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Kaipeng Zhang

Publications and source records attributed to Kaipeng Zhang.

At least 73 records · Page 4Linked to original sources

SVBench: Evaluation of Video Generation Models on Social Reasoning

Recent text-to-video generation models have made remarkable progress in visual realism, motion fidelity, and text-video alignment, yet they still struggle to produce socially coherent behavior. Unlike humans, who readily infer intentions, beliefs, emotions, and social norms from brief visual cues, current models often generate literal scenes without capturing the underlying causal and psychological dynamics. To systematically assess this limitation, we introduce the first benchmark for social reasoning in video generation. Grounded in developmental and social psychology, the benchmark covers thirty classic social cognition paradigms spanning seven core dimensions: mental-state inference, goal-directed action, joint attention, social coordination, prosocial behavior, social norms, and multi-agent strategy. To operationalize these paradigms, we build a fully training-free agent-based pipeline that distills the reasoning structure of each paradigm, synthesizes diverse video-ready scenarios, enforces conceptual neutrality and difficulty control through cue-based critique, and evaluates generated videos with a high-capacity VLM judge along five interpretable dimensions of social reasoning. Using this framework, we conduct the first large-scale evaluation of seven state-of-the-art video generation systems. Results show a clear gap between surface-level plausibility and deeper social reasoning, suggesting that current models remain limited in their ability to generate socially grounded behavior. https://github.com/Gloria2tt/SVBench-Evaluation

cs.CV↗

PackForcing: Short Video Training Suffices for Long Video Sampling and Long Context Inference

Autoregressive video diffusion models have demonstrated remarkable progress, yet they remain bottlenecked by intractable linear KV-cache growth, temporal repetition, and compounding errors during long-video generation. To address these challenges, we present PackForcing, a unified framework that efficiently manages the generation history through a novel three-partition KV-cache strategy. Specifically, we categorize the historical context into three distinct types: (1) Sink tokens, which preserve early anchor frames at full resolution to maintain global semantics; (2) Mid tokens, which achieve a massive spatiotemporal compression (32x token reduction) via a dual-branch network fusing progressive 3D convolutions with low-resolution VAE re-encoding; and (3) Recent tokens, kept at full resolution to ensure local temporal coherence. To strictly bound the memory footprint without sacrificing quality, we introduce a dynamic top-$k$ context selection mechanism for the mid tokens, coupled with a continuous Temporal RoPE Adjustment that seamlessly re-aligns position gaps caused by dropped tokens with negligible overhead. Empowered by this principled hierarchical context compression, PackForcing can generate coherent 2-minute, 832x480 videos at 16 FPS on a single H200 GPU. It achieves a bounded KV cache of just 4 GB and enables a remarkable 24x temporal extrapolation (5s to 120s), operating effectively either zero-shot or trained on merely 5-second clips. Extensive results on VBench demonstrate state-of-the-art temporal consistency (26.07) and dynamic degree (56.25), proving that short-video supervision is sufficient for high-quality, long-video synthesis. https://github.com/ShandaAI/PackForcing

cs.CV↗

WildWorld: A Large-Scale Dataset for Dynamic World Modeling with Actions and Explicit State toward Generative ARPG

Dynamical systems theory and reinforcement learning view world evolution as latent-state dynamics driven by actions, with visual observations providing partial information about the state. Recent video world models attempt to learn this action-conditioned dynamics from data. However, existing datasets rarely match the requirement: they typically lack diverse and semantically meaningful action spaces, and actions are directly tied to visual observations rather than mediated by underlying states. As a result, actions are often entangled with pixel-level changes, making it difficult for models to learn structured world dynamics and maintain consistent evolution over long horizons. In this paper, we propose WildWorld, a large-scale action-conditioned world modeling dataset with explicit state annotations, automatically collected from a photorealistic AAA action role-playing game (Monster Hunter: Wilds). WildWorld contains over 108 million frames and features more than 450 actions, including movement, attacks, and skill casting, together with synchronized per-frame annotations of character skeletons, world states, camera poses, and depth maps. We further derive WildBench to evaluate models through Action Following and State Alignment. Extensive experiments reveal persistent challenges in modeling semantically rich actions and maintaining long-horizon state consistency, highlighting the need for state-aware video generation. The project page is https://shandaai.github.io/wildworld-project/.

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A High-Quality Dataset and Reliable Evaluation for Interleaved Image-Text Generation

Recent advancements in Large Multimodal Models (LMMs) have significantly improved multimodal understanding and generation. However, these models still struggle to generate tightly interleaved image-text outputs, primarily due to the limited scale, quality, and instructional richness of current training datasets. To address this, we introduce InterSyn, a dataset that features: (1) large scale, comprising 1.8M multimodal samples; (2) high quality, supported by our proposed Self-Evaluation with Iterative Refinement (SEIR) method for rigorous automated quality refinement; (3) rich instructional diversity, ensured through diverse well-designed question templates, based on human preferences and covering a 3500-topic hierarchy. These characteristics make InterSyn particularly well-suited for training LMMs in interactive image-text generation capabilities. To evaluate the capabilities, we propose SynJudge, a reliable automatic evaluator that aligns closely with human judge and outputs four interpretable scores: Text Content Completeness (TCC), Image Content Completeness (ICC), Image Quality (IQ), and Image-Text Synergy (ITS). These scores are complementary, covering both content and quality as well as cross-modal interaction, thereby forming a comprehensive evaluation framework. Experimental results on InterSyn subsets of up to 200K samples show that 25K-50K already yield substantial improvements, while scaling to 100K/200K brings further gains in TCC, ICC, and especially ITS, highlighting InterSyn's: (1) scalability, as performance consistently improves with more data; (2) efficiency, as significant gains are achievable even with smaller subsets, making it accessible to researchers with varying computational resources.

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LongCLI-Bench: A Preliminary Benchmark and Study for Long-horizon Agentic Programming in Command-Line Interfaces

Recent advances in AI-assisted programming have empowered agents to execute complex workflows via command-line interfaces, however, existing benchmarks are limited by short task horizons, data contamination from GitHub scraping, and a lack of fine-grained evaluation metrics, fail to rigorously evaluate the long-horizon planning and execution capabilities essential for realistic software engineering. To address these gaps, we introduce LongCLI-Bench, a comprehensive benchmark designed to evaluate agentic capabilities across long-horizon, realistic tasks. We curated 20 high-quality, long-horizon tasks from over 1,000 computer science assignments and real-world workflows, covering four engineering categories: from scratch, feature addition, bug fixing, and refactoring. We propose a dual-set testing protocol for LongCLI-Bench, which measures requirement fulfillment (fail-to-pass) and regression avoidance (pass-to-pass), and incorporates step-level scoring to pinpoint execution failures. Extensive experiments reveal that even state-of-the-art agents achieve pass rates below 20% in LongCLI-Bench. Step-level analysis further indicates that the majority of tasks stall at less than 30% completion, highlighting that critical failures often occur in the early stages. Although self-correction offers marginal gains, human-agent collaboration through plan injection and interactive guidance yields significantly higher improvements. These results highlight that future research must emphasize the development of synergistic human-agent workflows alongside advances in agents' planning and execution capabilities to overcome key challenges in long-horizon task performance.

cs.SE↗

PyVision-RL: Forging Open Agentic Vision Models via RL

Reinforcement learning for agentic multimodal models often suffers from interaction collapse, where models learn to reduce tool usage and multi-turn reasoning, limiting the benefits of agentic behavior. We introduce PyVision-RL, a reinforcement learning framework for open-weight multimodal models that stabilizes training and sustains interaction. Our approach combines an oversampling-filtering-ranking rollout strategy with an accumulative tool reward to prevent collapse and encourage multi-turn tool use. Using a unified training pipeline, we develop PyVision-Image and PyVision-Video for image and video understanding. For video reasoning, PyVision-Video employs on-demand context construction, selectively sampling task-relevant frames during reasoning to significantly reduce visual token usage. Experiments show strong performance and improved efficiency, demonstrating that sustained interaction and on-demand visual processing are critical for scalable multimodal agents.

cs.AI↗

Closing the Expression Gap in LLM Instructions via Socratic Questioning

A fundamental bottleneck in human-AI collaboration is the ``intention expression gap," the difficulty for humans to effectively convey complex, high-dimensional thoughts to AI. This challenge often traps users in inefficient trial-and-error loops and is exacerbated by the diverse expertise levels of users. We reframe this problem from passive instruction following to a Socratic collaboration paradigm, proposing an agent that actively probes for information to resolve its uncertainty about user intent. we name the proposed agent Nous, trained to acquire proficiency in this inquiry policy. The core mechanism of Nous is a training framework grounded in the first principles of information theory. Within this framework, we define the information gain from dialogue as an intrinsic reward signal, which is fundamentally equivalent to the reduction of Shannon entropy over a structured task space. This reward design enables us to avoid reliance on costly human preference annotations or external reward models. To validate our framework, we develop an automated simulation pipeline to generate a large-scale, preference-based dataset for the challenging task of scientific diagram generation. Comprehensive experiments, including ablations, subjective and objective evaluations, and tests across user expertise levels, demonstrate the effectiveness of our proposed framework. Nous achieves leading efficiency and output quality, while remaining robust to varying user expertise. In conclusion, our research provides a systematic methodology and a new perspective for addressing the issue of ambiguous intentions in complex human-machine collaboration.

cs.AI↗

World Craft: Agentic Framework to Create Visualizable Worlds via Text

Large Language Models (LLMs) motivate generative agent simulation (e.g., AI Town) to create a ``dynamic world'', holding immense value across entertainment and research. However, for non-experts, especially those without programming skills, it isn't easy to customize a visualizable environment by themselves. In this paper, we introduce World Craft, an agentic world creation framework to create an executable and visualizable AI Town via user textual descriptions. It consists of two main modules, World Scaffold and World Guild. World Scaffold is a structured and concise standardization to develop interactive game scenes, serving as an efficient scaffolding for LLMs to customize an executable AI Town-like environment. World Guild is a multi-agent framework to progressively analyze users' intents from rough descriptions, and synthesizes required structured contents (\eg environment layout and assets) for World Scaffold . Moreover, we construct a high-quality error-correction dataset via reverse engineering to enhance spatial knowledge and improve the stability and controllability of layout generation, while reporting multi-dimensional evaluation metrics for further analysis. Extensive experiments demonstrate that our framework significantly outperforms existing commercial code agents (Cursor and Antigravity) and LLMs (Qwen3 and Gemini-3-Pro). in scene construction and narrative intent conveyance, providing a scalable solution for the democratization of environment creation.

cs.HC↗

Focal Guidance: Unlocking Controllability from Semantic-Weak Layers in Video Diffusion Models

The task of Image-to-Video (I2V) generation aims to synthesize a video from a reference image and a text prompt. This requires diffusion models to reconcile high-frequency visual constraints and low-frequency textual guidance during the denoising process. However, while existing I2V models prioritize visual consistency, how to effectively couple this dual guidance to ensure strong adherence to the text prompt remains underexplored. In this work, we observe that in Diffusion Transformer (DiT)-based I2V models, certain intermediate layers exhibit weak semantic responses (termed Semantic-Weak Layers), as indicated by a measurable drop in text-visual similarity. We attribute this to a phenomenon called Condition Isolation, where attention to visual features becomes partially detached from text guidance and overly relies on learned visual priors. To address this, we propose Focal Guidance (FG), which enhances the controllability from Semantic-Weak Layers. FG comprises two mechanisms: (1) Fine-grained Semantic Guidance (FSG) leverages CLIP to identify key regions in the reference frame and uses them as anchors to guide Semantic-Weak Layers. (2) Attention Cache transfers attention maps from semantically responsive layers to Semantic-Weak Layers, injecting explicit semantic signals and alleviating their over-reliance on the model's learned visual priors, thereby enhancing adherence to textual instructions. To further validate our approach and address the lack of evaluation in this direction, we introduce a benchmark for assessing instruction following in I2V models. On this benchmark, Focal Guidance proves its effectiveness and generalizability, raising the total score on Wan2.1-I2V to 0.7250 (+3.97\%) and boosting the MMDiT-based HunyuanVideo-I2V to 0.5571 (+7.44\%).

cs.CV↗

Neural-Driven Image Editing

Traditional image editing typically relies on manual prompting, making it labor-intensive and inaccessible to individuals with limited motor control or language abilities. Leveraging recent advances in brain-computer interfaces (BCIs) and generative models, we propose LoongX, a hands-free image editing approach driven by multimodal neurophysiological signals. LoongX utilizes state-of-the-art diffusion models trained on a comprehensive dataset of 23,928 image editing pairs, each paired with synchronized electroencephalography (EEG), functional near-infrared spectroscopy (fNIRS), photoplethysmography (PPG), and head motion signals that capture user intent. To effectively address the heterogeneity of these signals, LoongX integrates two key modules. The cross-scale state space (CS3) module encodes informative modality-specific features. The dynamic gated fusion (DGF) module further aggregates these features into a unified latent space, which is then aligned with edit semantics via fine-tuning on a diffusion transformer (DiT). Additionally, we pre-train the encoders using contrastive learning to align cognitive states with semantic intentions from embedded natural language. Extensive experiments demonstrate that LoongX achieves performance comparable to text-driven methods (CLIP-I: 0.6605 vs. 0.6558; DINO: 0.4812 vs. 0.4636) and outperforms them when neural signals are combined with speech (CLIP-T: 0.2588 vs. 0.2549). These results highlight the promise of neural-driven generative models in enabling accessible, intuitive image editing and open new directions for cognitive-driven creative technologies. The code and dataset are released on the project website: https://loongx1.github.io.

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ProSoftArena: Benchmarking Hierarchical Capabilities of Multimodal Agents in Professional Software Environments

Multimodal agents are making rapid progress on general computer-use tasks, yet existing benchmarks remain largely confined to browsers and basic desktop applications, falling short in professional software workflows that dominate real-world scientific and industrial practice. To close this gap, we introduce ProSoftArena, a benchmark and platform specifically for evaluating multimodal agents in professional software environments. We establish the first capability hierarchy tailored to agent use of professional software and construct a benchmark of 436 realistic work and research tasks spanning 6 disciplines and 13 core professional applications. To ensure reliable and reproducible assessment, we build an executable real-computer environment with an execution-based evaluation framework and uniquely incorporate a human-in-the-loop evaluation paradigm. Extensive experiments show that even the best-performing agent attains only a 24.4\% success rate on L2 tasks and completely fails on L3 multi-software workflow. In-depth analysis further provides valuable insights for addressing current agent limitations and more effective design principles, paving the way to build more capable agents in professional software settings. This project is available at: https://prosoftarena.github.io.

cs.SE↗

Yume-1.5: A Text-Controlled Interactive World Generation Model

Recent approaches have demonstrated the promise of using diffusion models to generate interactive and explorable worlds. However, most of these methods face critical challenges such as excessively large parameter sizes, reliance on lengthy inference steps, and rapidly growing historical context, which severely limit real-time performance and lack text-controlled generation capabilities. To address these challenges, we propose \method, a novel framework designed to generate realistic, interactive, and continuous worlds from a single image or text prompt. \method achieves this through a carefully designed framework that supports keyboard-based exploration of the generated worlds. The framework comprises three core components: (1) a long-video generation framework integrating unified context compression with linear attention; (2) a real-time streaming acceleration strategy powered by bidirectional attention distillation and an enhanced text embedding scheme; (3) a text-controlled method for generating world events. We have provided the codebase in the supplementary material.

cs.CV↗

Sekai: A Video Dataset towards World Exploration

Video generation techniques have made remarkable progress, promising to be the foundation of interactive world exploration. However, existing video generation datasets are not well-suited for world exploration training as they suffer from some limitations: limited locations, short duration, static scenes, and a lack of annotations about exploration and the world. In this paper, we introduce Sekai (meaning "world" in Japanese), a high-quality first-person view worldwide video dataset with rich annotations for world exploration. It consists of over 5,000 hours of walking or drone view (FPV and UVA) videos from over 100 countries and regions across 750 cities. We develop an efficient and effective toolbox to collect, pre-process and annotate videos with location, scene, weather, crowd density, captions, and camera trajectories. Comprehensive analyses and experiments demonstrate the dataset's scale, diversity, annotation quality, and effectiveness for training video generation models. We believe Sekai will benefit the area of video generation and world exploration, and motivate valuable applications. The project page is https://lixsp11.github.io/sekai-project/.

cs.CV↗

TIR-Bench: A Comprehensive Benchmark for Agentic Thinking-with-Images Reasoning

The frontier of visual reasoning is shifting toward models like OpenAI o3, which can intelligently create and operate tools to transform images for problem-solving, also known as thinking-\textit{with}-images in chain-of-thought. Yet existing benchmarks fail to fully capture this advanced capability. Even Visual Search, the most common benchmark for current thinking-\textit{with}-images methods, tests only basic operations such as localization and cropping, offering little insight into more complex, dynamic, and tool-dependent reasoning. We introduce \textbf{TIR-Bench}, a comprehensive benchmark for evaluating agentic thinking-with-images across 13 diverse tasks, each requiring novel tool use for image processing and manipulation in chain-of-thought. We evaluate 22 multimodal large language models (MLLMs), from leading open-sourced and proprietary models to those with explicit tool-use augmentation. Results show that TIR-Bench is universally challenging, and strong performance requires genuine thinking-with-images capabilities. Finally, we present a pilot study comparing direct versus agentic fine-tuning.

cs.CV↗

From Pixels to Paths: A Multi-Agent Framework for Editable Scientific Illustration

Scientific illustrations demand both high information density and post-editability. However, current generative models have two major limitations: Frist, image generation models output rasterized images lacking semantic structure, making it impossible to access, edit, or rearrange independent visual components in the images. Second, code-based generation methods (TikZ or SVG), although providing element-level control, force users into the cumbersome cycle of "writing-compiling-reviewing" and lack the intuitiveness of manipulation. Neither of these two approaches can well meet the needs for efficiency, intuitiveness, and iterative modification in scientific creation. To bridge this gap, we introduce VisPainter, a multi-agent framework for scientific illustration built upon the model context protocol. VisPainter orchestrates three specialized modules-a Manager, a Designer, and a Toolbox-to collaboratively produce diagrams compatible with standard vector graphics software. This modular, role-based design allows each element to be explicitly represented and manipulated, enabling true element-level control and any element can be added and modified later. To systematically evaluate the quality of scientific illustrations, we introduce VisBench, a benchmark with seven-dimensional evaluation metrics. It assesses high-information-density scientific illustrations from four aspects: content, layout, visual perception, and interaction cost. To this end, we conducted extensive ablation experiments to verify the rationality of our architecture and the reliability of our evaluation methods. Finally, we evaluated various vision-language models, presenting fair and credible model rankings along with detailed comparisons of their respective capabilities. Additionally, we isolated and quantified the impacts of role division, step control,and description on the quality of illustrations.

cs.CV↗

Think or Not Think: A Study of Explicit Thinking in Rule-Based Visual Reinforcement Fine-Tuning

This paper investigates the role of explicit thinking process in rule-based reinforcement fine-tuning (RFT) for MLLMs. We first propose CLS-RL for MLLM image classification, using verifiable rewards for fine-tuning. Experiments show CLS-RL significantly outperforms SFT and yields a cross-dataset generalization effect. We then rethink and question whether explicit thinking in RFT is always necessary. Challenging the convention that explicit thinking is crucial for the success of RFT, we introduce No-Thinking-RL, exploring RFT without thinking by introducing a simple equality accuracy reward. We evaluate No-Thinking-RL on 6 diverse tasks across different model sizes and types. Experimental results reveal three key findings: 1). Visual perception tasks do not require thinking during RFT, as No-Thinking-RL consistently outperforms or matches Thinking-based RFT across model sizes. 2).} Models with limited capabilities struggle to generate high-quality CoT for RFT, making Thinking-based RFT less effective than No-Thinking-RL. 3). There are inconsistencies between the answers in the thinking and answer tags for some responses of thinking-based RFT, which show lower accuracy than the overall accuracy. We hypothesize that explicit thinking before verifiable answers may hinder reward convergence and reduce performance. To test this hypothesis, we propose Think-After-Answer, which places thinking after the answer to mitigate this effect for experimental verification. Lastly, we conduct a pilot study to explore whether MLLMs can learn when to think during RFT, introducing an Adaptive-Thinking method. Experiments show that it converges to a specific prompt depending on model capability and task complexity, achieving comparable or better performance than both Thinking and No-Thinking-RL. This suggests MLLMs can adaptively decide to think or not based on their capabilities and task complexity.

cs.CV↗

Expanding Performance Boundaries of Open-Source Multimodal Models with Model, Data, and Test-Time Scaling

We introduce InternVL 2.5, an advanced multimodal large language model (MLLM) series that builds upon InternVL 2.0, maintaining its core model architecture while introducing significant enhancements in training and testing strategies as well as data quality. In this work, we delve into the relationship between model scaling and performance, systematically exploring the performance trends in vision encoders, language models, dataset sizes, and test-time configurations. Through extensive evaluations on a wide range of benchmarks, including multi-discipline reasoning, document understanding, multi-image / video understanding, real-world comprehension, multimodal hallucination detection, visual grounding, multilingual capabilities, and pure language processing, InternVL 2.5 exhibits competitive performance, rivaling leading commercial models such as GPT-4o and Claude-3.5-Sonnet. Notably, our model is the first open-source MLLMs to surpass 70% on the MMMU benchmark, achieving a 3.7-point improvement through Chain-of-Thought (CoT) reasoning and showcasing strong potential for test-time scaling. We hope this model contributes to the open-source community by setting new standards for developing and applying multimodal AI systems. HuggingFace demo see https://huggingface.co/spaces/OpenGVLab/InternVL

cs.CV↗

LiT: Delving into a Simple Linear Diffusion Transformer for Image Generation

In this paper, we investigate how to convert a pre-trained Diffusion Transformer (DiT) into a linear DiT, as its simplicity, parallelism, and efficiency for image generation. Through detailed exploration, we offer a suite of ready-to-use solutions, ranging from linear attention design to optimization strategies. Our core contributions include 5 practical guidelines: 1) Applying depth-wise convolution within simple linear attention is sufficient for image generation. 2) Using fewer heads in linear attention provides a free-lunch performance boost without increasing latency. 3) Inheriting weights from a fully converged, pre-trained DiT. 4) Loading all parameters except those related to linear attention. 5) Hybrid knowledge distillation: using a pre-trained teacher DiT to help the training of the student linear DiT, supervising not only the predicted noise but also the variance of the reverse diffusion process. These guidelines lead to our proposed \underline{L}inear D\underline{i}ffusion \underline{T}ransformer (LiT), which serves as a safe and efficient alternative baseline for DiT with pure linear attention. In class-conditional 256$\times$256 and 512$\times$512 ImageNet generation, LiT can be quickly adapted from DiT using only $20\%$ and $33\%$ of DiT's training steps, respectively, while achieving comparable performance. LiT also rivals methods based on Mamba or Gated Linear Attention. Moreover, the same guidelines generalize to text-to-image generation: LiT can be swiftly converted from PixArt-$Σ$ to generate high-quality images, maintaining comparable GenEval scores.

cs.CV↗