pwc-archive/papers-with-abstracts huggingface dataset:
Proportionality in Thumbs Up and Down Voting
Authors: Sonja Kraiczy, Georgios Papasotiropoulos, Grzegorz Pierczyński, Piotr Skowron
Date: 2025-03-03 00:00:00
Tasks: Decision Making

Consider the decision-making setting where agents elect a panel by expressing both positive and negative preferences. Prominently, in constitutional AI, citizens democratically select a slate of ethical preferences on which a foundation model is to be trained. There, in practice, agents may both approve and disapprove of different ethical principles. Proportionality has been well-studied in computational social choice for approval ballots, but its meaning remains unclear when negative sentiments are also considered. In this work, we propose two conceptually distinct approaches to interpret proportionality in the presence of up and down votes. The first approach treats the satisfaction from electing candidates and the impact of vetoing them as comparable, leading to combined proportionality guarantees. The second approach considers veto power separately, introducing guarantees distinct from traditional proportionality. We formalize axioms for each perspective and examine their satisfiability by suitable adaptations of Phragm\'en's rule, Proportional Approval Voting rule and the Method of Equal Shares.
A Tight Regret Analysis of Non-Parametric Repeated Contextual Brokerage
Authors: François Bachoc, Tommaso Cesari, Roberto Colomboni
Date: 2025-03-03 00:00:00

We study a contextual version of the repeated brokerage problem. In each interaction, two traders with private valuations for an item seek to buy or sell based on the learner's-a broker-proposed price, which is informed by some contextual information. The broker's goal is to maximize the traders' net utility-also known as the gain from trade-by minimizing regret compared to an oracle with perfect knowledge of traders' valuation distributions. We assume that traders' valuations are zero-mean perturbations of the unknown item's current market value-which can change arbitrarily from one interaction to the next-and that similar contexts will correspond to similar market prices. We analyze two feedback settings: full-feedback, where after each interaction the traders' valuations are revealed to the broker, and limited-feedback, where only transaction attempts are revealed. For both feedback types, we propose algorithms achieving tight regret bounds. We further strengthen our performance guarantees by providing a tight 1/2-approximation result showing that the oracle that knows the traders' valuation distributions achieves at least 1/2 of the gain from trade of the omniscient oracle that knows in advance the actual realized traders' valuations.
Commitment, Conflict, and Status Quo in Bargaining
Authors: Harry Pei
Date: 2025-03-02 00:00:00

Each period, two players bargain over a unit of surplus. Each player chooses between remaining flexible and committing to a take-it-or-leave-it offer at a cost. If players' committed demands are incompatible, then the current-period surplus is destroyed in the conflict. When both players are flexible, the surplus is split according to the status quo, which is the division in the last period where there was no conflict. We show that when players are patient and the cost of commitment is small, there exist a class of symmetric Markov Perfect equilibria that are asymptotically efficient and renegotiation proof, in which players commit to fair demands in almost all periods.
Communication and Control Co-design in Non-cooperative Games
Authors: Shubham Aggarwal, Tamer Başar, Dipankar Maity
Date: 2025-03-01 00:00:00

In this article, we revisit a communication-control co-design problem for a class of two-player stochastic differential games on an infinite horizon. Each 'player' represents two active decision makers, namely a scheduler and a remote controller, which cooperate to optimize over a global objective while competing with the other player. Each player's scheduler can only intermittently relay state information to its respective controller due to associated cost/constraint to communication. The scheduler's policy determines the information structure at the controller, thereby affecting the quality of the control inputs. Consequently, it leads to the classical communication-control trade-off problem. A high communication frequency improves the control performance of the player on account of a higher communication cost, and vice versa. Under suitable information structures of the players, we first compute the Nash controller policies for both players in terms of the conditional estimate of the state. Consequently, we reformulate the problem of computing Nash scheduler policies (within a class of parametrized randomized policies) into solving for the steady-state solution of a generalized Sylvester equation. Since the above-mentioned reformulation involves infinite sum of powers of the policy parameters, we provide a projected gradient descent-based algorithm to numerically compute a Nash equilibrium using a truncated polynomial approximation. Finally, we demonstrate the performance of the Nash control and scheduler policies using extensive numerical simulations.
Decoupled Recommender Systems: Exploring Alternative Recommender Ecosystem Designs
Authors: Anas Buhayh, Elizabeth McKinnie, Robin Burke
Date: 2025-03-05 00:00:00
Tasks: Recommendation Systems

Recommender ecosystems are an emerging subject of research. Such research examines how the characteristics of algorithms, recommendation consumers, and item providers influence system dynamics and long-term outcomes. One architectural possibility that has not yet been widely explored in this line of research is the consequences of a configuration in which recommendation algorithms are decoupled from the platforms they serve. This is sometimes called "the friendly neighborhood algorithm store" or "middleware" model. We are particularly interested in how such architectures might offer a range of different distributions of utility across consumers, providers, and recommendation platforms. In this paper, we create a model of a recommendation ecosystem that incorporates algorithm choice and examine the outcomes of such a design.
Open-Source Large Language Models as Multilingual Crowdworkers: Synthesizing Open-Domain Dialogues in Several Languages With No Examples in Targets and No Machine Translation
Authors: Ahmed Njifenjou, Virgile Sucal, Bassam Jabaian, Fabrice Lefèvre
Date: 2025-03-05 00:00:00
Tasks: Machine Translation

The prevailing paradigm in the domain of Open-Domain Dialogue agents predominantly focuses on the English language, encompassing both models and datasets. Furthermore, the financial and temporal investments required for crowdsourcing such datasets for finetuning are substantial, particularly when multiple languages are involved. Fortunately, advancements in Large Language Models (LLMs) have unveiled a plethora of possibilities across diverse tasks. Specifically, instruction-tuning has enabled LLMs to execute tasks based on natural language instructions, occasionally surpassing the performance of human crowdworkers. Additionally, these models possess the capability to function in various languages within a single thread. Consequently, to generate new samples in different languages, we propose leveraging these capabilities to replicate the data collection process. We introduce a pipeline for generating Open-Domain Dialogue data in multiple Target Languages using LLMs, with demonstrations provided in a unique Source Language. By eschewing explicit Machine Translation in this approach, we enhance the adherence to language-specific nuances. We apply this methodology to the PersonaChat dataset. To enhance the openness of generated dialogues and mimic real life scenarii, we added the notion of speech events corresponding to the type of conversation the speakers are involved in and also that of common ground which represents the premises of a conversation.
GenColor: Generative Color-Concept Association in Visual Design
Authors: Yihan Hou, Xingchen Zeng, Yusong Wang, Manling Yang, Xiaojiao Chen, Wei Zeng
Date: 2025-03-05 00:00:00
Tasks: Image Segmentation, Semantic Segmentation

Existing approaches for color-concept association typically rely on query-based image referencing, and color extraction from image references. However, these approaches are effective only for common concepts, and are vulnerable to unstable image referencing and varying image conditions. Our formative study with designers underscores the need for primary-accent color compositions and context-dependent colors (e.g., 'clear' vs. 'polluted' sky) in design. In response, we introduce a generative approach for mining semantically resonant colors leveraging images generated by text-to-image models. Our insight is that contemporary text-to-image models can resemble visual patterns from large-scale real-world data. The framework comprises three stages: concept instancing produces generative samples using diffusion models, text-guided image segmentation identifies concept-relevant regions within the image, and color association extracts primarily accompanied by accent colors. Quantitative comparisons with expert designs validate our approach's effectiveness, and we demonstrate the applicability through cases in various design scenarios and a gallery.
SpiritSight Agent: Advanced GUI Agent with One Look
Authors: Zhiyuan Huang, Ziming Cheng, Junting Pan, Zhaohui Hou, Mingjie Zhan
Date: 2025-03-05 00:00:00
Proceeding: CVPR 2025 1

Graphical User Interface (GUI) agents show amazing abilities in assisting human-computer interaction, automating human user's navigation on digital devices. An ideal GUI agent is expected to achieve high accuracy, low latency, and compatibility for different GUI platforms. Recent vision-based approaches have shown promise by leveraging advanced Vision Language Models (VLMs). While they generally meet the requirements of compatibility and low latency, these vision-based GUI agents tend to have low accuracy due to their limitations in element grounding. To address this issue, we propose $\textbf{SpiritSight}$, a vision-based, end-to-end GUI agent that excels in GUI navigation tasks across various GUI platforms. First, we create a multi-level, large-scale, high-quality GUI dataset called $\textbf{GUI-Lasagne}$ using scalable methods, empowering SpiritSight with robust GUI understanding and grounding capabilities. Second, we introduce the $\textbf{Universal Block Parsing (UBP)}$ method to resolve the ambiguity problem in dynamic high-resolution of visual inputs, further enhancing SpiritSight's ability to ground GUI objects. Through these efforts, SpiritSight agent outperforms other advanced methods on diverse GUI benchmarks, demonstrating its superior capability and compatibility in GUI navigation tasks. Models and datasets are available at https://hzhiyuan.github.io/SpiritSight-Agent.
HoT: Highlighted Chain of Thought for Referencing Supporting Facts from Inputs
Authors: Tin Nguyen, Logan Bolton, Mohammad Reza Taesiri, Anh Totti Nguyen
Date: 2025-03-03 00:00:00
Tasks: Logical Reasoning, Reading Comprehension

An Achilles heel of Large Language Models (LLMs) is their tendency to hallucinate non-factual statements. A response mixed of factual and non-factual statements poses a challenge for humans to verify and accurately base their decisions on. To combat this problem, we propose Highlighted Chain-of-Thought Prompting (HoT), a technique for prompting LLMs to generate responses with XML tags that ground facts to those provided in the query. That is, given an input question, LLMs would first re-format the question to add XML tags highlighting key facts, and then, generate a response with highlights over the facts referenced from the input. Interestingly, in few-shot settings, HoT outperforms vanilla chain of thought prompting (CoT) on a wide range of 17 tasks from arithmetic, reading comprehension to logical reasoning. When asking humans to verify LLM responses, highlights help time-limited participants to more accurately and efficiently recognize when LLMs are correct. Yet, surprisingly, when LLMs are wrong, HoTs tend to make users believe that an answer is correct.
QE4PE: Word-level Quality Estimation for Human Post-Editing
Authors: Gabriele Sarti, Vilém Zouhar, Grzegorz Chrupała, Ana Guerberof-Arenas, Malvina Nissim, Arianna Bisazza
Date: 2025-03-04 00:00:00
Tasks: Machine Translation, Translation

Word-level quality estimation (QE) detects erroneous spans in machine translations, which can direct and facilitate human post-editing. While the accuracy of word-level QE systems has been assessed extensively, their usability and downstream influence on the speed, quality and editing choices of human post-editing remain understudied. Our QE4PE study investigates the impact of word-level QE on machine translation (MT) post-editing in a realistic setting involving 42 professional post-editors across two translation directions. We compare four error-span highlight modalities, including supervised and uncertainty-based word-level QE methods, for identifying potential errors in the outputs of a state-of-the-art neural MT model. Post-editing effort and productivity are estimated by behavioral logs, while quality improvements are assessed by word- and segment-level human annotation. We find that domain, language and editors' speed are critical factors in determining highlights' effectiveness, with modest differences between human-made and automated QE highlights underlining a gap between accuracy and usability in professional workflows.
Evaluation of Architectural Synthesis Using Generative AI
Authors: Jingfei Huang, Alexandros Haridis
Date: 2025-03-04 00:00:00
Tasks: Benchmarking

Recent advancements in multimodal Generative AI have the potential to democratize specialized architectural tasks, such as interpreting technical drawings and creating 3D CAD models, which traditionally require expert knowledge. This paper presents a comparative evaluation of two systems: GPT-4o and Claude 3.5, in the task of architectural 3D synthesis. We conduct a case study on two buildings from Palladio's Four Books of Architecture (1965): Villa Rotonda and Palazzo Porto. High-level architectural models and drawings of these buildings were prepared, inspired by Palladio's original texts and drawings. Through sequential text and image prompting, we assess the systems' abilities in (1) interpreting 2D and 3D representations of buildings from drawings, (2) encoding the buildings into a CAD software script, and (3) self-improving based on outputs. While both systems successfully generate individual parts, they struggle to accurately assemble these parts into the desired spatial relationships, with Claude 3.5 demonstrating better performance, particularly in self-correcting its output. This study contributes to ongoing research on benchmarking the strengths and weaknesses of off-the-shelf AI systems in performing intelligent human tasks that require discipline-specific knowledge. The findings highlight the potential of language-enabled AI systems to act as collaborative technical assistants in the architectural design process.
CADDI: An in-Class Activity Detection Dataset using IMU data from low-cost sensors
Authors: Luis Marquez-Carpintero, Sergio Suescun-Ferrandiz, Monica Pina-Navarro, Miguel Cazorla, Francisco Gomez-Donoso
Date: 2025-03-04 00:00:00
Tasks: Action Detection, Activity Detection, Activity Recognition

The monitoring and prediction of in-class student activities is of paramount importance for the comprehension of engagement and the enhancement of pedagogical efficacy. The accurate detection of these activities enables educators to modify their lessons in real time, thereby reducing negative emotional states and enhancing the overall learning experience. To this end, the use of non-intrusive devices, such as inertial measurement units (IMUs) embedded in smartwatches, represents a viable solution. The development of reliable predictive systems has been limited by the lack of large, labeled datasets in education. To bridge this gap, we present a novel dataset for in-class activity detection using affordable IMU sensors. The dataset comprises 19 diverse activities, both instantaneous and continuous, performed by 12 participants in typical classroom scenarios. It includes accelerometer, gyroscope, rotation vector data, and synchronized stereo images, offering a comprehensive resource for developing multimodal algorithms using sensor and visual data. This dataset represents a key step toward scalable solutions for activity recognition in educational settings.
InSerter: Speech Instruction Following with Unsupervised Interleaved Pre-training
Authors: Dingdong Wang, Jin Xu, Ruihang Chu, Zhifang Guo, Xiong Wang, Jincenzi Wu, Dongchao Yang, Shengpeng Ji, Junyang Lin
Date: 2025-03-04 00:00:00
Tasks: Instruction Following, text-to-speech, Text to Speech

Recent advancements in speech large language models (SpeechLLMs) have attracted considerable attention. Nonetheless, current methods exhibit suboptimal performance in adhering to speech instructions. Notably, the intelligence of models significantly diminishes when processing speech-form input as compared to direct text-form input. Prior work has attempted to mitigate this semantic inconsistency between speech and text representations through techniques such as representation and behavior alignment, which involve the meticulous design of data pairs during the post-training phase. In this paper, we introduce a simple and scalable training method called InSerter, which stands for Interleaved Speech-Text Representation Pre-training. InSerter is designed to pre-train large-scale unsupervised speech-text sequences, where the speech is synthesized from randomly selected segments of an extensive text corpus using text-to-speech conversion. Consequently, the model acquires the ability to generate textual continuations corresponding to the provided speech segments, obviating the need for intensive data design endeavors. To systematically evaluate speech instruction-following capabilities, we introduce SpeechInstructBench, the first comprehensive benchmark specifically designed for speech-oriented instruction-following tasks. Our proposed InSerter achieves SOTA performance in SpeechInstructBench and demonstrates superior or competitive results across diverse speech processing tasks.
Generative Tools for Graphical Assets: Empirical Guidelines based on Game Designers' and Developers' Preferences
Authors: Kaisei Fukaya, Damon Daylamani-Zad, Harry Agius
Date: 2025-03-04 00:00:00
Tasks: Game Design

Graphical assets play an important role in the design and development of games. There is potential in the use of generative tools, to aid in creating graphical assets, thus improving game design and development pipelines. However, there is little research to address how the generative methods can fit into the wider pipeline. We conducted a user study with 16 game designers and developers to examine their preferences regarding generative tools for graphical assets. The findings highlight that early design stage is preferred by all participants (mean values above 0.67 and p < .001 for early stages). Designers and developers prefer to use such tools for creating large amounts of variations at the cost of quality as they can improve the quality of the artefacts once they generate a suitable asset (mean value 0.17 where 1 is high quality, p < .001). They also strongly (mean value .78, p < .001) raised the need for better integration of such tools in existing design and development environments and the need for the outputs to be in common data formats, to be manipulatable and integrate smoothly into existing environments (mean 3.5 out of 5, p = .004). The study also highlights the requirement for further emphasis on the needs of the users to incorporate these tools effectively in existing pipelines. Informed by these results, we provide a set of guidelines for creating tools that meet the expectations and needs of game designers and developers.
Reflection on Data Storytelling Tools in the Generative AI Era from the Human-AI Collaboration Perspective
Authors: Haotian Li, Yun Wang, Huamin Qu
Date: 2025-03-04 00:00:00

Human-AI collaborative tools attract attentions from the data storytelling community to lower the barrier of expertise and streamline the workflow. The recent advance in large-scale generative AI techniques, e.g., large language models (LLMs) and text-to-image models, has the potential to enhance data storytelling with their power in visual and narration generation. After two years since these techniques were publicly available, it is important to reflect our progress of applying them and have an outlook for future opportunities. To achieve the goal, we compare the collaboration patterns of the latest tools with those of earlier ones using a dedicated framework for understanding human-AI collaboration in data storytelling. Through comparison, we identify persistent collaboration patterns, e.g., human-creator + AI-assistant, and emerging ones, e.g., AI-creator + human-reviewer. The benefits of these AI techniques and other implications to human-AI collaboration are also revealed. We further propose future directions to hopefully ignite innovations.
BdSLW401: Transformer-Based Word-Level Bangla Sign Language Recognition Using Relative Quantization Encoding (RQE)
Authors: Husne Ara Rubaiyeat, Njayou Youssouf, Md Kamrul Hasan, Hasan Mahmud
Date: 2025-03-04 00:00:00
Tasks: Quantization, Sign Language Recognition

Sign language recognition (SLR) for low-resource languages like Bangla suffers from signer variability, viewpoint variations, and limited annotated datasets. In this paper, we present BdSLW401, a large-scale, multi-view, word-level Bangla Sign Language (BdSL) dataset with 401 signs and 102,176 video samples from 18 signers in front and lateral views. To improve transformer-based SLR, we introduce Relative Quantization Encoding (RQE), a structured embedding approach anchoring landmarks to physiological reference points and quantize motion trajectories. RQE improves attention allocation by decreasing spatial variability, resulting in 44.3% WER reduction in WLASL100, 21.0% in SignBD-200, and significant gains in BdSLW60 and SignBD-90. However, fixed quantization becomes insufficient on large-scale datasets (e.g., WLASL2000), indicating the need for adaptive encoding strategies. Further, RQE-SF, an extended variant that stabilizes shoulder landmarks, achieves improvements in pose consistency at the cost of small trade-offs in lateral view recognition. The attention graphs prove that RQE improves model interpretability by focusing on the major articulatory features (fingers, wrists) and the more distinctive frames instead of global pose changes. Introducing BdSLW401 and demonstrating the effectiveness of RQE-enhanced structured embeddings, this work advances transformer-based SLR for low-resource languages and sets a benchmark for future research in this area.
Interactive Debugging and Steering of Multi-Agent AI Systems
Authors: Will Epperson, Gagan Bansal, Victor Dibia, Adam Fourney, Jack Gerrits, Erkang Zhu, Saleema Amershi
Date: 2025-03-03 00:00:00
Tasks: AI Agent

Fully autonomous teams of LLM-powered AI agents are emerging that collaborate to perform complex tasks for users. What challenges do developers face when trying to build and debug these AI agent teams? In formative interviews with five AI agent developers, we identify core challenges: difficulty reviewing long agent conversations to localize errors, lack of support in current tools for interactive debugging, and the need for tool support to iterate on agent configuration. Based on these needs, we developed an interactive multi-agent debugging tool, AGDebugger, with a UI for browsing and sending messages, the ability to edit and reset prior agent messages, and an overview visualization for navigating complex message histories. In a two-part user study with 14 participants, we identify common user strategies for steering agents and highlight the importance of interactive message resets for debugging. Our studies deepen understanding of interfaces for debugging increasingly important agentic workflows.