OpenRaiser/Intern-Atlas huggingface dataset:
fine-CLIP: Enhancing Zero-Shot Fine-Grained Surgical Action Recognition with Vision-Language Models
Venue: arXiv cs.CV 2025
Year: 2025

While vision-language models like CLIP have advanced zero-shot surgical phase recognition, they struggle with fine-grained surgical activities, especially action triplets. This limitation arises because current CLIP formulations rely on global image features, which overlook the fine-grained semantics and contextual details crucial for complex tasks like zero-shot triplet recognition. Furthermore, these models do not explore the hierarchical structure inherent in triplets, reducing their ability to generalize to novel triplets. To address these challenges, we propose fine-CLIP, which learns object-centric features and leverages the hierarchy in triplet formulation. Our approach integrates three components: hierarchical prompt modeling to capture shared semantics, LoRA-based vision backbone adaptation for enhanced feature extraction, and a graph-based condensation strategy that groups similar patch features into meaningful object clusters. Since triplet classification is a challenging task, we introduce an alternative yet meaningful base-to-novel generalization benchmark with two settings on the CholecT50 dataset: Unseen-Target, assessing adaptability to triplets with novel anatomical structures, and Unseen-Instrument-Verb, where models need to generalize to novel instrument-verb interactions. fine-CLIP shows significant improvements in F1 and mAP, enhancing zero-shot recognition of novel surgical triplets.
A Tight Meta-theorem for LOCAL Certification of MSO$_2$ Properties within Bounded Treewidth Graphs
Venue: arXiv cs.DC 2025
Year: 2025

Distributed networks are prone to errors so verifying their output is critical. Hence, we develop LOCAL certification protocols for graph properties in which nodes are given certificates that allow them to check whether their network as a whole satisfies some fixed property while only communicating with their local network. Most known LOCAL certification protocols are specifically tailored to the problem they work on and cannot be translated more generally. Thus we target general protocols that can certify any property expressible within a certain logical framework. We consider Monadic Second Order Logic (MSO$_2$), a powerful framework that can express properties such as non-$k$-colorability, Hamiltonicity, and $H$-minor-freeness. Unfortunately, in general, there are MSO$_2$-expressible properties that cannot be certified without huge certificates. For instance, non-3-colorability requires certificates of size $Ω(n^2/\log n)$ on general $n$-vertex graphs (Göös, Suomela 2016). Hence, we impose additional structural restrictions on the graph. We provide a LOCAL certification protocol for certifying any MSO$_2$-expressible property on graphs of bounded treewidth and, consequently, a LOCAL certification protocol for certifying bounded treewidth. That is for each integer $k$ and each MSO$_2$-expressible property $Π$ we give a LOCAL Certification protocol to certify that a graph satisfies $Π$ and has treewidth at most $k$ using certificates of size $\mathcal{O}(\log n)$ (which is asymptotically optimal). Our LOCAL certification protocol requires only one round of distributed communication, hence it is also proof-labeling scheme. Our result improves upon work by Fraigniaud, Montealegre, Rapaport, and Todinca (Algorithmica 2024), Bousquet, Feuilloley, Pierron (PODC 2022), and the very recent work of Baterisna and Chang.
AdaptiVocab: Enhancing LLM Efficiency in Focused Domains through Lightweight Vocabulary Adaptation
Venue: arXiv cs.CL 2025
Year: 2025

Large Language Models (LLMs) have shown impressive versatility as general purpose models. However, their broad applicability comes at a high-cost computational overhead, particularly in auto-regressive decoding where each step requires a forward pass. In domain-specific settings, general-purpose capabilities are unnecessary and can be exchanged for efficiency. In this work, we take a novel perspective on domain adaptation, reducing latency and computational costs by adapting the vocabulary to focused domains of interest. We introduce AdaptiVocab, an end-to-end approach for vocabulary adaptation, designed to enhance LLM efficiency in low-resource domains. AdaptiVocab can be applied to any tokenizer and architecture, modifying the vocabulary by replacing tokens with domain-specific n-gram-based tokens, thereby reducing the number of tokens required for both input processing and output generation. AdaptiVocab initializes new n-token embeddings using an exponentially weighted combination of existing embeddings and employs a lightweight fine-tuning phase that can be efficiently performed on a single GPU. We evaluate two 7B LLMs across three niche domains, assessing efficiency, generation quality, and end-task performance. Our results show that AdaptiVocab reduces token usage by over 25% without compromising performance
Optimal Path Planning and Cost Minimization for a Drone Delivery System Via Model Predictive Control
Venue: arXiv cs.AI 2025
Year: 2025

In this study, we formulate the drone delivery problem as a control problem and solve it using Model Predictive Control. Two experiments are performed: The first is on a less challenging grid world environment with lower dimensionality, and the second is with a higher dimensionality and added complexity. The MPC method was benchmarked against three popular Multi-Agent Reinforcement Learning (MARL): Independent $Q$-Learning (IQL), Joint Action Learners (JAL), and Value-Decomposition Networks (VDN). It was shown that the MPC method solved the problem quicker and required fewer optimal numbers of drones to achieve a minimized cost and navigate the optimal path.
Optimization of MedSAM model based on bounding box adaptive perturbation algorithm
Venue: arXiv cs.CV 2025
Year: 2025

The MedSAM model, built upon the SAM framework, enhances medical image segmentation through generalizable training but still exhibits notable limitations. First, constraints in the perturbation window settings during training can cause MedSAM to incorrectly segment small tissues or organs together with adjacent structures, leading to segmentation errors. Second, when dealing with medical image targets characterized by irregular shapes and complex structures, segmentation often relies on narrowing the bounding box to refine segmentation intent. However, MedSAM's performance under reduced bounding box prompts remains suboptimal. To address these challenges, this study proposes a bounding box adaptive perturbation algorithm to optimize the training process. The proposed approach aims to reduce segmentation errors for small targets and enhance the model's accuracy when processing reduced bounding box prompts, ultimately improving the robustness and reliability of the MedSAM model for complex medical imaging tasks.
Mind the Gap: Benchmarking Spatial Reasoning in Vision-Language Models
Venue: arXiv cs.CV 2025
Year: 2025

Vision-Language Models (VLMs) have recently emerged as powerful tools, excelling in tasks that integrate visual and textual comprehension, such as image captioning, visual question answering, and image-text retrieval. However, existing benchmarks for VLMs include spatial components, which often fail to isolate spatial reasoning from related tasks such as object detection or semantic comprehension. In this paper, we address these deficiencies with a multi-faceted approach towards understanding spatial reasoning. Informed by the diverse and multi-dimensional nature of human spatial reasoning abilities, we present a detailed analysis that first delineates the core elements of spatial reasoning: spatial relations, orientation and navigation, mental rotation, and spatial visualization, and then assesses the performance of these models in both synthetic and real-world images, bridging controlled and naturalistic contexts. We analyze 13 state-of-the-art Vision-Language Models, uncovering pivotal insights into their spatial reasoning performance. Our results reveal profound shortcomings in current VLMs, with average accuracy across the 13 models approximating random chance, highlighting spatial reasoning as a persistent obstacle. This work not only exposes the pressing need to advance spatial reasoning within VLMs but also establishes a solid platform for future exploration. Code available on GitHub (https://github.com/stogiannidis/srbench) and dataset available on HuggingFace (https://huggingface.co/datasets/stogiannidis/srbench).
Writing as a testbed for open ended agents
Venue: arXiv cs.CL 2025
Year: 2025

Open-ended tasks are particularly challenging for LLMs due to the vast solution space, demanding both expansive exploration and adaptable strategies, especially when success lacks a clear, objective definition. Writing, with its vast solution space and subjective evaluation criteria, provides a compelling testbed for studying such problems. In this paper, we investigate the potential of LLMs to act as collaborative co-writers, capable of suggesting and implementing text improvements autonomously. We analyse three prominent LLMs - Gemini 1.5 Pro, Claude 3.5 Sonnet, and GPT-4o - focusing on how their action diversity, human alignment, and iterative improvement capabilities impact overall performance. This work establishes a framework for benchmarking autonomous writing agents and, more broadly, highlights fundamental challenges and potential solutions for building systems capable of excelling in diverse open-ended domains.
In the Blink of an Eye: Instant Game Map Editing using a Generative-AI Smart Brush
Venue: arXiv cs.CV 2025
Year: 2025

With video games steadily increasing in complexity, automated generation of game content has found widespread interest. However, the task of 3D gaming map art creation remains underexplored to date due to its unique complexity and domain-specific challenges. While recent works have addressed related topics such as retro-style level generation and procedural terrain creation, these works primarily focus on simpler data distributions. To the best of our knowledge, we are the first to demonstrate the application of modern AI techniques for high-resolution texture manipulation in complex, highly detailed AAA 3D game environments. We introduce a novel Smart Brush for map editing, designed to assist artists in seamlessly modifying selected areas of a game map with minimal effort. By leveraging generative adversarial networks and diffusion models we propose two variants of the brush that enable efficient and context-aware generation. Our hybrid workflow aims to enhance both artistic flexibility and production efficiency, enabling the refinement of environments without manually reworking every detail, thus helping to bridge the gap between automation and creative control in game development. A comparative evaluation of our two methods with adapted versions of several state-of-the art models shows that our GAN-based brush produces the sharpest and most detailed outputs while preserving image context while the evaluated state-of-the-art models tend towards blurrier results and exhibit difficulties in maintaining contextual consistency.
Simulating Tracking Data to Advance Sports Analytics Research
Venue: arXiv cs.AI 2025
Year: 2025

Advanced analytics have transformed how sports teams operate, particularly in episodic sports like baseball. Their impact on continuous invasion sports, such as soccer and ice hockey, has been limited due to increased game complexity and restricted access to high-resolution game tracking data. In this demo, we present a method to collect and utilize simulated soccer tracking data from the Google Research Football environment to support the development of models designed for continuous tracking data. The data is stored in a schema that is representative of real tracking data and we provide processes that extract high-level features and events. We include examples of established tracking data models to showcase the efficacy of the simulated data. We address the scarcity of publicly available tracking data, providing support for research at the intersection of artificial intelligence and sports analytics.
Thinking agents for zero-shot generalization to qualitatively novel tasks
Venue: arXiv cs.AI 2025
Year: 2025

Intelligent organisms can solve truly novel problems which they have never encountered before, either in their lifetime or their evolution. An important component of this capacity is the ability to ``think'', that is, to mentally manipulate objects, concepts and behaviors in order to plan and evaluate possible solutions to novel problems, even without environment interaction. To generate problems that are truly qualitatively novel, while still solvable zero-shot (by mental simulation), we use the combinatorial nature of environments: we train the agent while withholding a specific combination of the environment's elements. The novel test task, based on this combination, is thus guaranteed to be truly novel, while still mentally simulable since the agent has been exposed to each individual element (and their pairwise interactions) during training. We propose a method to train agents endowed with world models to make use their mental simulation abilities, by selecting tasks based on the difference between the agent's pre-thinking and post-thinking performance. When tested on the novel, withheld problem, the resulting agent successfully simulated alternative scenarios and used the resulting information to guide its behavior in the actual environment, solving the novel task in a single real-environment trial (zero-shot).
Culture Clash: When Deceptive Design Meets Diverse Player Expectations
Venue: arXiv cs.HC 2025
Year: 2025

Deceptive game designs that manipulate players are increasingly common in the gaming industry, but the impact on players is not well studied. While studies have revealed player frustration, there is a gap in understanding how cultural attributes affect the impact of deceptive design in games. This paper proposes a new research direction on the connection between the representation of culture in games and player response to deceptive designs. We believe that understanding the interplay between cultural attributes and deceptive design can inform the creation of games that are ethical and entertaining for players around the globe.
Dynamics of Structured Complex-Valued Hopfield Neural Networks
Venue: arXiv cs.NE 2025
Year: 2025

In this paper, we explore the dynamics of structured complex-valued Hopfield neural networks (CvHNNs), which arise when the synaptic weight matrix possesses specific structural properties. We begin by analyzing CvHNNs with a Hermitian synaptic weight matrix and establish the existence of four-cycle dynamics in CvHNNs with skew-Hermitian weight matrices operating synchronously. Furthermore, we introduce two new classes of complex-valued matrices: braided Hermitian and braided skew-Hermitian matrices. We demonstrate that CvHNNs utilizing these matrix types exhibit cycles of length eight when operating in full parallel update mode. Finally, we conduct extensive computational experiments on synchronous CvHNNs, exploring other synaptic weight matrix structures. The findings provide a comprehensive overview of the dynamics of structured CvHNNs, offering insights that may contribute to developing improved associative memory models when integrated with suitable learning rules.
CAFe: Unifying Representation and Generation with Contrastive-Autoregressive Finetuning
Venue: arXiv cs.CV 2025
Year: 2025

The rapid advancement of large vision-language models (LVLMs) has driven significant progress in multimodal tasks, enabling models to interpret, reason, and generate outputs across both visual and textual domains. While excelling in generative tasks, existing LVLMs often face limitations in tasks requiring high-fidelity representation learning, such as generating image or text embeddings for retrieval. Recent work has proposed finetuning LVLMs for representational learning, but the fine-tuned model often loses its generative capabilities due to the representational learning training paradigm. To address this trade-off, we introduce CAFe, a contrastive-autoregressive fine-tuning framework that enhances LVLMs for both representation and generative tasks. By integrating a contrastive objective with autoregressive language modeling, our approach unifies these traditionally separate tasks, achieving state-of-the-art results in both multimodal retrieval and multimodal generative benchmarks, including object hallucination (OH) mitigation. CAFe establishes a novel framework that synergizes embedding and generative functionalities in a single model, setting a foundation for future multimodal models that excel in both retrieval precision and coherent output generation.
FullDiT: Multi-Task Video Generative Foundation Model with Full Attention
Venue: arXiv cs.CV 2025
Year: 2025

Current video generative foundation models primarily focus on text-to-video tasks, providing limited control for fine-grained video content creation. Although adapter-based approaches (e.g., ControlNet) enable additional controls with minimal fine-tuning, they encounter challenges when integrating multiple conditions, including: branch conflicts between independently trained adapters, parameter redundancy leading to increased computational cost, and suboptimal performance compared to full fine-tuning. To address these challenges, we introduce FullDiT, a unified foundation model for video generation that seamlessly integrates multiple conditions via unified full-attention mechanisms. By fusing multi-task conditions into a unified sequence representation and leveraging the long-context learning ability of full self-attention to capture condition dynamics, FullDiT reduces parameter overhead, avoids conditions conflict, and shows scalability and emergent ability. We further introduce FullBench for multi-task video generation evaluation. Experiments demonstrate that FullDiT achieves state-of-the-art results, highlighting the efficacy of full-attention in complex multi-task video generation.
Robust Object Detection of Underwater Robot based on Domain Generalization
Venue: arXiv cs.CV 2025
Year: 2025

Object detection aims to obtain the location and the category of specific objects in a given image, which includes two tasks: classification and location. In recent years, researchers tend to apply object detection to underwater robots equipped with vision systems to complete tasks including seafood fishing, fish farming, biodiversity monitoring and so on. However, the diversity and complexity of underwater environments bring new challenges to object detection. First, aquatic organisms tend to live together, which leads to severe occlusion. Second, theaquatic organisms are good at hiding themselves, which have a similar color to the background. Third, the various water quality and changeable and extreme lighting conditions lead to the distorted, low contrast, blue or green images obtained by the underwater camera, resulting in domain shift. And the deep model is generally vulnerable to facing domain shift. Fourth, the movement of the underwater robot leads to the blur of the captured image and makes the water muddy, which results in low visibility of the water. This paper investigates the problems brought by the underwater environment mentioned above, and aims to design a high-performance and robust underwater object detector.
LEGO-Puzzles: How Good Are MLLMs at Multi-Step Spatial Reasoning?
Venue: arXiv cs.AI 2025
Year: 2025

Multi-step spatial reasoning entails understanding and reasoning about spatial relationships across multiple sequential steps, which is crucial for tackling complex real-world applications, such as robotic manipulation, autonomous navigation, and automated assembly. To assess how well current Multimodal Large Language Models (MLLMs) have acquired this fundamental capability, we introduce LEGO-Puzzles, a scalable benchmark designed to evaluate both spatial understanding and sequential reasoning in MLLMs through LEGO-based tasks. LEGO-Puzzles consists of 1,100 carefully curated visual question-answering (VQA) samples spanning 11 distinct tasks, ranging from basic spatial understanding to complex multi-step reasoning. Based on LEGO-Puzzles, we conduct a comprehensive evaluation of 20 state-of-the-art MLLMs and uncover significant limitations in their spatial reasoning capabilities: even the most powerful MLLMs can answer only about half of the test cases, whereas human participants achieve over 90% accuracy. Furthermore, based on LEGO-Puzzles, we design generation tasks to investigate whether MLLMs can transfer their spatial understanding and reasoning abilities to image generation. Our experiments show that only GPT-4o and Gemini-2.0-Flash exhibit a limited ability to follow these instructions, while other MLLMs either replicate the input image or generate completely irrelevant outputs. Overall, LEGO-Puzzles exposes critical deficiencies in existing MLLMs' spatial understanding and sequential reasoning capabilities, and underscores the need for further advancements in multimodal spatial reasoning.
Agents in the Sandbox: End-to-End Crash Bug Reproduction for Minecraft
Venue: arXiv cs.SE 2025
Year: 2025

Reproducing game bugs, particularly crash bugs in continuously evolving games like Minecraft, is a notoriously manual, time-consuming, and challenging process to automate; insights from a key decision maker from Minecraft we interviewed confirm this, highlighting that a substantial portion of crash reports necessitate manual scenario reconstruction. Despite the success of LLM-driven bug reproduction in other software domains, games, with their complex interactive environments, remain largely unaddressed. This paper introduces BugCraft, a novel end-to-end framework designed to automate the reproduction of crash bugs in Minecraft directly from user-submitted bug reports, addressing the critical gap in automated game bug reproduction. BugCraft employs a two-stage approach: first, a Step Synthesizer leverages LLMs and Minecraft Wiki knowledge to transform bug reports into high-quality, structured steps to reproduce (S2R). Second, an Action Model, powered by a vision-based LLM agent and a custom macro API, executes these S2R steps within Minecraft to trigger the reported crash. To facilitate evaluation, we introduce BugCraft-Bench, a curated dataset of Minecraft crash bug reports. On BugCraft-Bench, our framework end-to-end reproduced 34.9% of crash bugs with GPT-4.1, outperforming baseline computer-use models by 37%. BugCraft demonstrates the feasibility of automated reproduction of crash bugs in complex game environments using LLMs, opening promising avenues for game testing and development. Finally, we make our code open at https://bugcraft2025.github.io
Adaptive Orchestration for Large-Scale Inference on Heterogeneous Accelerator Systems Balancing Cost, Performance, and Resilience
Venue: arXiv cs.PF 2025
Year: 2025

The surge in generative AI workloads has created a need for scalable inference systems that can flexibly harness both GPUs and specialized accelerators while containing operational costs. This paper proposes a hardware-agnostic control loop that adaptively allocates requests across heterogeneous accelerators based on real-time cost and capacity signals. The approach sustains low latency and high throughput by dynamically shifting between cost-optimized and capacity-optimized modes, ensuring the most efficient use of expensive compute resources under fluctuating availability. Evaluated using the Stable Diffusion model, the framework consistently meets latency targets, automatically redirects traffic during capacity shortfalls, and capitalizes on lower-cost accelerators when possible. These results highlight how a feedback-driven deployment strategy, spanning the entire software and hardware stack, can help organizations efficiently scale generative AI workloads while maintaining resilience in the face of limited accelerator capacity.