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Zixun Sun

Publications and source records attributed to Zixun Sun.

At least 19 recordsLinked to original sources

AceAction-5M: Hierarchical Goals for Generalist Action Learning Across 3D Game Worlds

Video games provide a practical setting for collecting vision-language-action (VLA) data, whose acquisition in physical environments is costly. Existing datasets, however, remain limited by restricted game coverage, sparse language supervision, or temporal hierarchies that do not necessarily reflect changes in task objectives. We introduce AceAction, a dataset of human gameplay across multiple 3D games for learning skill composition and subgoal transitions. AceAction organizes demonstrations around complete tasks, linking overall instructions, ordered subgoals, and local skill instructions to temporally aligned visual observations and keyboard-and-mouse actions. To construct these annotations, we develop a vision-language model pipeline that identifies subgoals from changes in objectives or interaction targets, anchors navigation goals to visually recognizable waypoints, and composes adjacent subgoals into task instructions. The resulting demonstrations cover navigation, reconnaissance, combat, interaction, and recovery, with explicit stage boundaries that connect task progression to fine-grained control. We assess annotation quality through model-based verification and human inspection. An audit of 500 trajectories yields a 95.8% pass rate across independent reviewer assessments. AceAction provides a data foundation for studying how agents execute, combine, and switch skills to follow complex instructions in dynamic game environments.

cs.AI↗

TactiNavi: Serving and Revising an LLM Game Coach with Explicit Strategy Conditions

A deployed LLM coaching agent answers requests whose correct response depends on player state and game version, so advice that is right for one player can be wrong for the next. We describe TactiNavi, the serving system behind the LLM coach of a commercial open-world game, which makes strategy applicability an explicit artifact shared by offline compilation, online execution, failure diagnosis, and release. An offline compiler turns versioned game evidence and expert guidance into strategy packages with explicit prerequisites, the serving plane evaluates those prerequisites as three-valued conditions over structured player state and records decision traces, and a control plane uses the resulting condition-rule dependencies to validate revisions on held-out traffic before release. In a retrospective evaluation of 1,122 logged coaching turns from three deployment periods, condition-bearing packages raise correctness from 57.9% to 82.0% over atomic facts and reduce strategy misapplication under changed player state from 18.1% to 10.4%, while trace-based claim verification reaches 86.4% precision at a median reply latency of 2.07 s. The deployment also showed that most apparent fixes are generation noise, because an unchanged-system rerun recovers 38.4% of failing turns and only one of 15 shipped revision units passes the release checks retrospectively. We distill these results into lessons on treating applicability as a first-class serving object, sizing traces for later diagnosis, and building the null model into the release path.

cs.AI↗

PREFER: From Player Experience to Personalized Game Refinement

Understanding how large language models (LLMs) evaluate gameplay experience is important for using their feedback to guide game design. However, overall ratings alone provide limited insight into which aspects of experience are associated with these judgments and how they can inform concrete game changes. We introduce PREFER, a framework that uses a shared set of experience dimensions adapted from established psychometric questionnaires to benchmark how models evaluate gameplay and to guide persona-specific game refinement. Through these dimensions, we characterize the perspectives models offer as virtual playtesters by examining how their overall assessments relate to specific aspects of experience and to the gameplay they produce. To examine how the same dimensions can guide refinement for players with different preferences, we use personas to simulate distinct player profiles. For each persona, PREFER uses experience-preference relationships to select refinement objectives, revises game rules and their implementations, and playtests candidate games to assess experience changes and predicted preference gains. Experiments with five personas show that PREFER achieves 9.2% higher mean post-play preference ratings than the strongest evaluated baseline.

cs.AI↗

NarrativeSteward: Coordinating Delegation, Guidance, and Verification in Agent-Assisted Interactive Narrative Authoring

Autonomous AI agents can turn authors' goals into interactive narratives by independently organizing and carrying out generation and revision. As agents generate and revise extensive content, authors struggle to grasp its overall structure, local details, and relationships, complicating continued guidance. We present NarrativeSteward, an authoring environment that organizes outlines, worldbuilding, and narrative graphs as linked artifacts for agent implementation and author guidance. Agent dialogue and project-wide structural review help authors understand the evolving work and guide local and cross-layer revisions, while change records and execution verification help authors assess the resulting work. Technical tests validated the system's change records, recovery mechanisms, and execution diagnostics. In a 12-participant within-subject study, NarrativeSteward supported easier formulation of revision requests and inspection of changes, and greater perceived understanding of changes and story structure, than general-purpose agents. Qualitative findings show how reviewing the work and feedback helps authors develop requirements and guide subsequent delegation. We open-source NarrativeSteward at https://github.com/Tencent/NarrativeSteward.

cs.HC↗

DAAF: From Failure Localization to Editable System Assets in LLM Agents

Deployed LLM agents increasingly rely on persistent, versioned system assets such as routing rules, knowledge segments, prompt instructions, and reusable skills. Failure-localization methods can identify where an error manifests in an agent or execution trace, but repair requires a different decision: which editable system asset should be changed, and is that change expected to improve the task outcome? We study this gap through component-attribute failure attribution, where diagnosis targets versioned, addressable items rather than execution locations. We propose the Detection-Aware Attribution Framework (DAAF), which learns the effects of valid attribute replacements and amortizes this intervention evidence into deployment-time diagnosis. DAAF combines sparse and noisy failure signals to decide whether intervention is warranted, learns component-type-conditioned replacement effects from controlled replays evaluated by executable task outcomes, and shares supervision across requests with compatible intervention responses. At diagnosis time, DAAF uses only the observed execution, registered candidates, and available failure signals; it requires neither counterfactual replay nor task reward and returns no_change, a repair target, or an unresolved decision when evidence is insufficient. On held-out tau^2-bench Telecom tasks, DAAF achieves 80.72% attribute Hit@1, recovers 62.65% of failed executions while limiting clean-task regression to 3.23%, and reaches 71.93% overall task success. These results show that intervention-grounded attribute attribution can connect failure localization to executable system repair.

cs.AI↗

State-Grounded Conditioning: Wrapping User-Facing LLM Agents Where Direction Depends on Live State

We introduce State-Grounded Conditioning (SGC), a design principle for user-facing LLM agents that must condition on live user state (game state, session history, live inventory), and a distinct failure class we call direction drift: task-complete responses whose chosen direction misaligns with the current state. SGC externalises state-dependent control into rule kernels over structured inputs and three primary state slices, via Perception, Grounding, and Interaction wrappers with explicit conditioning dependencies. We evaluate SGC on a 200-session anonymised benchmark ($\approx$1,000 assistant model turns) from an in-game conversational coaching agent that guides players through consecutive competitive matches, reporting mean first-token latency and five human-annotated dialogue-quality metrics that jointly cover factual grounding and coach-like guidance progression. The Perception wrapper holds mean first-token latency at 1.5s (vs. 6.1s for PE-Agent inside a production tool-use harness); enabling all three wrappers lifts turn-level grounded accuracy from 61.1%/69.8% (Prompting / PE-Agent) to 96.7% and session-level grounded accuracy from 20.0%/26.5% to 83.5%; session-level grounding-failure incidents drop by $\approx$78% relative to the strongest baseline. A cumulative ablation shows complementary incremental gains as the wrappers are added. These results inform approximate state-slice orthogonality, without establishing independent per-wrapper effects.

cs.AI↗

Super Research: Answering Highly Complex Questions with Large Language Models through Super Deep and Super Wide Research

While Large Language Models (LLMs) have demonstrated proficiency in Deep Research or Wide Search, their capacity to solve highly complex questions-those requiring long-horizon planning, massive evidence gathering, and synthesis across heterogeneous sources-remains largely unexplored. We introduce Super Research, a task for complex autonomous research tasks that integrates (i) structured decomposition into a research plan, (ii) super wide retrieval for diverse perspectives, and (iii) super deep investigation to resolve uncertainties through iterative queries. To evaluate this capability, we curated a benchmark of 300 expert-written questions across diverse domains, each requiring up to 100+ retrieval steps and 1,000+ web pages to reconcile conflicting evidence. Super Research produces verifiable reports with fine-grained citations and intermediate artifacts (e.g., outlines and tables) to ensure traceable reasoning. Furthermore, we present a graph-anchored auditing protocol that evaluates Super Research along five dimensions: Coverage, Logical Consistency, Report Utility, Objectivity and Citation Health. While super-complex questions may be infrequent in standard applications, Super Research serves as a critical ceiling evaluation and stress test for LLM capabilities. A model's proficiency within Super Research acts as a powerful proxy for its general research competence; success here suggests the robustness necessary to navigate nearly any subordinate research task. Leaderboard is available at: https://cnsdqd-dyb.github.io/Super-Research-Benchmark/

cs.CL↗

MAIN-VLA: Modeling Abstraction of Intention and eNvironment for Vision-Language-Action Models

Despite significant progress in Visual-Language-Action (VLA), in highly complex and dynamic environments that involve real-time unpredictable interactions (such as 3D open worlds and large-scale PvP games), existing approaches remain inefficient at extracting action-critical signals from redundant sensor streams. To tackle this, we introduce MAIN-VLA, a framework that explicitly Models the Abstraction of Intention and eNvironment to ground decision-making in deep semantic alignment rather than superficial pattern matching. Specifically, our Intention Abstraction (IA) extracts verbose linguistic instructions and their associated reasoning into compact, explicit semantic primitives, while the Environment Semantics Abstraction (ESA) projects overwhelming visual streams into a structured, topological affordance representation. Furthermore, aligning these two abstract modalities induces an emergent attention-concentration effect, enabling a parameter-free token-pruning strategy that filters out perceptual redundancy without degrading performance. Extensive experiments in open-world Minecraft and large-scale PvP environments (Game for Peace and Valorant) demonstrate that MAIN-VLA sets a new state-of-the-art, which achieves superior decision quality, stronger generalization, and cutting-edge inference efficiency.

cs.CV↗

OIG-Bench: A Multi-Agent Annotated Benchmark for Multimodal One-Image Guides Understanding

Recent advances in Multimodal Large Language Models (MLLMs) have demonstrated impressive capabilities. However, evaluating their capacity for human-like understanding in One-Image Guides remains insufficiently explored. One-Image Guides are a visual format combining text, imagery, and symbols to present reorganized and structured information for easier comprehension, which are specifically designed for human viewing and inherently embody the characteristics of human perception and understanding. Here, we present OIG-Bench, a comprehensive benchmark focused on One-Image Guide understanding across diverse domains. To reduce the cost of manual annotation, we developed a semi-automated annotation pipeline in which multiple intelligent agents collaborate to generate preliminary image descriptions, assisting humans in constructing image-text pairs. With OIG-Bench, we have conducted a comprehensive evaluation of 29 state-of-the-art MLLMs, including both proprietary and open-source models. The results show that Qwen2.5-VL-72B performs the best among the evaluated models, with an overall accuracy of 77%. Nevertheless, all models exhibit notable weaknesses in semantic understanding and logical reasoning, indicating that current MLLMs still struggle to accurately interpret complex visual-text relationships. In addition, we also demonstrate that the proposed multi-agent annotation system outperforms all MLLMs in image captioning, highlighting its potential as both a high-quality image description generator and a valuable tool for future dataset construction. Datasets are available at https://github.com/XiejcSYSU/OIG-Bench.

cs.CV↗

Unsupervised Modality-Transferable Video Highlight Detection with Representation Activation Sequence Learning

Identifying highlight moments of raw video materials is crucial for improving the efficiency of editing videos that are pervasive on internet platforms. However, the extensive work of manually labeling footage has created obstacles to applying supervised methods to videos of unseen categories. The absence of an audio modality that contains valuable cues for highlight detection in many videos also makes it difficult to use multimodal strategies. In this paper, we propose a novel model with cross-modal perception for unsupervised highlight detection. The proposed model learns representations with visual-audio level semantics from image-audio pair data via a self-reconstruction task. To achieve unsupervised highlight detection, we investigate the latent representations of the network and propose the representation activation sequence learning (RASL) module with k-point contrastive learning to learn significant representation activations. To connect the visual modality with the audio modality, we use the symmetric contrastive learning (SCL) module to learn the paired visual and audio representations. Furthermore, an auxiliary task of masked feature vector sequence (FVS) reconstruction is simultaneously conducted during pretraining for representation enhancement. During inference, the cross-modal pretrained model can generate representations with paired visual-audio semantics given only the visual modality. The RASL module is used to output the highlight scores. The experimental results show that the proposed framework achieves superior performance compared to other state-of-the-art approaches.

cs.CV↗

Stable Heterogeneous Treatment Effect Estimation across Out-of-Distribution Populations

Heterogeneous treatment effect (HTE) estimation is vital for understanding the change of treatment effect across individuals or subgroups. Most existing HTE estimation methods focus on addressing selection bias induced by imbalanced distributions of confounders between treated and control units, but ignore distribution shifts across populations. Thereby, their applicability has been limited to the in-distribution (ID) population, which shares a similar distribution with the training dataset. In real-world applications, where population distributions are subject to continuous changes, there is an urgent need for stable HTE estimation across out-of-distribution (OOD) populations, which, however, remains an open problem. As pioneers in resolving this problem, we propose a novel Stable Balanced Representation Learning with Hierarchical-Attention Paradigm (SBRL-HAP) framework, which consists of 1) Balancing Regularizer for eliminating selection bias, 2) Independence Regularizer for addressing the distribution shift issue, 3) Hierarchical-Attention Paradigm for coordination between balance and independence. In this way, SBRL-HAP regresses counterfactual outcomes using ID data, while ensuring the resulting HTE estimation can be successfully generalized to out-of-distribution scenarios, thereby enhancing the model's applicability in real-world settings. Extensive experiments conducted on synthetic and real-world datasets demonstrate the effectiveness of our SBRL-HAP in achieving stable HTE estimation across OOD populations, with an average 10% reduction in the error metric PEHE and 11% decrease in the ATE bias, compared to the SOTA methods.

cs.LG↗

Enhancing Cross-Modal Fine-Tuning with Gradually Intermediate Modality Generation

Large-scale pretrained models have proven immensely valuable in handling data-intensive modalities like text and image. However, fine-tuning these models for certain specialized modalities, such as protein sequence and cosmic ray, poses challenges due to the significant modality discrepancy and scarcity of labeled data. In this paper, we propose an end-to-end method, PaRe, to enhance cross-modal fine-tuning, aiming to transfer a large-scale pretrained model to various target modalities. PaRe employs a gating mechanism to select key patches from both source and target data. Through a modality-agnostic Patch Replacement scheme, these patches are preserved and combined to construct data-rich intermediate modalities ranging from easy to hard. By gradually intermediate modality generation, we can not only effectively bridge the modality gap to enhance stability and transferability of cross-modal fine-tuning, but also address the challenge of limited data in the target modality by leveraging enriched intermediate modality data. Compared with hand-designed, general-purpose, task-specific, and state-of-the-art cross-modal fine-tuning approaches, PaRe demonstrates superior performance across three challenging benchmarks, encompassing more than ten modalities.

cs.CV↗

DELTA: Dynamic Embedding Learning with Truncated Conscious Attention for CTR Prediction

Click-Through Rate (CTR) prediction is a pivotal task in product and content recommendation, where learning effective feature embeddings is of great significance. However, traditional methods typically learn fixed feature representations without dynamically refining feature representations according to the context information, leading to suboptimal performance. Some recent approaches attempt to address this issue by learning bit-wise weights or augmented embeddings for feature representations, but suffer from uninformative or redundant features in the context. To tackle this problem, inspired by the Global Workspace Theory in conscious processing, which posits that only a specific subset of the product features are pertinent while the rest can be noisy and even detrimental to human-click behaviors, we propose a CTR model that enables Dynamic Embedding Learning with Truncated Conscious Attention for CTR prediction, termed DELTA. DELTA contains two key components: (I) conscious truncation module (CTM), which utilizes curriculum learning to apply adaptive truncation on attention weights to select the most critical feature in the context; (II) explicit embedding optimization (EEO), which applies an auxiliary task during training that directly and independently propagates the gradient from the loss layer to the embedding layer, thereby optimizing the embedding explicitly via linear feature crossing. Extensive experiments on five challenging CTR datasets demonstrate that DELTA achieves new state-of-art performance among current CTR methods.

cs.IR↗

CALM: Contrastive Cross-modal Speaking Style Modeling for Expressive Text-to-Speech Synthesis

To further improve the speaking styles of synthesized speeches, current text-to-speech (TTS) synthesis systems commonly employ reference speeches to stylize their outputs instead of just the input texts. These reference speeches are obtained by manual selection which is resource-consuming, or selected by semantic features. However, semantic features contain not only style-related information, but also style irrelevant information. The information irrelevant to speaking style in the text could interfere the reference audio selection and result in improper speaking styles. To improve the reference selection, we propose Contrastive Acoustic-Linguistic Module (CALM) to extract the Style-related Text Feature (STF) from the text. CALM optimizes the correlation between the speaking style embedding and the extracted STF with contrastive learning. Thus, a certain number of the most appropriate reference speeches for the input text are selected by retrieving the speeches with the top STF similarities. Then the style embeddings are weighted summarized according to their STF similarities and used to stylize the synthesized speech of TTS. Experiment results demonstrate the effectiveness of our proposed approach, with both objective evaluations and subjective evaluations on the speaking styles of the synthesized speeches outperform a baseline approach with semantic-feature-based reference selection.

cs.SD↗

Deep Music Retrieval for Fine-Grained Videos by Exploiting Cross-Modal-Encoded Voice-Overs

Recently, the witness of the rapidly growing popularity of short videos on different Internet platforms has intensified the need for a background music (BGM) retrieval system. However, existing video-music retrieval methods only based on the visual modality cannot show promising performance regarding videos with fine-grained virtual contents. In this paper, we also investigate the widely added voice-overs in short videos and propose a novel framework to retrieve BGM for fine-grained short videos. In our framework, we use the self-attention (SA) and the cross-modal attention (CMA) modules to explore the intra- and the inter-relationships of different modalities respectively. For balancing the modalities, we dynamically assign different weights to the modal features via a fusion gate. For paring the query and the BGM embeddings, we introduce a triplet pseudo-label loss to constrain the semantics of the modal embeddings. As there are no existing virtual-content video-BGM retrieval datasets, we build and release two virtual-content video datasets HoK400 and CFM400. Experimental results show that our method achieves superior performance and outperforms other state-of-the-art methods with large margins.

cs.IR↗

Group-Skeleton-Based Human Action Recognition in Complex Events

Human action recognition as an important application of computer vision has been studied for decades. Among various approaches, skeleton-based methods recently attract increasing attention due to their robust and superior performance. However, existing skeleton-based methods ignore the potential action relationships between different persons, while the action of a person is highly likely to be impacted by another person especially in complex events. In this paper, we propose a novel group-skeleton-based human action recognition method in complex events. This method first utilizes multi-scale spatial-temporal graph convolutional networks (MS-G3Ds) to extract skeleton features from multiple persons. In addition to the traditional key point coordinates, we also input the key point speed values to the networks for better performance. Then we use multilayer perceptrons (MLPs) to embed the distance values between the reference person and other persons into the extracted features. Lastly, all the features are fed into another MS-G3D for feature fusion and classification. For avoiding class imbalance problems, the networks are trained with a focal loss. The proposed algorithm is also our solution for the Large-scale Human-centric Video Analysis in Complex Events Challenge. Results on the HiEve dataset show that our method can give superior performance compared to other state-of-the-art methods.

cs.CV↗

Unsupervised Multi-stream Highlight detection for the Game "Honor of Kings"

With the increasing popularity of E-sport live, Highlight Flashback has been a critical functionality of live platforms, which aggregates the overall exciting fighting scenes in a few seconds. In this paper, we introduce a novel training strategy without any additional annotation to automatically generate highlights for game video live. Considering that the existing manual edited clips contain more highlights than long game live videos, we perform pair-wise ranking constraints across clips from edited and long live videos. A multi-stream framework is also proposed to fuse spatial, temporal as well as audio features extracted from videos. To evaluate our method, we test on long game live videos with an average length of about 15 minutes. Extensive experimental results on videos demonstrate its satisfying performance on highlights generation and effectiveness by the fusion of three streams.

cs.CV↗

News Cover Assessment via Multi-task Learning

Online personalized news product needs a suitable cover for the article. The news cover demands to be with high image quality, and draw readers' attention at same time, which is extraordinary challenging due to the subjectivity of the task. In this paper, we assess the news cover from image clarity and object salience perspective. We propose an end-to-end multi-task learning network for image clarity assessment and semantic segmentation simultaneously, the results of which can be guided for news cover assessment. The proposed network is based on a modified DeepLabv3+ model. The network backbone is used for multiple scale spatial features exaction, followed by two branches for image clarity assessment and semantic segmentation, respectively. The experiment results show that the proposed model is able to capture important content in images and performs better than single-task learning baselines on our proposed game content based CIA dataset.

cs.CV↗