OpenRaiser/Intern-Atlas huggingface dataset:
Geographical hotspot prediction based on point cloud-voxel-community partition clustering
Venue: arXiv cs.LG 2025
Year: 2025

Existing solutions to the hotspot prediction problem in the field of geographic information remain at a relatively preliminary stage. This study presents a novel approach for detecting and predicting geographical hotspots, utilizing point cloud-voxel-community partition clustering. By analyzing high-dimensional data, we represent spatial information through point clouds, which are then subdivided into multiple voxels to enhance analytical efficiency. Our method identifies spatial voxels with similar characteristics through community partitioning, thereby revealing underlying patterns in hotspot distributions. Experimental results indicate that when applied to a dataset of archaeological sites in Turkey, our approach achieves a 19.31% increase in processing speed, with an accuracy loss of merely 6%, outperforming traditional clustering methods. This method not only provides a fresh perspective for hotspot prediction but also serves as an effective tool for high-dimensional data analysis.
ZJUKLAB at SemEval-2025 Task 4: Unlearning via Model Merging
Venue: arXiv cs.CL 2025
Year: 2025

This paper presents the ZJUKLAB team's submission for SemEval-2025 Task 4: Unlearning Sensitive Content from Large Language Models. This task aims to selectively erase sensitive knowledge from large language models, avoiding both over-forgetting and under-forgetting issues. We propose an unlearning system that leverages Model Merging (specifically TIES-Merging), combining two specialized models into a more balanced unlearned model. Our system achieves competitive results, ranking second among 26 teams, with an online score of 0.944 for Task Aggregate and 0.487 for overall Aggregate. In this paper, we also conduct local experiments and perform a comprehensive analysis of the unlearning process, examining performance trajectories, loss dynamics, and weight perspectives, along with several supplementary experiments, to understand the effectiveness of our method. Furthermore, we analyze the shortcomings of our method and evaluation metrics, emphasizing that MIA scores and ROUGE-based metrics alone are insufficient to fully evaluate successful unlearning. Finally, we emphasize the need for more comprehensive evaluation methodologies and rethinking of unlearning objectives in future research. Code is available at https://github.com/zjunlp/unlearn/tree/main/semeval25.
GazeSwipe: Enhancing Mobile Touchscreen Reachability through Seamless Gaze and Finger-Swipe Integration
Venue: arXiv cs.HC 2025
Year: 2025

Smartphones with large screens provide users with increased display and interaction space but pose challenges in reaching certain areas with the thumb when using the device with one hand. To address this, we introduce GazeSwipe, a multimodal interaction technique that combines eye gaze with finger-swipe gestures, enabling intuitive and low-friction reach on mobile touchscreens. Specifically, we design a gaze estimation method that eliminates the need for explicit gaze calibration. Our approach also avoids the use of additional eye-tracking hardware by leveraging the smartphone's built-in front-facing camera. Considering the potential decrease in gaze accuracy without dedicated eye trackers, we use finger-swipe gestures to compensate for any inaccuracies in gaze estimation. Additionally, we introduce a user-unaware auto-calibration method that improves gaze accuracy during interaction. Through extensive experiments on smartphones and tablets, we compare our technique with various methods for touchscreen reachability and evaluate the performance of our auto-calibration strategy. The results demonstrate that our method achieves high success rates and is preferred by users. The findings also validate the effectiveness of the auto-calibration strategy.
Alleviating LLM-based Generative Retrieval Hallucination in Alipay Search
Venue: arXiv cs.IR 2025
Year: 2025

Generative retrieval (GR) has revolutionized document retrieval with the advent of large language models (LLMs), and LLM-based GR is gradually being adopted by the industry. Despite its remarkable advantages and potential, LLM-based GR suffers from hallucination and generates documents that are irrelevant to the query in some instances, severely challenging its credibility in practical applications. We thereby propose an optimized GR framework designed to alleviate retrieval hallucination, which integrates knowledge distillation reasoning in model training and incorporate decision agent to further improve retrieval precision. Specifically, we employ LLMs to assess and reason GR retrieved query-document (q-d) pairs, and then distill the reasoning data as transferred knowledge to the GR model. Moreover, we utilize a decision agent as post-processing to extend the GR retrieved documents through retrieval model and select the most relevant ones from multi perspectives as the final generative retrieval result. Extensive offline experiments on real-world datasets and online A/B tests on Fund Search and Insurance Search in Alipay demonstrate our framework's superiority and effectiveness in improving search quality and conversion gains.
StyledStreets: Multi-style Street Simulator with Spatial and Temporal Consistency
Venue: arXiv cs.CV 2025
Year: 2025

Urban scene reconstruction requires modeling both static infrastructure and dynamic elements while supporting diverse environmental conditions. We present \textbf{StyledStreets}, a multi-style street simulator that achieves instruction-driven scene editing with guaranteed spatial and temporal consistency. Building on a state-of-the-art Gaussian Splatting framework for street scenarios enhanced by our proposed pose optimization and multi-view training, our method enables photorealistic style transfers across seasons, weather conditions, and camera setups through three key innovations: First, a hybrid embedding scheme disentangles persistent scene geometry from transient style attributes, allowing realistic environmental edits while preserving structural integrity. Second, uncertainty-aware rendering mitigates supervision noise from diffusion priors, enabling robust training across extreme style variations. Third, a unified parametric model prevents geometric drift through regularized updates, maintaining multi-view consistency across seven vehicle-mounted cameras. Our framework preserves the original scene's motion patterns and geometric relationships. Qualitative results demonstrate plausible transitions between diverse conditions (snow, sandstorm, night), while quantitative evaluations show state-of-the-art geometric accuracy under style transfers. The approach establishes new capabilities for urban simulation, with applications in autonomous vehicle testing and augmented reality systems requiring reliable environmental consistency. Codes will be publicly available upon publication.
Bandwidth-Efficient Two-Server ORAMs with O(1) Client Storage
Venue: arXiv cs.CR 2025
Year: 2025

Oblivious RAM (ORAM) allows a client to securely retrieve elements from outsourced servers without leakage about the accessed elements or their virtual addresses. Two-server ORAM, designed for secure two-party RAM computation, stores data across two non-colluding servers. However, many two-server ORAM schemes suffer from excessive local storage or high bandwidth costs. To serve lightweight clients, it is crucial for ORAM to achieve concretely efficient bandwidth while maintaining O(1) local storage. Hence, this paper presents two new client-friendly two-server ORAM schemes that achieve practical logarithmic bandwidth under O(1) local storage, while incurring linear symmetric key computations. The core design features a hierarchical structure and a pairwise-area setting for the elements and their tags. Accordingly, we specify efficient read-only and write-only private information retrieval (PIR) algorithms in our schemes to ensure obliviousness in accessing two areas respectively, so as to avoid the necessity of costly shuffle techniques in previous works. We empirically evaluate our schemes against LO13 (TCC'13), AFN17 (PKC'17), and KM19 (PKC'19) in terms of both bandwidth and time cost. The results demonstrate that our schemes reduce bandwidth by approximately 2-4x compared to LO13, and by 16-64x compared to AFN17 and KM19. For a database of size 2^14 blocks, our schemes are over 64x faster than KM19, while achieving similar performance to LO13 and AFN17 in the WAN setting, with a latency of around 1 second.
Model as a Game: On Numerical and Spatial Consistency for Generative Games
Venue: arXiv cs.CV 2025
Year: 2025

Recent advances in generative models have significantly impacted game generation. However, despite producing high-quality graphics and adequately receiving player input, existing models often fail to maintain fundamental game properties such as numerical and spatial consistency. Numerical consistency ensures gameplay mechanics correctly reflect score changes and other quantitative elements, while spatial consistency prevents jarring scene transitions, providing seamless player experiences. In this paper, we revisit the paradigm of generative games to explore what truly constitutes a Model as a Game (MaaG) with a well-developed mechanism. We begin with an empirical study on ``Traveler'', a 2D game created by an LLM featuring minimalist rules yet challenging generative models in maintaining consistency. Based on the DiT architecture, we design two specialized modules: (1) a numerical module that integrates a LogicNet to determine event triggers, with calculations processed externally as conditions for image generation; and (2) a spatial module that maintains a map of explored areas, retrieving location-specific information during generation and linking new observations to ensure continuity. Experiments across three games demonstrate that our integrated modules significantly enhance performance on consistency metrics compared to baselines, while incurring minimal time overhead during inference.
Bias-Aware Agent: Enhancing Fairness in AI-Driven Knowledge Retrieval
Venue: arXiv cs.IR 2025
Year: 2025

Advancements in retrieving accessible information have evolved faster in the last few years compared to the decades since the internet's creation. Search engines, like Google, have been the number one way to find relevant data. They have always relied on the user's abilities to find the best information in its billions of links and sources at everybody's fingertips. The advent of large language models (LLMs) has completely transformed the field of information retrieval. The LLMs excel not only at retrieving relevant knowledge but also at summarizing it effectively, making information more accessible and consumable for users. On top of it, the rise of AI Agents has introduced another aspect to information retrieval i.e. dynamic information retrieval which enables the integration of real-time data such as weather forecasts, and financial data with the knowledge base to curate context-aware knowledge. However, despite these advancements the agents remain susceptible to issues of bias and fairness, challenges deeply rooted within the knowledge base and training of LLMs. This study introduces a novel approach to bias-aware knowledge retrieval by leveraging agentic framework and the innovative use of bias detectors as tools to identify and highlight inherent biases in the retrieved content. By empowering users with transparency and awareness, this approach aims to foster more equitable information systems and promote the development of responsible AI.
DynamiCtrl: Rethinking the Basic Structure and the Role of Text for High-quality Human Image Animation
Venue: arXiv cs.CV 2025
Year: 2025

With diffusion transformer (DiT) excelling in video generation, its use in specific tasks has drawn increasing attention. However, adapting DiT for pose-guided human image animation faces two core challenges: (a) existing U-Net-based pose control methods may be suboptimal for the DiT backbone; and (b) removing text guidance, as in previous approaches, often leads to semantic loss and model degradation. To address these issues, we propose DynamiCtrl, a novel framework for human animation in video DiT architecture. Specifically, we use a shared VAE encoder for human images and driving poses, unifying them into a common latent space, maintaining pose fidelity, and eliminating the need for an expert pose encoder during video denoising. To integrate pose control into the DiT backbone effectively, we propose a novel Pose-adaptive Layer Norm model. It injects normalized pose features into the denoising process via conditioning on visual tokens, enabling seamless and scalable pose control across DiT blocks. Furthermore, to overcome the shortcomings of text removal, we introduce the "Joint-text" paradigm, which preserves the role of text embeddings to provide global semantic context. Through full-attention blocks, image and pose features are aligned with text features, enhancing semantic consistency, leveraging pretrained knowledge, and enabling multi-level control. Experiments verify the superiority of DynamiCtrl on benchmark and self-collected data (e.g., achieving the best LPIPS of 0.166), demonstrating strong character control and high-quality synthesis. The project page is available at https://gulucaptain.github.io/DynamiCtrl/.
Distributed Nonlinear Transform Source-Channel Coding for Wireless Correlated Image Transmission
Venue: arXiv cs.IT 2025
Year: 2025

This paper investigates distributed joint source-channel coding (JSCC) for correlated image semantic transmission over wireless channels. In this setup, correlated images at different transmitters are separately encoded and transmitted through dedicated channels for joint recovery at the receiver. We propose a novel distributed nonlinear transform source-channel coding (D-NTSCC) framework. Unlike existing learning-based approaches that implicitly learn source correlation in a purely data-driven manner, our method explicitly models the source correlation through joint distribution. Specifically, the correlated images are separately encoded into latent representations via an encoding transform function, followed by a JSCC encoder to produce channel input symbols. A learned joint entropy model is introduced to determine the transmission rates, which more accurately approximates the joint distribution of the latent representations and captures source dependencies, thereby improving rate-distortion performance. At the receiver, a JSCC decoder and a decoding transform function reconstruct the images from the received signals, each serving as side information for recovering the other image. Therein, a transformation module is designed to align the latent representations for maximal correlation learning. Furthermore, a loss function is derived to jointly optimize encoding, decoding, and the joint entropy model, ensuring that the learned joint entropy model approximates the true joint distribution. Experiments on multi-view datasets show that D-NTSCC outperforms state-of-the-art distributed schemes, demonstrating its effectiveness in exploiting source correlation.
Cultivating Game Sense for Yourself: Making VLMs Gaming Experts
Venue: arXiv cs.CL 2025
Year: 2025

Developing agents capable of fluid gameplay in first/third-person games without API access remains a critical challenge in Artificial General Intelligence (AGI). Recent efforts leverage Vision Language Models (VLMs) as direct controllers, frequently pausing the game to analyze screens and plan action through language reasoning. However, this inefficient paradigm fundamentally restricts agents to basic and non-fluent interactions: relying on isolated VLM reasoning for each action makes it impossible to handle tasks requiring high reactivity (e.g., FPS shooting) or dynamic adaptability (e.g., ACT combat). To handle this, we propose a paradigm shift in gameplay agent design: instead of directly controlling gameplay, VLM develops specialized execution modules tailored for tasks like shooting and combat. These modules handle real-time game interactions, elevating VLM to a high-level developer. Building upon this paradigm, we introduce GameSense, a gameplay agent framework where VLM develops task-specific game sense modules by observing task execution and leveraging vision tools and neural network training pipelines. These modules encapsulate action-feedback logic, ranging from direct action rules to neural network-based decisions. Experiments demonstrate that our framework is the first to achieve fluent gameplay in diverse genres, including ACT, FPS, and Flappy Bird, setting a new benchmark for game-playing agents.
Tackling paper mills requires us to prevent future contamination and clean up the past -- the case of the journal Bioengineered
Venue: arXiv cs.DL 2025
Year: 2025

Introduction: Taylor & Francis journal Bioengineered has been targeted by paper mills. The goal of this study is to identify problematic articles published in Bioengineered during the period 2010 to 2024. Methods: Dimensions was used to search for articles that contained the terms mouse OR mice OR rat OR rats in title or abstract, published in Bioengineered between January 1st 2010 to December 31st 2024. All articles were assessed by eye and by using software to detect inappropriate image duplication and manipulation. An article was classified as problematic if it contained inappropriate image duplication or manipulation or had been previously retracted. Problematic articles were reported on PubPeer by the authors, if they had not been reported previously. All included articles were assessed for post-publication editorial decisions. Results: We have excluded all articles published in 2024 from further analysis, as these were all retraction notices. We assessed the remaining 878 articles, of which 226 (25.7%) were identified as problematic, of which 35 had been previously retracted. One retracted article was later de-retracted. One article received a correction. None of the included articles received an expression of concern or the Taylor & Francis under investigation pop-up. Conclusions: Taylor & Francis lack of editorial action has left the scientific community vulnerable to reading and citing hundreds of problematic articles published in Bioengineered. To uphold scientific integrity, Taylor & Francis should use the findings of this study as a starting point to systematically identify all compromised articles in Bioengineered and take appropriate editorial action.
Declarative Traffic Engineering for Low-Latency and Reliable Networking
Venue: arXiv cs.NI 2025
Year: 2025

Cloud-Edge applications like industrial control systems and connected vehicles demand stringent end-to-end latency guarantees. Among existing data plane candidate solutions for bounded latency networking, the guaranteed Latency-Based Forwarding (gLBF) approach ensures punctual delivery of traffic flows by managing per-hop delays to meet specific latency targets, while not requiring that per-flow states are maintained at each hop. However, as a forwarding plane mechanism, gLBF does not define the control mechanisms for determining feasible forwarding paths and per-hop latency budgets for packets to fulfil end-to-end latency objectives. In this work, we propose such a control mechanism implemented in Prolog that complies with gLBF specifications, called declarative gLBF (dgLBF). The declarative nature of Prolog allows our prototype to be concise (~120 lines of code) and easy to extend. We show how the core dgLBF implementation is extended to add reliability mechanisms, path protection, and fate-sharing avoidance to enhance fault tolerance and robustness. Finally, we evaluate the system's performance through simulative experiments under different network topologies and with increasing traffic load to simulate saturated network conditions, scaling up to 6000 flows. Our results show a quasi-linear degradation in placement times and system resilience under heavy traffic.
When is a Bottom-Up Deterministic Tree Translation Top-Down Deterministic?
Venue: arXiv cs.FL 2025
Year: 2025

We consider two natural subclasses of deterministic top-down tree-to-tree transducers, namely, linear and uniform-copying transducers. For both classes we show that it is decidable whether the translation of a transducer with look-ahead can be realized by a transducer from the same class without look-ahead. The transducers constructed in this way, may still make use of inspection, i.e., have an additional tree automaton restricting the domain. We provide a second procedure which decides whether inspection can be removed. The procedure relies on a precise abstract interpretation of inspection requirements and a dedicated earliest normal form for linear as well as uniform-copying transducers which can be constructed in polynomial time. As a consequence, equivalence of these transducers can be decided in polynomial time. Applying these results to deterministic bottom-up tree transducers, we obtain that it is decidable whether or not their translations can be realized by deterministic linear or uniform-copying top-down transducers without look-ahead (but with inspection) -- or without both look-ahead and inspection. Look-ahead removal has been known to be a notoriously difficult problem. To the best of our knowledge, this paper is the first to present look-ahead removal for natural and known subclasses of top-down tree transducers.
From User Preferences to Optimization Constraints Using Large Language Models
Venue: arXiv cs.CL 2025
Year: 2025

This work explores using Large Language Models (LLMs) to translate user preferences into energy optimization constraints for home appliances. We describe a task where natural language user utterances are converted into formal constraints for smart appliances, within the broader context of a renewable energy community (REC) and in the Italian scenario. We evaluate the effectiveness of various LLMs currently available for Italian in translating these preferences resorting to classical zero-shot, one-shot, and few-shot learning settings, using a pilot dataset of Italian user requests paired with corresponding formal constraint representation. Our contributions include establishing a baseline performance for this task, publicly releasing the dataset and code for further research, and providing insights on observed best practices and limitations of LLMs in this particular domain
Diffusion Image Prior
Venue: arXiv cs.CV 2025
Year: 2025

Zero-shot image restoration (IR) methods based on pretrained diffusion models have recently achieved significant success. These methods typically require at least a parametric form of the degradation model. However, in real-world scenarios, the degradation may be too complex to define explicitly. To handle this general case, we introduce the Diffusion Image Prior (DIIP). We take inspiration from the Deep Image Prior (DIP)[16], since it can be used to remove artifacts without the need for an explicit degradation model. However, in contrast to DIP, we find that pretrained diffusion models offer a much stronger prior, despite being trained without knowledge from corrupted data. We show that, the optimization process in DIIP first reconstructs a clean version of the image before eventually overfitting to the degraded input, but it does so for a broader range of degradations than DIP. In light of this result, we propose a blind image restoration (IR) method based on early stopping, which does not require prior knowledge of the degradation model. We validate DIIP on various degradation-blind IR tasks, including JPEG artifact removal, waterdrop removal, denoising and super-resolution with state-of-the-art results.