Search arXiv⌕ Search

arXiv subjects

Wanling Xu

Publications and source records attributed to Wanling Xu.

2 recordsLinked to original sources

How to Build a Benchmark That Actually Measures Taste

Expert-aligned "taste" benchmarks should reward craft judgment, not the ability to game the test. We introduce TasteBench, a pairwise good-vs-bad benchmark across visual, brand, book, and tech items under a frozen rubric with expert-only gold (panel n>=3; percent agreement >=0.60 primary gate; weak engagement labels train/analysis-only), together with a control protocol that separates craft judgment from test-gaming. Applying the protocol to a Round-1 pilot (primary_human_expert; three biological human experts; n=250 pairs) surfaces and quantifies three validity threats: two construction artifacts that inflate the trivial-baseline layer, and a difficulty ceiling that inflates every score. (1) Position: the preferred item is slot A with probability 0.956, so an always_item_a policy scores 0.956 (fair chance 0.5). (2) Lexical leakage: a filename token cue scores 0.912. (3) Difficulty ceiling: craft domains show near-ceiling human agreement (book/brand/tech 1.0), and even under A/B randomization (eval_assignment_seed7; gold_side_A ~0.47) all five VLM cards reach 1.0 on craft, with only visual separating (~0.84-0.91; a post-hoc hard subset, n=107, leaves craft at 1.0). The protocol (expert-only gold, a weak-label firewall, side randomization at construction, filename scrubbing, and hard filters) makes each artifact measurable and, for the two construction artifacts, correctable; we release a reference eval harness and a side-randomization tool, and show the tool removes the position skew (0.916 to 0.495/0.505). The result is a calibrated view of what the benchmark does and does not yet measure: position and leakage are fixable, whereas the craft-domain ceiling is a pair-difficulty limit that Round-2 must address. We do not evaluate engagement, era/circle conditioning, or calibration here, and we claim no general taste SOTA.

cs.AI↗

How Should a Camera-First AI Agent Work?

Camera-first agents must act on the visual world as it unfolds. We argue that the central obstacle for future camera-first agents is not recognition ability - multimodal models (vision-language and live/streaming alike) generalize well through language and remain the right tool for semantic reasoning - but time. Many visual targets are ephemeral: they appear, are query-relevant, and leave within a short window. Binding memory to the same end-to-end path as reasoning means that by the time a monolithic pipeline completes, the evidence is gone. We formalize this as Ephemeral-Target Interaction (ETI) and a Perceptual Deadline Contract separating a hard memory deadline from a soft reasoning deadline, grounded in the bounded, passive nature of sensory and working memory. We propose a two-deadline architecture: an always-on, bounded, non-semantic fast path; an active remembering mechanism that commits a moment to durable memory before it is overwritten (event-driven in v1); and a deferred deliberation layer (multimodal model + tools). We instantiate the contract on real MOT17 track windows, a consistency check, and calibrate the single-path baseline from measured frontier-model latency: even a short answer takes 1.2-9.3 s, and an agentic identify-and-search longer. Answers can be late; evidence cannot be missed.

cs.AI↗