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Xuelong Li

Publications and source records attributed to Xuelong Li.

At least 91 records · Page 5Linked to original sources

Unified Audio Generation and Editing via Joint Condition Modeling and Progressive Training

With the growing focus on audio in multimedia applications, numerous advanced works on audio generation have emerged. Existing studies typically treat text-to-audio (TTA) and other related audio generation tasks, such as instruction-based audio editing, as independent challenges, adopting task-specific architectures or modules. This absence of a unified modeling paradigm substantially increases the overhead and complexity of building a system for both audio generation and editing, while also leading to limited scalability. To address this issue, we introduce AudioWeave, a unified model for TTA and audio editing without additional task-specific components. Specifically, we propose a joint condition modeling approach with a factorized position embedding, enabling the diffusion transformer backbone to operate under heterogeneous inputs of TTA and audio editing. We further propose a progressive multistage training strategy to mitigate task competition and catastrophic forgetting caused by interference among multiple tasks. This in turn helps maintain the performance of each individual task and may even lead to improvements in certain aspects. Experimental results on TTA task and six audio editing tasks show that our unified model achieves competitive performance with task-specific models, laying a groundwork for further exploration of unified audio generation models.

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X-Loco: Towards Generalist Humanoid Locomotion Control via Synergetic Policy Distillation

While recent advances have demonstrated strong performance in individual humanoid skills such as upright locomotion, fall recovery and whole-body coordination, learning a single policy that masters all these skills remains challenging due to the diverse dynamics and conflicting control objectives involved. To address this, we introduce X-Loco, a framework for training a vision-based generalist humanoid locomotion policy. X-Loco trains multiple oracle specialist policies and adopts a synergetic policy distillation with a case-adaptive specialist selection mechanism, which dynamically leverages multiple specialist policies to guide a vision-based student policy. This design enables the student to acquire a broad spectrum of locomotion skills, ranging from fall recovery to terrain traversal and whole-body coordination skills. To the best of our knowledge, X-Loco is the first framework to demonstrate vision-based humanoid locomotion that jointly integrates upright locomotion, whole-body coordination and fall recovery, while operating solely under velocity commands without relying on reference motions. Experimental results show that X-Loco achieves superior performance, demonstrated by tasks such as fall recovery and terrain traversal. Ablation studies further highlight that our framework effectively leverages specialist expertise and enhances learning efficiency.

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VideoWeave: Unlocking Geometric Consistency in Video Generation via Joint Geometry-Video Modeling

Large-scale video diffusion models often fail to preserve 3D structure over time, causing geometric drift and implausible motion under viewpoint changes. Existing methods usually enforce geometric consistency by using explicit geometry reconstructions, such as depth maps, point clouds, or reconstructed 3D structures, to define conditions, supervision, or reward signals, making the generator sensitive to errors from upstream geometry pipelines. We propose VideoWeave, a latent-space post-training framework that uses implicit geometry-model features to constrain the generative distribution, providing a more flexible and non-rigid form of guidance that mitigates the impact of reconstruction errors from geometry models. Specifically, VideoWeave adapts these features into geometry latents and jointly models them with video latents in a shared denoising space, allowing geometry to shape the generative distribution during training. To support this process, we build GeoVid-80K, an 80K-video dataset with paired appearance and geometry representations. Experiments on text-to-video and image-to-video generation show that VideoWeave improves geometric coherence while preserving strong visual quality. VideoWeave project page at https://videoweave.github.io/

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SpaceVLN: A Zero-Shot Vision-and-Language Navigation Agent with Online Spatial Cognitive Memory and Reasoning

Vision-and-Language Navigation in continuous environments requires agents to understand the spatial structure of previously unseen environments in order to follow language instructions. Although foundation models have opened a promising path toward zero-shot navigation without task-specific policy training, many navigators still rely on local visual cues and linear history-based reasoning, overlooking the spatial nature of navigation across explored regions, traversed paths, landmarks, and their spatial relations. In this paper, we propose SpaceVLN, a navigation agent built around Spatial Cognitive Memory and Task-Guided Spatial Reasoning. Specifically, SpaceVLN introduces an efficient stagewise closed-loop framework where planning and execution are organized around verifiable space--landmark stages. During navigation, the agent progressively abstracts explored regions into Spatial Waypoints and dynamically maintains subtask-grounded landmark evidence, forming a hierarchical Spatial Cognitive Memory for progress localization and spatial-relation understanding. Built on this memory, Spatial-CoT integrates task-progress reasoning with spatial perception, analysis, and prediction, enabling Task-Guided Spatial Reasoning for embodied navigation. The unified stage interface enables SpaceVLN to address both Vision-and-Language Navigation and Object-Goal Navigation under a unified zero-shot setting, without task-specific policy training. Across R2R-CE, RxR-CE, GN-Bench, and HM3D-OVON, SpaceVLN achieves state-of-the-art zero-shot performance, and real-robot deployment further validates its applicability. These results highlight Spatial Cognitive Memory and Task-Guided Spatial Reasoning as a practical foundation for stronger embodied navigation agents.

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SwiftVR: Real-Time One-Step Generative Video Restoration

Real-time video restoration (VR) for live streams requires high-resolution outputs under strict per-frame latency constraints. Existing one-step diffusion-based VR models remain difficult to deploy on consumer-grade GPUs due to two main bottlenecks: quadratic spatial attention at high resolutions and the latency-memory overhead of large video autoencoders. We present SwiftVR, a streaming one-step generative VR framework that reduces both bottlenecks under a causal chunk-wise protocol. For attention, mask-free shifted-window self-attention gathers each spatial window into a dense tensor via deterministic indexing, keeping all attention calls on the dense scaled dot-product attention path without masks, cyclic shifts, padding, or hardware-specific sparse kernels. Because SwiftVR uses only standard dense SDPA calls, the trained model transfers to consumer GPUs without retraining or custom kernels. For autoencoding, a lightweight Restoration-aware Autoencoder enables fast chunk-wise decoding while preserving reconstruction quality. On a single H100, SwiftVR sustains 31~FPS at 2560x1440 and 14~FPS at 3840x2160, whereas all compared diffusion-based VR baselines exceed the memory limit at 4K. On a consumer RTX~5090, SwiftVR reaches 26~FPS at 1920x1080. To our knowledge, SwiftVR is the first generative VR model to achieve real-time 1080p streaming on a consumer-grade GPU, while attaining strong no-reference perceptual quality with lower inference cost. Project is available at https://h-oliday.github.io/SwiftVR.

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OASIS: From Simulation Data Collection to Real-World Humanoid Loco-Manipulation

Recent progress in robot manipulation has been largely driven by learning from large-scale demonstrations. For humanoid robot loco-manipulation tasks, however, existing data sources force an unsatisfying tradeoff between trajectory quality and scalability. Real-world teleoperation provides the highest-quality trajectories but requires dedicated physical space and time-consuming scene resets. Simulation offers an alternative way out of this dilemma: it can produce clean, embodiment-aligned data at scale without any physical hardware. In this paper, we propose OASIS, a simulation-data-driven framework for humanoid loco-manipulation. OASIS automatically reconstructs realistic object assets from real-world images using a 3D generative model. Based on these assets, trajectories are first collected through teleoperation in simulation, and then augmented under diverse domain randomizations in a post-processing stage. With the resulting simulation data, we further design a hierarchical visuomotor policy for humanoid loco-manipulation. Extensive experiments on the real humanoid robot show that, under zero-shot deployment, the policy trained on our simulation data achieves higher success rates on most tasks than that trained on real-robot teleoperation data, owing largely to the broad lighting and environmental variations covered by our simulation rendering, which real-robot data fails to capture. The project page is available at https://oasis-humanoid.github.io/.

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VISTA: Vision-Grounded and Physics-Validated Adaptation of UMI data for VLA Training

Universal Manipulation Interface (UMI) enables scalable real-world robot data collection without hardware-specific teleoperation, yet leveraging UMI data to train large-scale Vision-Language-Action (VLA) models remains fundamentally challenging. We identify two critical mismatches: wrist-mounted fisheye views, with severe radial distortion and local gripper-centric perspectives, are out-of-distribution for pretrained VLMs; and human-collected trajectories frequently violate kinematic limits, incur collisions, or exceed controller bandwidth, teaching VLA policies physically infeasible actions. To address the challenges, we present VISTA, a framework that bridges this dual gap through three synergistic components. (i)~UMI-VQA, the first large-scale VQA dataset tailored to wrist-mounted fisheye observations, aligns VLM representations to the distorted visual regime via auxiliary vision-language supervision. (ii)~A systematic physical-validation pipeline performs a data-completeness pre-check and scores each valid trajectory for trajectory continuity, self-collision risk, and execution fidelity before it enters training. (iii)~A two-stage co-training recipe jointly learns vision-language grounding on UMI-VQA and action prediction on validated trajectories. Our experiments empirically show that incorporating UMI-VQA consistently improves downstream policy performance, and that physical-validation scores are strongly predictive of deployment success. On diverse simulation and real-world manipulation tasks, VISTA significantly outperforms strong baselines including $π_{0.5}$, LingBot-VLA, and Wall-X. We release the physical-validation pipeline, UMI-VQA, validated trajectory data, and the pre-trained model for the community.

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DBHN-Net: Dual-Branch Hybrid Neural Network For Low-Complexity Monaural Speech Enhancement

Although artificial neural network (ANN) based speech enhancement (SE) methods demonstrate excellent performance, the high computational complexity and high energy consumption hinder their deployment in practical front-end processing tasks.} Currently, the spiking neural networks (SNNs) have shown potential in reducing power consumption. However, the discrete binary activation and complex spatio-temporal dynamics of SNNs often result in information loss. The current challenge therefore focuses on how to maintain performance and reduce computational complexity. To address this issue, this work propose a Dual-Branch Hybrid Neural (DBHN) Network. 1) In terms of network architecture: A dual-branch network integrating ANN and SNN was designed, where the SNN branch reduces power consumption while the ANN branch addresses information loss; The BandSplit and Time-Frequency (TF) -Mamba modules were developed to simultaneously compress energy consumption and enhance model performance; Spiking Feature Extraction Group (SFEG) and Information Transformation Block (ITB) components were implemented with residual connections to mitigate information loss while further refining feature representations. 2) To facilitate inter-branch information fusion: An Interaction module was designed to promote information exchange at various stages of the dual-branch network; A TF-Cross Attention-Fusion module was designed to perform time-frequency domain fusion of dual-branch information while data-adaptively guiding the SNN branch to retain more critical information. Results show that the proposed model maintains superior performance across three public datasets while achieving an average 7.5 fold reduction in computational complexity compared to baseline models.

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ViewMask-1-to-3: Multi-View Consistent Image Generation via Multimodal Discrete Diffusion Models

Motivated by discrete diffusion's success in language-vision modeling, we explore its potential for multi-view generation, a task dominated by continuous approaches. We introduce ViewMask-1-to-3, formulating multi-view generation as a discrete sequence modeling problem where each viewpoint is represented as visual tokens from MAGVIT-v2. Through discrete diffusion via masked token prediction, our approach enables progressive multi-view generation via iterative token unmasking, unifying language and vision in a shared token space. Importantly, simple random masking combined with self-attention naturally encourages cross-view consistency without specialized architectures or 3D geometric priors. Our method outperforms the baseline on the GSO and 3D-FUTURE benchmarks, ranking first on average across standard image metrics, and achieving a 10.6% higher IoU than continuous diffusion models on 3D-FUTURE. Furthermore, the proposed framework can be naturally extended to support text-to-image generation and multimodal understanding, highlighting its potential toward a more unified paradigm for multimodal understanding and generation.

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Hallucinations as Orthogonal Noise: Inference-Time Manifold Alignment via Dynamic Contextual Orthogonalization

Hallucination in Large Language Models (LLMs), characterized by the generation of content inconsistent with contextual facts or logical constraints -- remains a persistent challenge for reliable deployment. In this work, we address this issue through a geometric framework rooted in the linear representation hypothesis. We propose that hallucinations manifest as orthogonal noise relative to the semantic manifold of the residual stream. Specifically, we hypothesize that while attention heads ideally propagate information congruent with the context subspace, hallucinations arise when specific heads introduce components orthogonal to this subspace, disrupting the coherence of the latent representation. Based on this formulation, we introduce Dynamic Contextual Orthogonalization (DCO), an inference-time intervention method. DCO utilizes the input residual stream as a dynamic context anchor to perform orthogonal decomposition on attention head outputs. To distinguish between context-aligned semantic updates and divergent noise, DCO employs a layer-wise Z-score suppression mechanism that selectively attenuates outlier orthogonal components based on statistical distributions. Evaluations on Llama-3-8B and 70B across benchmarks such as XSum, NQ-Swap, and IFEval demonstrate that DCO achieves superior contextual faithfulness compared to state-of-the-art intervention baselines. Furthermore, DCO maintains high performance on knowledge-intensive tasks like TriviaQA and TruthfulQA, effectively mitigating the trade-off between hallucination suppression and parametric knowledge retention often observed in existing methods. Our findings validate the geometric interpretation of hallucinations and establish DCO as a computationally efficient approach for enforcing manifold alignment.Our code is available at https://github.com/Harry-Miral/DCO

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GN0: Toward a Unified Paradigm for Generation, Evaluation, and Policy Learning in Visual-Language Navigation

Embodied navigation connects intelligent agents with the physical world and is fundamental for general robotic intelligence. Limited availability and quality of navigation data have constrained Vision-and-Language Navigation (VLN) systems' generalization and long-horizon capabilities. To address this, we curate diverse 3D scenes and develop an automated pipeline for large-scale navigation data, resulting in the GN-Matrix dataset. Building on a 3D Gaussian Splatting (3DGS) engine, we introduce a high-fidelity simulation platform supporting interactive roaming and collision-aware navigation. We further propose GN-Bench, the first BEV-based benchmark incorporating dynamic 3DGS avatars for human-robot interaction evaluation. To leverage the simulator, we develop an RL-driven navigation foundation model, Break and Establish (BAE). After supervised learning, DAgger exposes the model to rollout-induced states, breaking narrow expert-centric distributions and enabling downstream RL exploration. This unified VLN paradigm integrates map-based and map-free tasks, including instruction following, human following, and goal navigation. GN-BAE formalizes high-fidelity 3DGS-rendered Bird's Eye View representations as compact memory, unlocking latent spatial reasoning in VLMs. Extensive evaluations on GN-Bench and VLN-CE show that GN0 outperforms state-of-the-art VLN methods. Overall, GN-Matrix offers a unified framework spanning data, simulation, and learning, advancing embodied navigation in research and industrial applications.

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An Open-Source Benchmark and Baseline for Multi-temporal Referring Segmentation

Large Vision-Language Models (LVLMs) have shown strong visual understanding and language-guided grounding abilities, yet their capacity for multi-temporal visual reasoning remains underexplored. To bridge this gap, we introduce \textbf{Multi-temporal Referring Segmentation (MTRS)}, a new task that aims to segment language-described temporal changes from multi-temporal images. MTRS extends conventional referring segmentation and change detection by jointly requiring temporal correspondence reasoning, language grounding, and pixel-level mask prediction. We propose \textbf{CRAFT-Agent}, an automated data construction pipeline with human auditing, and build \textbf{MTRefSeg-21K}, the first MTRS benchmark, containing 21K high-quality multi-temporal image-text-mask triplets across diverse scenes, viewpoints, and domains. Benchmarking a broad set of VLM- and LVLM-based models reveals that direct inference performs poorly, while task-specific fine-tuning remains limited. To address this, we propose \textbf{MTRefSeg-R1}, a change-aware LVLM framework trained with a two-stage strategy. It first learns general temporal-change perception from 20K vision-only bi-temporal samples, and is then fine-tuned on MTRefSeg-21K for fine-grained language-guided temporal localization. MTRefSeg-R1 explicitly models cross-temporal visual differences, aligns language instructions with temporal variations, and predicts referred change masks. Extensive experiments show that MTRefSeg-R1 achieves strong and often superior performance compared with existing LVLM baselines, demonstrating the challenge and potential of MTRS.

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Dynamic Mixture of Progressive Parameter-Efficient Expert Library for Lifelong Robot Learning

A generalist agent must continuously learn and adapt throughout its lifetime, achieving efficient forward transfer while minimizing catastrophic forgetting. Previous work within the dominant pretrain-then-finetune paradigm has explored parameter-efficient fine-tuning for single-task adaptation, effectively steering a frozen pretrained model with a small number of parameters. However, in the context of lifelong learning, these methods rely on the impractical assumption of a test-time task identifier and restrict knowledge sharing among isolated adapters. To address these limitations, we propose Dynamic Mixture of Progressive Parameter-Efficient Expert Library (DMPEL) for lifelong robot learning. DMPEL progressively builds a low-rank expert library and employs a lightweight router to dynamically combine experts into an end-to-end policy, enabling flexible and efficient lifelong forward transfer. Furthermore, by leveraging the modular structure of the fine-tuned parameters, we introduce expert coefficient replay, which guides the router to accurately retrieve frozen experts for previously encountered tasks. This technique mitigates forgetting while being significantly more storage- and computation-efficient than experience replay over the entire policy. Extensive experiments on the lifelong robot learning benchmark LIBERO demonstrate that our framework outperforms state-of-the-art lifelong learning methods in success rates during continual adaptation, while utilizing minimal trainable parameters and storage.

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Stop Rewarding Hallucinated Steps: Faithfulness-Aware Step-Level Reinforcement Learning for Small Reasoning Models

As large language models become smaller and more efficient, small reasoning models (SRMs) are crucial for enabling chain-of-thought (CoT) reasoning in resource-constrained settings. However, they are prone to faithfulness hallucinations, especially in intermediate reasoning steps. Existing mitigation methods based on online reinforcement learning rely on outcome-based rewards or coarse-grained CoT evaluation, which can inadvertently reinforce unfaithful reasoning when the final answer is correct. To address these limitations, we propose Faithfulness-Aware Step-Level Reinforcement Learning (FaithRL), introducing step-level supervision via explicit faithfulness rewards from a process reward model, together with an implicit truncated resampling strategy that generates contrastive signals from faithful prefixes, while also mitigating reward hacking from step-level rewards. Experiments across multiple SRMs and Open-Book QA benchmarks demonstrate that FaithRL consistently reduces hallucinations in both the CoT and final answers, leading to more faithful and reliable reasoning. Code is available at https://github.com/Easy195/FaithRL.

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BPPO: Binary Prefix Policy Optimization for Efficient GRPO-Style Reasoning RL with Concise Responses

Group Relative Policy Optimization (GRPO) is widely used for training reasoning models, but updating all sampled completions in each group incurs substantial cost and can reinforce verbose reasoning trajectories. In this paper, we study whether all completions provide equally useful update signals in GRPO-style reasoning RL. Our gradient-similarity analysis shows that, within the same prompt group, same-class completions often induce highly similar update directions, whereas correct-incorrect pairs provide more distinct contrastive signals. Motivated by this observation, we propose Binary Prefix Policy Optimization (BPPO), which uses the shortest correct completion and the shortest incorrect completion as a compact update unit while preserving full-group advantage normalization. BPPO further improves efficiency with adaptive completion scheduling and prefix-focused optimization; by updating only response prefixes, it avoids reinforcing redundant suffixes and encourages more concise responses. Experiments on GSM8K, MATH, and Geo3K show that BPPO achieves up to 6.08x speedup over GRPO while maintaining competitive accuracy, and reduces mean response length by approximately 30-50% without modifying the reward with an explicit length penalty.

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Muddit: Liberating Generation Beyond Text-to-Image with a Unified Discrete Diffusion Model

Unified generation models aim to handle diverse tasks across modalities -- such as text generation, image generation, and vision-language reasoning -- within a single architecture and decoding paradigm. Autoregressive unified models suffer from slow inference due to sequential decoding, and non-autoregressive unified models suffer from weak generalization due to limited pretrained backbones. We introduce the second-generation Meissonic: Muddit, a unified discrete diffusion transformer that enables fast and parallel generation across both text and image modalities. Unlike prior unified diffusion models trained from scratch, Muddit integrates strong visual priors from a pretrained text-to-image backbone with a lightweight text decoder, enabling flexible and high-quality multimodal generation under a unified architecture. Empirical results show that Muddit achieves competitive or superior performance compared to significantly larger autoregressive models in both quality and efficiency. The work highlights the potential of purely discrete diffusion, when equipped with strong visual priors, as a scalable and effective backbone for unified generation.

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Beyond Binary: Turning Partial Success into Dense Verifiable Rewards for Reinforcement Learning in Code Generation

Effective reward design is a central challenge in Reinforcement Learning (RL) for code generation. Mainstream test-suite-level outcome rewards enforce functional correctness but induce sparsity, while external Reward Models (RMs) provide dense supervision at the cost of misalignment and additional overhead. Since code evaluation naturally yields multiple test-case-level outcomes, partial success, i.e., passing a subset of test cases, offers an intrinsic, verifiable source of dense supervision. In this paper, we propose VeRPO (Verifiable Dense Reward Policy Optimization), an RL framework that systematically turns verifiable partial success into reliable dense rewards. We analyze partial-success rewards using a weighted sum formulation, theoretically identifying a critical cardinality bias that causes policy updates to disproportionately favor gains from easy-test successes over progress on frontier tests. Based on this, VeRPO introduces a dynamic, density-calibrated local reward that explicitly corrects this bias and provides robust dense supervision from partial success. To enhance alignment with end-to-end functional correctness, VeRPO further integrates the local dense reward with global execution outcomes. Extensive experiments across diverse benchmarks and settings demonstrate that VeRPO outperforms outcome-driven and RM-based baselines, achieving up to +8.83 pass@1 gain with negligible time cost (< 0.02%) and zero GPU memory overhead.

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Full-4D: Generating Full-Scope 4D Scenes from a Single-View Video

Generating 4D scenes from a single-view video is inherently ill-posed: a single viewpoint lacks the information needed to recover a complete, dynamic scene with full coverage. Existing methods are typically limited to monocular videos, simple 3D effects, or only small viewpoint perturbations around the original viewpoint, falling short of true 4D generation. Meanwhile, the lack of large-scale datasets capturing full-scope 4D scenes with synchronized multi-view videos further hinders progress in this direction. We propose a novel single-view video-to-4D framework that casts full-scope 4D generation as a multi-view video synthesis followed by optimization-based 4D reconstruction from the generated views. To instantiate this formulation end-to-end, we make three key contributions. First, we introduce Real-MV-4D, a large-scale dataset of synchronized multi-view videos captured in diverse real-world environments to provide the 4D supervision. Second, we train a multi-view video diffusion model driven by a novel fused time(T)-view(V) attention mechanism that directly embeds geometric reprojection priors and explicit camera conditioning into its view-time interactions. Unlike basic feature fusion, this direct binding strictly aligns the generation process with physical 3D priors to produce a dense, synchronized T$\times $V video grid. Third, rather than relying on non-interactive and inconsistent 2D video interpolations, we lift the synthesized multi-view videos into an explicit 4D representation (i.e. 4DGS), regularized by a Flow Matching Distillation loss that exploits the multi-view prior to improve novel-view rendering. Extensive experiments demonstrate that our method outperforms existing approaches in both visual fidelity and geometric consistency, enabling full-scope 4D scene generation from single-view videos.

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