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Siqi Yang

Publications and source records attributed to Siqi Yang.

At least 19 recordsLinked to original sources

Artificial Leviathan: Exploring Social Evolution of LLM Agents Through the Lens of Hobbesian Social Contract Theory

The emergence of Large Language Models (LLMs) and advancements in Artificial Intelligence (AI) offer an opportunity for computational social science research at scale. Building upon prior explorations of LLM agent design, our work introduces a simulated agent society where complex social relationships dynamically form and evolve over time. Agents are imbued with psychological drives and placed in a sandbox survival environment. We conduct an evaluation of the agent society through the lens of Thomas Hobbes's seminal Social Contract Theory (SCT). We analyze whether, as the theory postulates, agents seek to escape a brutish "state of nature" by surrendering rights to an absolute sovereign in exchange for order and security. Our experiments unveil an alignment: Initially, agents engage in unrestrained conflict, mirroring Hobbes's depiction of the state of nature. However, as the simulation progresses, social contracts emerge, leading to the authorization of an absolute sovereign and the establishment of a peaceful commonwealth founded on mutual cooperation. This congruence between our LLM agent society's evolutionary trajectory and Hobbes's theoretical account indicates LLMs' capability to model intricate social dynamics and potentially replicate forces that shape human societies. By enabling such insights into group behavior and emergent societal phenomena, LLM-driven multi-agent simulations, while unable to simulate all the nuances of human behavior, may hold potential for advancing our understanding of social structures, group dynamics, and complex human systems.

cs.AI↗

Hadamard well-posedness and nonuniform dependence for the incompressible free-boundary ideal MHD equations

We prove local Hadamard well-posedness for the three-dimensional incompressible free-boundary ideal magnetohydrodynamic equations without surface tension under the Taylor sign condition. For every $5/2<s<4$, the result holds on bounded fluid domains whose closures are diffeomorphic to the closed ball, with the velocity, magnetic field, and boundary in the standard $H^s$ spaces. No additional regularity in the magnetic direction is required. The proof rests on a fourth order geometric energy inequality whose coefficients are controlled by these $H^s$ norms, the fixed geometric bounds, and the Taylor lower bound. A harmonic extension of the boundary normal provides the coefficient control needed at this regularity. We also prove that, near every admissible initial state and at each positive time in a common local existence interval, the Eulerian solution map is not uniformly continuous on any nonempty open subset of a sufficiently small data neighborhood. The construction combines localized magnetic oscillations prescribed at the observation time with time reversal and Galilean translations.

math.AP↗

Cavity collapse and kinetic energy concentration in three-dimensional free-boundary Euler flow

We construct smooth axisymmetric solutions of the three-dimensional incompressible free-boundary Euler equations in bounded domains for which a tubular cavity collapses onto a circle at a finite time $T$. The velocity has a single-valued potential, and the construction applies without surface tension and with any fixed positive surface tension. Both boundary components remain embedded and disjoint before collapse, while the outer boundary converges smoothly. The terminal outer meridional domain may be any smooth bounded simply connected domain whose closure is separated from the rotation axis; the interior point generating the collapse circle and the positive concentrated energy may be prescribed independently. We prove a sharp collapse law with radius asymptotic to an explicit multiple of $(T-t)^{1/2}|\log(T-t)|^{-1/4}$, determine curvature blow-up asymptotics, and show that kinetic energy concentrates uniformly on the circle. For a canonical reflection symmetric family, we identify a common cylindrical spacetime limit and sharp velocity and pressure profiles. At every fixed spatial point in the region enclosed by the limiting outer boundary and away from the collapse circle, the velocity tends to zero while the pressure tends to positive infinity. For this family, we characterize the topology of the limiting material map and prove its optimal $1/2$-Hölder regularity and sharp $W^{1,p}$ threshold $1\le p<2$, with first derivatives in weak $L^2$ but not in $L^2$. These canonical solutions admit weak continuations that preserve mass and momentum and whose total energy drops at collapse by exactly the concentrated kinetic energy.

math.AP↗

PAWA: Panoramic Action-conditioned World Modeling for Multiple Agents

A multiplayer world model must predict how the independent actions of several players change a shared environment, including changes outside a player's current field of view. A point-of-view (POV) video captures such changes only after they enter its field of view, whereas panoramic video records the surroundings in every viewing direction and has served as an intermediate representation of the world state in recent world models. Learning this task therefore requires synchronized POV and panoramic videos of interacting players together with their actions, yet no existing dataset provides this combination in Minecraft, an established testbed in which players act independently in a shared, modifiable 3D world. We present PAWA, a dataset and framework for action-conditioned panoramic multiplayer world modeling. The dataset pairs each player's POV video with world-stabilized panoramic video and aligned actions. Its distributed pipeline decouples CPU gameplay capture from GPU rendering, scales beyond 64 simultaneous players, and re-renders each recorded session under new observation configurations without replaying the gameplay. On this dataset, we develop a dual-tower model that jointly predicts POV and panoramic video and couples the two streams through cross-attention that aligns tokens observing the same direction in a shared world frame. We further introduce a quadratic-phase player encoding that provides many more player codes than existing rotary codes at the same embedding dimension. Experiments show that PAWA outperforms state-of-the-art multiplayer world models in POV prediction quality while also producing high-fidelity panoramic predictions. The dataset and collection pipeline are open source to support further research on multiplayer world models.

cs.CV↗

Programmable World Model

Recent video world models generate increasingly realistic and interactive visual experiences, yet lack reliable mechanisms for maintaining persistent world state and enforcing programmable rules over extended interactions. We introduce Programmable World Model, a framework that decouples world-state evolution from visual observation generation. An agent translates natural-language instructions into executable programs that specify entity states and state-transition rules, enabling direct control over individual entities and their interactions. A lightweight engine executes these programs to update and maintain an explicit, persistent global world state, including off-screen entities and non-visual attributes. To connect world state with visual generation, we introduce state-augmented 3D oriented bounding boxes (OBBs) as an intermediate representation. This representation, together with the target camera trajectory, is deterministically compiled into pixel-aligned spatiotemporal conditioning signals for a pretrained video model serving as the generative renderer. This design allows users to create playable games with predefined mechanics, direct control over individual entities, and persistent world state throughout gameplay. We further introduce CombatStateBench, a benchmark for evaluating programmable world models. On CombatStateBench, our method achieves 94% Count Accuracy and 98% State Accuracy, substantially outperforming existing interactive video world models while supporting coherent long-horizon generation. These results demonstrate the effectiveness of separating explicit state evolution from generative rendering for building persistent, programmable worlds.

cs.CV↗

SPW-Nav: A Streaming Panoramic World Model for Language-Guided Navigation

Language-guided panoramic video generation benefits various downstream applications, such as interactive 3D scene exploration, virtual reality experiences, and embodied agent training. Existing panoramic generators follow predefined trajectories, and interactive world models act through low-level actions in perspective views. We propose SPW-Nav, a streaming panoramic world model that understands movement instructions and streams one minute of 2K 360-degree video in real time from a single panorama. SPW-Nav interprets each instruction in the previously generated panorama as camera motion. Spherical rotation decoupling applies rotation exactly on the sphere, pose-aligned conditioning keeps translation inputs bounded over long streams, and a multi-term memory with a few-step generator continues the scene as instructions change. We also build SPW-NavSet, panoramic videos with camera trajectories and verified instructions. Driven by language, SPW-Nav outperforms prior panoramic generators in camera-following accuracy and video quality, and supports on-the-fly instruction switching.

cs.CV↗

MUGEN: Interactive Panoramic World Exploration via Camera Control

Interactive panoramic video generation aims to synthesize immersive 360\textdegree{} videos that remain visually coherent while following user-specified camera trajectories during exploration. However, progress is limited by a coupled data-and-model gap: existing panoramic video datasets are often short, weakly annotated, or lack camera trajectories, while existing camera-controlled video generation models are designed for perspective videos and do not directly support panoramic geometry. In this paper, we introduce MUGEN and Wan360 to address these limitations. MUGEN is a large-scale real-world panoramic video dataset tailored to interactive 360-degree world exploration, comprising over 1,300 hours of at least 4K panoramic videos with rich semantic and geometric annotations. Built on MUGEN, we further present Wan360, a camera-controllable interactive panoramic video generation model. Panoramic videos are commonly represented by EquiRectangular Projection (ERP), which unfolds a spherical 360-degree view into a rectangular frame with cyclic longitude seams and pole distortions. To this end, Wan360 introduces three parameter-free ERP-aware components: periodic longitude RoPE for seam-consistent positional encoding, ERP-aware padding for reducing boundary artifacts, and random roll yaw for consistent learning. For camera control, Wan360 uses a panoramic Plücker embedding that represents camera motion with ERP rays rather than perspective pinhole rays. Experiments show that MUGEN serves as a data foundation for panoramic world exploration, and that Wan360 enables high-quality, temporally coherent, camera-controllable 360-degree video generation.

cs.CV↗

ProofVerifier: A Scalable, Diversity-Driven Framework for Natural-Language Proof Verification

While large language models (LLMs) have achieved strong performance on mathematical problems with verifiable answers, many advanced problems are proof-based and require evaluating full proofs. However, training such verifiers requires diverse and trustworthy question-proof-check (QPC) examples at scale, which are scarce. To address this challenge, we develop a human-audited, LLM-assisted data pipeline that produces large-scale QPC triplets with limited human effort. By systematically varying problem sources, generation strategies, and generator models, the pipeline creates diverse problem-proof pairs spanning multiple difficulty levels, linguistic styles, and error types. We combine multi-LLM agreement with hierarchical human auditing to obtain accurate proof-correctness labels. Using these data, we train generative proof verifiers and introduce an auxiliary fluency filter together with balanced token weighting to stabilize binary-reward long-form verification RL. Experiments show that our verifier improves proof-judgment accuracy across different proof styles and provides useful guidance for test-time selection. Overall, our results provide a practical data and training framework for natural-language proof verification.

cs.CL↗

Beyond NL2Code: A Structured Survey of Multimodal Code Intelligence

While Large Language Models (LLMs) have substantially advanced text-to-code generation, many real programming tasks specify intent through visual artifacts such as screenshots, charts, and videos. These tasks require models to connect visual perception to executable programs, as correctness depends not only on syntax but also on layout, data semantics, and domain-specific constraints that apply after execution. This survey reviews Multimodal Code Intelligence, covering systems that generate, edit, refine, or reason with code under visually grounded inputs and outputs. We first formulate the field by the role that code plays in each task, distinguishing code as a rendered artifact, an editable structure, an intermediate reasoning trace, or an executable tool interface. Then we organize benchmarks and methods into four domains: Graphical User Interface, Scientific Visualization, Structured Graphics, and Frontier Tasks and Frameworks. This taxonomy connects artifact-generation problems to agentic and unified settings and allows us to compare how different tasks treat evidence of correctness. Across the literature, we argue that reliable evaluation requires evidence about semantics and interaction beyond visual fidelity. Looking ahead, future research may benefit from four verification-centered directions. Multi-signal validation can combine complementary evidence of correctness, multi-state verification can test behavior across execution trajectories, cross-task transfer testing can probe reusable visual-code skills, and verifiable agent traces can reveal whether agent actions are grounded in visual evidence. Together, these directions may move this field from single-output imitation toward evidence-grounded executable systems. An ongoing project and resources are available on \href{https://github.com/xjywhu/Awesome-Multimodal-LLM-for-Code}{GitHub}.

cs.CL↗

Low-energy Muon-Nucleon scattering experiment: LUNE (White Paper)

The HIAF will provide high-intensity, high-quality muon beams with momenta from 0.5 to 7.5 GeV/c. This energy range is uniquely suited for precision muon scattering, bridging the gap between low-energy electron facilities and future high-energy lepton-ion colliders. In particular, HIAF will enable precision measurements with both positive and negative muon beams over a broad kinematic range, complementing existing electron-scattering facilities such as JLab, EicC and EIC. Based on HIAF muon source, the LUNE Collaboration has been established to address several fundamental questions in nuclear and particle physics, including the proton charge radius puzzle, nucleon electromagnetic structure, and the dynamics of quantum electrodynamics and hadronic interactions. The program proceeds in two phases, from elastic scattering to nucleon structure and beyond-Standard-Model searches. The experiment is expected to determine the proton charge radius with a precision of approximately 1.0\% using elastic muon-proton scattering. It will also perform systematic measurements of the proton electromagnetic form factors with both $μ^+$ and $μ^-$ beams, enabling precise studies of two-photon exchange effects and stringent tests of quantum electrodynamics. Beyond elastic scattering, LUNE will investigate TMD, gravitational form factors, and nuclear charge radii, providing new insights into the 3D structure of nucleons and nuclei. The experiment will further address important topics including Coulomb-distortion corrections, nuclear medium effects, and possible signatures of physics beyond the Standard Model. This white paper presents the scientific motivation, detector concept, expected performance, and long-term strategy of LUNE.

hep-ex↗

MASS: Multiplayer World Models with Authoritative Shared State

Current video world models struggle in multiplayer environments because they entangle world state with view-dependent visual latents, leading to redundant compute, view inconsistencies, and poor scalability. We propose MASS (Multiplayer world models with Authoritative Shared State) to resolve this limitation. Inspired by multiplayer game architectures, MASS disentangles world dynamics and view rendering. A learned Logic Engine advances a global, authoritative typed state from joint actions without any hand-written transition function, acting as the sole recurrent memory and synchronization reference. From this shared state, a learned Rendering Engine generates independent and consistent views for any requested camera on demand. This explicit disentangling allows MASS to achieve superior state accuracy and lower cross-view inconsistency compared to state-of-the-art multi-view baselines on a matched multiplayer Snake benchmark. It advances predicted worlds with 1,024 concurrent players for 10,000 recurrent steps. Our results show that explicit, authoritative state modeling provides a practical foundation for scalable and consistent multi-agent world simulation.

cs.CV↗

One Recipe, Many Harnesses: What Self-Evolution Encodes Across Languages and Models

Self-evolving harnesses are closed-loop systems in which an agent inspects its own rollouts and edits its prompts, tools, and memory. They reliably improve coding agents in evaluations, but prior work reports aggregate gains rather than analyzing what the evolved artifacts encode. It therefore remains unclear whether they encode benchmark-specific adaptations, language-specific engineering knowledge, or compensation for limitations of the underlying model. We disentangle these factors by holding an evolution recipe fixed across a grid of eight programming languages (Multi-SWE-Bench) and three base models, and analyzing the resulting harnesses. The recipe routes every edit through a typed failure signal and records it as a falsifiable contract, making each modification attributable after evolution. Four findings emerge. (1)The loop improves held-out solve rates over both a minimal seed and the manually designed mini-SWE-agent scaffold in most cells, but with two null regions. (2)Gains compensate recoverable execution defects, where defect mass is near zero, and gain is near zero; which defect dominates is cell-specific. A harness closes the gap between what a policy can do and what it does. (3)Evolved harnesses share an abstract playbook across languages but instantiate it with almost disjoint language ecosystem machinery. (4)The shared core transfers and can be distilled into one universal harness, while an ecosystem margin resists both and requires native re-evolution. Together, these results recast the evolved harness as a legible compensation layer, shaped jointly by the language's engineering demands and the model's behavioral gaps, rather than an opaque benchmark-tuned scaffold.

cs.SE↗

Generative World Renderer at the Speed of Play

Generative world renderer AlayaRenderer receives structured world states exported from physics engines and synthesizes RGB frames. Unlike models that generate frames from text/control-hints prompts, AlayaRenderer preserves scene structure without altering the underlying world dynamics. This demonstrates an alternative path toward interactive world modeling and user-controllable play. However, the original AlayaRenderer is too computationally expensive for real-time deployment. This technical report introduces AlayaRenderer-Flash, a real-time-oriented generative forward world renderer that pushes AlayaRenderer from 0.56 FPS to 31.54 FPS, reaching the speed of play. AlayaRenderer-Flash reformulates the original renderer as a few-step autoregressive streaming model and introduces lightweight distilled codecs for efficient latent encoding and frame reconstruction. It retains the teacher model's G-buffer and text-prompt interfaces while enabling continuous rendering over input streams of unbounded length. We evaluate AlayaRenderer-Flash on G-buffer streams across content preservation, temporal consistency, cross-window stability, prompt controllability, and runtime efficiency. Our results show that AlayaRenderer-Flash substantially reduces inference cost while preserving the core rendering capabilities of the teacher model. By integrating AlayaRenderer-Flash with a physics engine, we build a fully playable generative world running at 30 FPS.

cs.CV↗

Classification of finite-time blow-up mechanisms for the incompressible free-boundary Euler equations with surface tension

We establish a blow-up criterion for strong solutions of the three-dimensional incompressible Euler equations with surface tension in a bounded domain with a closed moving free boundary. The criterion is formulated at the $H^3\times H^4$ regularity level of the Shatah--Zeng local well-posedness theory and imposes \textit{no} assumptions of symmetry, periodicity, graph structure, or simple connectedness. If the maximal existence time $T<\infty$, then at least one of the following four mechanisms must occur: (i) first self-intersection of the free boundary; (ii) loss of mean curvature regularity in $H^{\frac{3}{2}}$, or loss of boundary regularity in $H^{2+\varepsilon}$ for any sufficiently small fixed $\varepsilon>0$; (iii) loss of $H^{\frac{5}{2}}$ regularity of the normal boundary velocity; or (iv) $L^1_tL^\infty$ blow-up of the interior velocity gradient. For simply connected domains, the interior alternative admits a refinement involving only the $L^1_tL^\infty$-norm of the vorticity, and this refinement recovers exactly the classical Beale--Kato--Majda criterion in the fixed-boundary case. For irrotational flows in the simply connected free-boundary setting, the criterion reduces to the three boundary mechanisms.

math.AP↗

Low-regularity a priori estimates, blow-up criterion, and self-intersection singularities for free-boundary ideal magnetohydrodynamics with surface tension

We study the three-dimensional incompressible free-boundary ideal magnetohydrodynamic (MHD) equations with surface tension and a closed free surface. Our first result establishes $H^3$ a priori estimates in general bounded domains, without graph structure, periodicity, or simple connectedness; in particular, for surface-tension ideal MHD in general domains this lowers the previously available threshold from $H^6$. Compared with the free-boundary problem for incompressible Euler equations, the feature is that the Lorentz force enters the elliptic pressure estimates, and the frozen-in magnetic field must preserve the tangential boundary constraint. Using these estimates, we prove a refined finite-time blow-up criterion for $H^3$ solutions that separates topological self-intersection, loss of boundary regularity, blow-up of the normal velocity, and interior MHD blow-up. The interior condition has an intrinsic magnetic-field asymmetry: besides $\|\nabla u\|_{L^\infty}$ and $\|\nabla h\|_{L^\infty}$, with $u$ and $h$ denoting the velocity and magnetic field, respectively, it requires the additional control of $\|\nabla^2 h\|_{L^2}$, a quantity arising from the Lorentz-force contribution to the pressure estimates and having no velocity analogue. Finally, we construct regular initial data whose solutions develop finite-time boundary self-intersection while the Sobolev regularity and curvature remain controlled up to the contact time. Thus, neither surface tension nor the ideal magnetic coupling precludes topological self-intersection of the free boundary.

math.AP↗

MeniOmni: A Structured Multimodal Benchmark for Holistic Meniscus Injury Assessment

Clinical diagnosis of meniscus injuries requires radiologists to integrate volumetric MRI evidence with patient context (e.g., sex, age, BMI) and to produce structured diagnostic reports. Existing knee MRI benchmarks are typically unimodal and rely on coarse labels, limiting their ability to evaluate holistic clinical reasoning. We introduce MeniOmni, a structured multimodal benchmark for meniscus injury assessment, consisting of 746 multi-center MRI studies with tri-planar volumetric inputs, Clinical Priors, and expert-annotated clinical text. MeniOmni supports two tasks: (1) fine-grained Stoller severity grading and (2) diagnostic report generation. We further propose risk-aware ordinal evaluation and a semantic consistency metric (Meni-Score) to better reflect clinical relevance. Baseline experiments show that incorporating Clinical Priors improves grading performance and reduces severe errors, highlighting the value of multimodal context for safer assessment. Code and data are available at https://github.com/ShuruiXu/MeniOmni.

cs.CV↗

InstructAV2AV: Instruction-Guided Audio-Video Joint Editing

Recent diffusion-based methods have achieved impressive progress in video content manipulation. However, they typically ignore the accompanying audio, leaving the audio disjointed from the edited results. In this paper, we propose InstructAV2AV, the first end-to-end framework for instruction-guided audio-video joint editing. We first develop a scalable data synthesis pipeline and construct InsAVE-80K, the first large-scale audio-video editing dataset with high-quality source-to-target pairs. With this data foundation, we adapt an audio-video generation backbone to leverage its robust priors. We concatenate the audio-video input with noisy latent codes to anchor the source context, propose the source-instruction gated attention to improve instruction following and content preservation, and introduce a two-stage training strategy to effectively transfer these pre-trained priors. Extensive experiments demonstrate that InstructAV2AV outperforms state-of-the-art methods across 11 metrics spanning three aspects on two evaluation sets, highlighting its potential for controllable content creation. Project page: https://hjzheng.net/projects/InstructAV2AV/.

cs.CV↗

Flexible Entropy Control in RLVR with a Gradient-Preserving Perspective

Reinforcement Learning with Verifiable Rewards (RLVR) has emerged as a critical method for enhancing the reasoning capabilities of Large Language Models (LLMs). However, continuous training often leads to policy entropy collapse, characterized by a rapid decay in entropy that results in premature overconfidence, reduced output diversity, and vanishing gradient norms that inhibit learning. Gradient-Preserving Clipping is a primary factor influencing these dynamics, but existing mitigation strategies are largely static and lack a framework connecting clipping mechanisms to precise entropy control. This paper proposes reshaping entropy control in RL from the perspective of Gradient-Preserving Clipping. We first theoretically and empirically verify the contributions of specific importance sampling ratio regions to entropy growth and reduction. Leveraging these findings, we introduce a novel regulation mechanism using dynamic clipping thresholds to precisely manage entropy. Furthermore, we design and evaluate dynamic entropy control strategies, including increase-then-decrease, decrease-increase-decrease, and oscillatory decay. Experimental results demonstrate that these strategies effectively mitigate entropy collapse and achieve superior performance across multiple benchmarks.

cs.LG↗