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Wenbo Hu

Publications and source records attributed to Wenbo Hu.

At least 19 recordsLinked to original sources

How Do AI Agents Waste Your Money?

AI agents may consume massive tokens across a wide range of tasks, but how many of those tokens are really necessary? Although prior work has shown that agents can incur unexpectedly high token costs, we still lack a systematic way to identify and measure token waste. In this work, we introduce a unified framework for measuring token waste across heterogeneous agent systems. Our framework records and normalizes complete agent trajectories, identifies removable spans using an LLM-as-a-Judge (LLMaJ), and maps the identified text spans back to the original trajectory for token-level measurement. We validate the identified waste through direct interventions by removing marked spans, resuming agent execution, and measuring changes in task outcomes and subsequent actions. In online pruning experiments, we remove 41-46% of the model's reasoning while largely preserving task performance across two distinct agent benchmarks. Using this framework, we analyze agents across multiple settings. Our analysis shows that token waste has a system-level structure that aggregate token usage alone cannot reveal. First, waste varies more across tasks and agent settings than across models. Second, reasoning and visible execution can exhibit different waste patterns. Third, different harnesses can introduce distinct sources of inefficiency even under the same model and task. Overall, our framework transforms token waste into an actionable optimization signal, enabling researchers and practitioners to train more efficient models, design better reasoning strategies, and optimize agent harnesses toward reducing unnecessary computation rather than merely reducing token usage.

cs.CL↗

VibeGame: Prompt-to-Game Development with AI-Native Engine and Self-Evolving Adversarial Agent Team

Large language model agents have enabled software development through natural-language interaction, but extending this paradigm to end-to-end game development remains challenging. Building a playable game requires coordinating code, scenes, assets, animations, physics, and configurations, while allowing developers to validate their integrated behavior through interactive testing. We introduce VibeGame, a framework for creating complete 2D game projects from natural-language prompts and optional reference images. Its AI-native game engine represents project state as schema-validated structured text and provides frame-synchronous runtime control, enabling agents to inspect game states, execute actions, and verify behavior at their own pace. Built upon this interface, we design an Adversarial Agent Team of eight specialized agents to separate implementation from review, so that problems are found and fixed through multi-round loops. For each conducted and accepted project, we further introduce a training-free self-evolution mechanism to distill it into reusable skeletons, modules, and collaboration contracts for future development. We evaluate prompt-assets-to-game (PA2G), where agents are given an asset library, and prompt-to-game (P2G), where agents generate their own art. On a GameCraft-Bench subset, VibeGame in P2G consistently outperforms a range of agent harnesses in either P2G or PA2G with the same underlying model, including GPT-6.1-Sol.

cs.MA↗

Looking Ahead: Modeling Future Evolution in Autoregressive Video Generation

Autoregressive video diffusion models generate videos chunk by chunk, yet producing plausible continuations does not guarantee that they capture how scenes evolve. Under teacher forcing, strong temporal redundancy may allow local visual continuity to serve as a shortcut for current-chunk denoising, reducing the pressure to model visual evolution. We introduce Future Chunk Prediction (FCP), an auxiliary objective jointly optimized with teacher-forced denoising that predicts temporally separated chunks without access to the intervening visual context. Drawing supervision directly from training videos, FCP requires no additional pretrained visual encoder and leaves autoregressive inference unchanged. Our method achieves superior physical plausibility over standard teacher-forced autoregressive training with a lower overall training compute budget, highlighting the effectiveness and efficiency of future-chunk supervision for modeling visual evolution. Intriguingly, our visualizations suggest that FCP fosters a more structured representation space, which may be valuable for building autoregressive world models.

cs.CV↗

STRIDE: Evaluating Spatiotemporal Reasoning in Driving Edge Cases

In autonomous driving, perceiving surrounding objects is not enough: failing to understand how they move and interact over time can lead to dangerous decisions. Evaluating vision-language models (VLMs) therefore requires testing whether they connect past spatial observations to future consequences. Yet existing benchmarks often assess edge cases through basic perception questions or test temporal understanding in simple scenarios, leaving complex spatiotemporal reasoning underexplored. We introduce STRIDE (SpatioTemporal Reasoning In Driving Edge Cases), an object-centric benchmark for long-tail, safety-critical driving scenarios. STRIDE covers six task families: spatial perception, spatial understanding, temporal memory, temporal extrapolation, trajectory prediction, and scene-context awareness. It pairs multiple-choice questions probing individual spatiotemporal judgments with related free-form visual question answering (VQA) requiring detailed scene explanations and justifications of driving decisions. We prioritize scenes with unusual object behaviors and complex traffic interactions, generate reference answers from structured dataset annotations through automated procedures, and use limited language-model assistance and human verification to ensure annotation quality. Across 12 proprietary, open-weight, and driving-specialized models, even the best performer, GPT-6-Astra, achieves only 43.4% average multiple-choice accuracy, versus an approximately 20% random-choice baseline. Further analysis reveals that strong performance in describing driving scenes does not necessarily translate to accurate safety-critical judgments, and that models struggle more with reconstructing object motion than recalling past positions. STRIDE thus exposes spatiotemporal driving limitations that aggregate VQA scores can conceal.

cs.CV↗

GAE: Learning a Geometry-Native Latent Space for 3D-Consistent World Generation

We present a compact geometry-native latent space as a shared foundation for perception and generation. Visual generators can produce photorealistic frames without preserving a consistent 3D scene. We argue that this is not only a modeling problem but also a representation problem: generators typically evolve appearance-centric latents, while perception models recover geometry in a semantically rich space that encodes cross-view structure. Rather than adding geometry as another output, we reparameterize a geometry foundation model's features into a compact latent space for generation. We realize this shift with the geometry-native autoencoder (GAE), whose latent is jointly decodable to appearance, depth, cameras, and point maps. With this state, a standard conditional flow supports diverse generation tasks. In controlled comparisons that hold the generator and training protocol fixed, replacing the latent with GAE improves both visual quality and independently measured 3D coherence: FVD falls by $12.7\%$ and $23.1\%$ on RealEstate10K and DL3DV, and camera-trajectory error is halved on RealEstate10K. Together, these results show that the latent space is central to geometry-consistent generation and can serve as a shared interface between perception and generation.

cs.CV↗

Tev: Scaling Long-Horizon Agentic Environments with Dense Progress Rewards

Long-horizon agents have drawn growing attention for their ability to work autonomously -- from hours to days -- on economically valuable tasks, a capability essential to automated discovery and recursive self-improvement (RSI). Yet open-source models still struggle on long-horizon tasks, largely for lack of both training data and a working recipe, and scaling both is hard: long, complex tasks are difficult to curate and verify, and their rewards are sparse. We address both. First, we introduce Tev-Gym, the first long-horizon agent training dataset with verifiable, dense, progressive rewards -- 1,170 verified task environments across 7 domains. It is built on a latent-world-first approach that first constructs a latent world: a complete and correct hidden specification of the task domain, workflow, and expected state after each step. Each task is then progressively rendered from this specification into an agent-facing environment, enabling controllable complexity and a natural progress metric. Second, we turn this metric into a training recipe: via progress-potential reward shaping (PPRS), we convert progress into a dense per-step reward that improves training efficiency and makes otherwise-intractable tasks trainable. Training with this recipe yields Tev-27B, which achieves substantial gains on the Agents' Last Exam computing and math sciences domains (ALE-CM), matching GPT-6 Astra and Claude Opus 5 at Pass@5. Despite training only on ALE-related data, it generalizes to the Terminal-Bench (TB) 3.0 and 4.0 subsets, surpassing GLM 5.2 and Gemini 3.7 Flash, and reaches Claude Opus 4.8-level performance on middle-horizon tasks such as TB 2.1.

cs.CL↗

Multics: Generative Multi-Player World Model with Hierarchical Communication

Multi-player interactive world models aim to simulate shared environments from multiple players' perspectives, but achieving robust generation while scaling to more players remains challenging. Existing approaches that rely on fully-connected communication (e.g., Solaris) incur quadratic attention costs as the number of players grows, while centralized approaches (e.g., $γ$-World) suffer from interference between unrelated events in a shared global representation. To address these challenges, we present Multics, a multi-player video generation framework with hierarchical communication that structures information exchange across player, group, and global levels. This hierarchy introduces group tokens into self-attention as intermediate group-level representations that aggregate locally relevant player information. These tokens connect to global tokens for cross-group communication, while the hierarchical topology limits direct mixing between unrelated local events. Group-token parameters are shared across group slots, allowing the same communication module to accommodate varying numbers of players without introducing new group-specific parameters. We further propose budget-constrained dynamic grouping based on recent camera trajectories, which adaptively groups relevant players while limiting unnecessary communication. Experiments demonstrate that Multics achieves state-of-the-art performance in 4- and 6-player settings, with improved cross-player consistency, player-specific action and camera controllability, and interference robustness. Moreover, Multics generalizes from 4-player training to 6-, 8-, and 10-player inference without retraining, while reducing self-attention computation compared with fully-connected communication.

cs.CV↗

OREO: Fidelity Alignment in 3D Generation via On-the-fly Rendering-Editing Optimization

Despite recent advancements in 3D generation, models often struggle to produce assets with high visual fidelity. To bridge this gap, we propose OREO, an alignment framework that enhances the realism of 3D generators by leveraging rich 2D diffusion priors. Instead of relying on static datasets, OREO establishes a dynamic optimization loop that produces on-the-fly edited renderings as 2D pseudo-targets. At its core, we introduce Reinforced Editing, which utilizes a 2D model to refine rendered views of the 3D output, enhancing their overall visual fidelity while preserving the underlying geometry, viewpoint, and content. These refined views serve as high-quality supervision targets, enabling the 3D generator to learn from its own generated samples and progressively improve its visual quality. Experiments demonstrate that OREO effectively improves upon pre-trained baselines, producing 3D assets with enhanced visual realism.

cs.CV↗

WorldCrafter: Consistent Video World Model with Implicit 3D-aware Memory

Video world models enable interactive exploration of dynamic environments, yet struggle to respect prior observations over long horizons and across viewpoints. We present WorldCrafter, a video world model that learns a camera-queryable implicit 3D-aware memory for this purpose. The key insight is to let the requested viewpoint shape how multi-view evidence is compressed into the video generator's limited token budget. Trained jointly with the video generator, a memory encoder and pose-conditioned readout module integrate historical observations into a fixed set of target view-specific tokens before denoising, without explicit depth-based correspondences. By combining this memory with recent temporal context and few-step distillation, WorldCrafter enables streaming scene exploration from a single input image or text prompt. Experiments across static and dynamic scenes show substantial gains in long-horizon consistency and camera-control accuracy while preserving visual quality during minute-scale exploration.

cs.CV↗

Resolving sources of uncertainty in AI weather forecasting

Weather forecast uncertainty arises from imperfect analyses and forecast models, but ensemble spread alone does not reveal how distinct sources relate to downstream targets. We introduce Pangu-Bayes, a probabilistic forecasting hierarchy that treats atmospheric-state and learned-model uncertainty as distinct stochastic variables, crossing flow-dependent perturbations of the evolving state with Bayesian parameter samples. This construction yields model-defined source-resolved variance components and matched pathway evaluation. Across 90 held-out 2023 tropical cyclones, Pangu-Bayes reduces track, pressure and wind errors by 54.2%, 17.2% and 24.9%, respectively, while improving rapid-intensification detection. Among 88 cyclones supporting pathway comparison, atmospheric-state variability is more consistently associated with improved track prediction, whereas learned-model variability is more often associated with improved intensity prediction. During Mawar and Khanun, state perturbations sample alternative steering-flow evolutions associated with recurvature, whereas parameter sampling broadens intensity evolution. Pangu-Bayes thus connects model-defined uncertainty resolution to target-dependent value and dynamical interpretation while retaining competitive global probabilistic skill.

cs.LG↗

SCoPE: Sightline-Coordinate Positional Encoding for Video Diffusion Transformers

Video diffusion transformers address their tokens by position on the pixel-time grid: an address in the tensor, not in the world. The address we would want, the world point a token depicts, lies on a surface not yet generated, while its camera ray is fixed once the user specifies a trajectory. SCoPE therefore treats the ray as a second positional coordinate, and camera control becomes a property of the coordinate system, not an added module. The ray is added to the pretrained attention's queries and keys, and the score gains a term that reads the two rays alone. Its canonical form, the reciprocal product of line geometry, measures how nearly two lines of sight meet. Normalize-Gate-Inject makes a single encoding trainable across metric and up-to-scale pose sources. The retrofit keeps RoPE bit-exact, starts from the unchanged pretrained DiT, and adds under 0.1/% new parameters. On Wan2.2 at 5B and 14B under matched data and budget, SCoPE improves every camera-controllability and fidelity metric, leads all closed-loop revisit metrics, and shows widening margins with model size. At 14B, rotation error falls 29/% and FVD 43/% below the strongest baseline.

cs.CV↗

TemMed-Bench: Evaluating Temporal Medical Image Reasoning in Vision-Language Models

Existing medical reasoning benchmarks for vision-language models primarily focus on analyzing a patient's condition based on an image from a single visit. However, this setting deviates significantly from real-world clinical practice, where doctors typically refer to a patient's historical conditions to provide a comprehensive assessment by tracking their changes over time. In this paper, we introduce TEMMED-BENCH, a multi-task benchmark designed for analyzing changes in patients' conditions between different clinical visits, which challenges large vision-language models (LVLMs) to reason over temporal medical images. TEMMED-BENCH consists of a test set comprising three tasks - visual question-answering (VQA), report generation, and image-pair selection - and a supplementary knowledge corpus of over 17,000 instances. With TEMMED-BENCH, we conduct an evaluation of twelve LVLMs, comprising six proprietary and six open-source models. Our results show that most LVLMs lack the ability to analyze patients' condition changes over temporal medical images, and a large proportion perform only at a random-guessing level in the closed-book setting. To enhance the tracking of condition changes, we explore augmenting the input with both retrieved visual and textual modalities in the medical domain. We also show that multi-modal retrieval augmentation yields notably higher performance gains than no retrieval and textual retrieval alone across most models on our benchmark, with the VQA task showing an average improvement of 2.59%. Overall, we compose a benchmark grounded on real-world clinical practice, and it reveals LVLMs' limitations in temporal medical image reasoning, as well as highlighting the use of multi-modal retrieval augmentation as a potentially promising direction worth exploring to address this challenge.

cs.CV↗

Visual Token Compression Enhances Robustness of MLLMs

In this paper, we show for the first time that visual token pruning enhances the robustness of Multimodal Large Language Models (MLLMs), mitigating vulnerabilities such as jailbreak attacks and hallucinations. Given that vision and language modalities cannot be perfectly aligned, the misaligned visual tokens might act as out-of-distribution (OOD) inputs, leading to unpredictable outputs and introducing potential vulnerabilities. Building on this insight, we aim to enhance model robustness against jailbreaks and hallucinations by reducing OOD visual tokens at robust-pruning layers, while also reducing inference cost as a side benefit. Specifically, we measure the distance between each visual token and the language feature space. Then, visual tokens with large distances are identified as OOD tokens, which can be iteratively pruned. To demonstrate the effectiveness of our method, we evaluate it on seven diverse popular benchmarks. Notably, our method yields an average improvement of 13.29\% in defending jailbreak attacks, consistently achieves competitive performance in mitigating hallucinations, and maintains strong results on general datasets like MME.

cs.CV↗

G$^2$TAM: Geometry Grounded Track Anything Model

Human spatial understanding arises from jointly perceiving geometry and semantics, enabling consistent object identification and localization across viewpoints and time. Current video segmentation models depend on explicit object appearance memory banks for instance tracking, yet they remain vulnerable to large viewpoint changes and long-term occlusions. Leveraging the spatial consistency afforded by modern feed-forward 3D reconstruction models, we propose the Geometry Grounded Tracking Anything Model (G$^2$TAM), a unified framework for promptable instance tracking in 3D using only unordered RGB images or videos. G$^2$TAM employs spatially aligned geometric representations as implicit memory, ensuring stable instance identity and localization across frames and views. At its core is a cross-modal spatial encoder that integrates visual and textual prompts into a shared geometric space, enabling end-to-end spatial reconstruction and instance-consistent mask prediction. To support training and evaluation, we construct InsTrack, a large-scale dataset with a dedicated validation split for benchmarking. Extensive experiments show that G$^2$TAM delivers strong cross-view consistency, promptable instance spatial tracking, video object segmentation and spatial reconstruction, establishing a foundation for interactive, geometry-grounded spatial reasoning.

cs.CV↗

Confounding analysis of s-level designs with multi-block variables

In practical experiments, block variables often arise from multiple sources of heterogeneity. To address the confounding problem, this paper proposes a blocked aliased component-number pattern (B$^2$-ACNP) to analyze the confounding properties of s-level designs with multi-block variables. We calculate the values of (B$^2$-ACNP) via a blocked wordlength distribution matrix. The classification patterns of existing criteria can be expressed as functions of specific elements within the B$^2$-ACNP, thereby stablishing connections within a unified framework. Further, we provide confounding algorithms and visualization methods of the B$^2$-ACNP. Finally, case analysis clarifies the significant role of the B$^2$-ACNP. The Python code is available in the Appendix.

stat.ME↗

Pixal3D: Pixel-Aligned 3D Generation from Images

Recent advances in 3D generative models have rapidly improved image-to-3D synthesis quality, enabling higher-resolution geometry and more realistic appearance. Yet fidelity, which measures pixel-level faithfulness of the generated 3D asset to the input image, still remains a central bottleneck. We argue this stems from an implicit 2D-3D correspondence issue: most 3D-native generators synthesize shape in canonical space and inject image cues via attention, leaving pixel-to-3D associations ambiguous. To tackle this issue, we draw inspiration from 3D reconstruction and propose Pixal3D, a pixel-aligned 3D generation paradigm for high-fidelity 3D asset creation from images. Instead of generating in a canonical pose, Pixal3D directly generates 3D in a pixel-aligned way, consistent with the input view. To enable this, we introduce a pixel back-projection conditioning scheme that explicitly lifts multi-scale image features into a 3D feature volume, establishing direct pixel-to-3D correspondence without ambiguity. We show that Pixal3D is not only scalable and capable of producing high-quality 3D assets, but also substantially improves fidelity, approaching the fidelity level of reconstruction. Furthermore, Pixal3D naturally extends to multi-view generation by aggregating back-projected feature volumes across views. Finally, we show pixel-aligned generation benefits scene synthesis, and present a modular pipeline that produces high-fidelity, object-separated 3D scenes from images. Pixal3D for the first time demonstrates 3D-native pixel-aligned generation at scale, and provides a new inspiring way towards high-fidelity 3D generation of object or scene from single or multi-view images. Project page: https://ldyang694.github.io/projects/pixal3d/

cs.CV↗

Sculpt4D: Generating 4D Shapes via Sparse-Attention Diffusion Transformers

Recent breakthroughs in 3D generative modeling have yielded remarkable progress in static shape synthesis, yet high-fidelity dynamic 4D generation remains elusive, hindered by temporal artifacts and prohibitive computational demand. We present Sculpt4D, a native 4D generative framework that seamlessly integrates efficient temporal modeling into a pretrained 3D Diffusion Transformer (Hunyuan3D 2.1), thereby mitigating the scarcity of 4D training data. At its core lies a Block Sparse Attention mechanism that preserves object identity by anchoring to the initial frame while capturing rich motion dynamics via a time-decaying sparse mask. This design faithfully models complex spatiotemporal dependencies with high fidelity, while sidestepping the quadratic overhead of full attention and reducing network total computation by 56%. Consequently, Sculpt4D establishes a new state-of-the-art in temporally coherent 4D synthesis and charts a path toward efficient and scalable 4D generation.

cs.CV↗

OpenVLThinkerV2: A Generalist Multimodal Reasoning Model for Multi-domain Visual Tasks

Group Relative Policy Optimization (GRPO) has emerged as the de facto Reinforcement Learning (RL) objective driving recent advancements in Multimodal Large Language Models. However, extending this success to open-source multimodal generalist models remains heavily constrained by two primary challenges: the extreme variance in reward topologies across diverse visual tasks, and the inherent difficulty of balancing fine-grained perception with multi-step reasoning capabilities. To address these issues, we introduce Gaussian GRPO (G$^2$RPO), a novel RL training objective that replaces standard linear scaling with non-linear distributional matching. By mathematically forcing the advantage distribution of any given task to strictly converge to a standard normal distribution, $\mathcal{N}(0,1)$, G$^2$RPO theoretically ensures inter-task gradient equity, mitigates vulnerabilities to heavy-tail outliers, and offers symmetric update for positive and negative rewards. Leveraging the enhanced training stability provided by G$^2$RPO, we introduce two task-level shaping mechanisms to seamlessly balance perception and reasoning. First, response length shaping dynamically elicits extended reasoning chains for complex queries while enforce direct outputs to bolster visual grounding. Second, entropy shaping tightly bounds the model's exploration zone, effectively preventing both entropy collapse and entropy explosion. Integrating these methodologies, we present OpenVLThinkerV2, a highly robust, general-purpose multimodal model. Extensive evaluations across 18 diverse benchmarks demonstrate its superior performance over strong open-source and leading proprietary frontier models.

cs.CV↗