reasoning via test-time scaling (TTS). Yet, they face significant challenges in complex domains. Error propagation from incorrect intermediate reasoning can lead to false positives for seemingly plausible solutions, while lacking external grounding makes verifiers unreliable on computation or knowledge-intensive tasks. To address these challenges, we propose Agentic Verifier, a framework that transforms reward modeling into a multi-turn, tool-augmented deliberative process. We introduce complementary forward and backward agents: one traces solutions from premises to conclusions, while the other re-checks conclusions against their underlying premises. This bidirectional process enables a comprehensive, reliable, and interpretable assessment of solutions. To facilitate practical deployment, we propose AgentV-RL. Through proactive exploration and reinforcement learning, the verifier autonomously interleaves tool-use with internal reasoning. Extensive experiments show that Agentic Verifier yields consistent performance gains under both parallel and sequential TTS. Notably, our 4B variant surpasses state-of-the-art ORMs by 25.2%, positioning it as a promising paradigm for agentic reward modeling.

cs.CL

PRAXA: A Grammar for What-If Analysis

What-if analysis is widely used to explore hypothetical scenarios and evaluate alternative pathways to desired results. However, current approaches are fragmented: systems implement what-if capabilities under diverse terminologies with different analytic techniques. Such fragmentation limits expressiveness, impedes flexible composition and reuse of workflows, and hinders tighter integration with AI. We present PRAXA, a compositional grammar of what-if analysis derived from recurring patterns across 141 publications in visual analytics and HCI venues. PRAXA formulates three primitives: (1) data, defining variables under analysis, (2) model, specifying predictive mechanisms, and (3) interaction operations-pairs of user actions and system responses that execute analyses. We encode PRAXA into a declarative specification language, PSL. To evaluate PRAXA, we first show expressiveness by reconstructing representative workflows from prior work as structured compositions, exposing the predominant focus on single-step rather than multi-step reasoning. Second, we demonstrate composability by revealing that capabilities described under distinct terminologies share the same grammatical structure with different parameterizations, and that new multi-step workflows emerge through composition. Third, we illustrate PSL as an intermediate representation for translating natural-language what-if queries into executable interactive interfaces, enabling inspection, validation, and more transparent AI integration. By unifying diverse what-if approaches as a grammar, PRAXA provides a foundation for analyzing, composing, and supporting workflows in next-generation what-if systems.

cs.HC

Bridging Natural Language and Interactive What-If Interfaces via LLM-Generated Declarative Specification

What-if analysis (WIA) is an iterative, multi-step process where users explore and compare hypothetical scenarios by adjusting parameters, applying constraints, and scoping data through interactive interfaces. Current tools fall short of supporting effective interactive WIA: spreadsheet and BI tools require time-consuming and laborious setup, while LLM-based chatbot interfaces are semantically fragile, frequently misinterpret intent, and produce inconsistent results as conversations progress. To address these limitations, we present a two-stage workflow that translates natural language (NL) WIA questions into interactive visual interfaces via an intermediate representation, powered by the Praxa Specification Language (PSL): first, LLMs generate PSL specifications from NL questions capturing analytical intent and logic, enabling validation and repair of erroneous specifications; and second, the specifications are compiled into interactive visual interfaces with parameter controls and linked visualizations. We benchmark this workflow with 405 WIA questions spanning 11 WIA types, 5 datasets, and 3 state-of-the-art LLMs. The results show that across models, half of specifications (52.42%) are generated correctly without intervention. We perform an analysis of the failure cases and derive an error taxonomy spanning non-functional errors (specifications fail to compile) and functional errors (specifications compile but misrepresent intent). Based on the taxonomy, we apply targeted repairs on the failure cases using few-shot prompts and improve the success rate to 80.42%. Finally, we show how undetected functional errors propagate through compilation into plausible but misleading interfaces, demonstrating that the intermediate specification is critical for reliably bridging NL and interactive WIA interface in LLM-powered WIA systems.

cs.AI

ABot-N0: Technical Report on the VLA Foundation Model for Versatile Embodied Navigation

Embodied navigation has long been fragmented by task-specific architectures. We introduce ABot-N0, a unified Vision-Language-Action (VLA) foundation model that achieves a ``Grand Unification'' across 5 core tasks: Point-Goal, Object-Goal, Instruction-Following, POI-Goal, and Person-Following. ABot-N0 utilizes a hierarchical ``Brain-Action'' architecture, pairing an LLM-based Cognitive Brain for semantic reasoning with a Flow Matching-based Action Expert for precise, continuous trajectory generation. To support large-scale learning, we developed the ABot-N0 Data Engine, curating 16.9M expert trajectories and 5.0M reasoning samples across 7,802 high-fidelity 3D scenes (10.7 $\text{km}^2$). ABot-N0 achieves new SOTA performance across 7 benchmarks, significantly outperforming specialized models. Furthermore, our Agentic Navigation System integrates a planner with hierarchical topological memory, enabling robust, long-horizon missions in dynamic real-world environments.

cs.RO

TrafficSimAgent: A Hierarchical Agent Framework for Autonomous Traffic Simulation with MCP Control

Traffic simulation is important for transportation optimization and policy making. While existing simulators such as SUMO and MATSim offer fully-featured platforms and utilities, users without too much knowledge about these platforms often face significant challenges when conducting experiments from scratch and applying them to their daily work. To solve this challenge, we propose TrafficSimAgent, an LLM-based agent framework that serves as an expert in experiment design and decision optimization for general-purpose traffic simulation tasks. The framework facilitates execution through cross-level collaboration among expert agents: high-level expert agents comprehend natural language instructions with high flexibility, plan the overall experiment workflow, and invoke corresponding MCP-compatible tools on demand; meanwhile, low-level expert agents select optimal action plans for fundamental elements based on real-time traffic conditions. Extensive experiments across multiple scenarios show that TrafficSimAgent effectively executes simulations under various conditions and consistently produces reasonable outcomes even when user instructions are ambiguous. Besides, the carefully designed expert-level autonomous decision-driven optimization in TrafficSimAgent yields superior performance when compared with other systems and SOTA LLM based methods.

cs.AI

Intents, Techniques, and Components: a Unified Analysis of Interaction Authoring Tasks in Data Visualization

There is a growing interest in designing tools to support interactivity specification and authoring in data visualization. To develop expressive and flexible tools, we need theories and models that describe the task space of interaction authoring. Although multiple taxonomies and frameworks exist for interactive visualization, they primarily focus on how visualizations are used, not how interactivity is composed. To fill this gap, we conduct an analysis of 592 interaction units from 47 real-world visualization applications. Based on the analysis, we present a unified analysis of interaction authoring tasks across three levels of description: intents, representative techniques, and low-level implementation components. We examine our framework's descriptive, evaluative, and generative powers for critiquing existing interactivity authoring tools and informing new tool development.

cs.HC