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新论文 · v1arXiv:2611.05422

CAST-Bench: Tracing Every Sound to Its Source in Multi-Shot Audio-Video Generation

Yucong Liu, Qi Tian, Shuyuan Tu, Kaihang Pan, Weijie Kong, Chao Pan

Existing benchmarks for joint text-to-audio-video (T2AV) generation evaluate perceptual quality and audiovisual alignment, but balanced sound-source sam?pling and separate reporting by shot structure remain limited. This makes it dif?ficult to determine whether a specific sound is missing, attributed to the wrong source, or lost across shot transitions. To address this, we introduce CAST?BENCH, a benchmark designed to trace every generated sound back to its in?tended source in multi-shot audio-video generation. The core idea is to formu?late T2AV correctness as an audiovisual contract in which each requested sound must be emitted by the right source, synchronized with the corresponding visual action, and carry the right semantic content. Concretely, the benchmark orga?nizes 900 prompts into 9 sound-source categories, with 100 prompts per cate?gory, spanning speech, animals, instruments, ambient sounds, and other emitter types. The prompts include 439 single-shot and 461 multi-shot narratives, each derived from a structured specification that links every audio event to its emit?ter, subject, and temporal slot. The benchmark provides an 18-metric evaluation suite covering three dimensions: Visual Performance, Content Consistency, and Audio & Semantic Alignment. We further benchmark 12 representative gen?erators and find that visual quality is nearly saturated across leading systems, yet audio semantic scores still differ markedly. Across the nine shared mod?els, multi-shot prompts receive lower aggregate scores under the subset-specific scoring rules and yield different model rankings. Multi-person speech, con?sistent speaker identity across shots, and cross-shot event retention remain the main unresolved challenges. All prompts and evaluation code are available at https://github.com/yucong-liu/CAST-Bench-public.

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cs.SD · cs.AI
arXiv ↗PDF ↗
版本更新 · v2arXiv:2605.24044

MERIS: Adaptive Real-Time Scheduling of Refined Inference DAGs in Dynamic Robotic Environments

Zexin Li, Tao Ren, Johnathan Liu, Xiaoxi He, Cong Liu

Robots deployed in dynamic environments execute changing directed-acyclic-graph (DAG) workloads under limited compute and timing budgets. This article presents MERIS, a framework for model scheduling under real-time constraints that combines proportional intermediate deadlines, MIMONet-aware graph refinement, and event-driven synchronization for multi-task inference on resource-constrained robotic platforms. We distinguish three representations: the application DAG, each MIMONet's internal encoder/decoder graph, and the refined scheduling DAG, and make the scope of the timing argument explicit. If the profiled execution bounds, release assumptions, precedence barriers, and per-level capacity premises hold, satisfaction of the assigned sub-deadlines composes to the end-to-end deadline. For non-partitionable tasks, we define a profile-bounded admission rule; before interpreting that rule as empirical timing evidence, we require direct per-task completion checks. We report run-level QoE alongside the offered-node deadline missing rate, making explicit that run completion and successful service of every node are different outcomes. We propose a comprehensive minibenchmark for evaluating the performance of schedulers under various DNN-driven autonomous driving scenarios. Extensive experiments on Nano Orin, AGX Orin, and M3 Max demonstrate the effectiveness of our proposed method.

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cs.RO · cs.SE · eess.SY
arXiv ↗PDF ↗
版本更新 · v3arXiv:2610.31466

AnyGameRenderer: Entity-Consistent Generative Rendering Across Games and an Entity-Level Benchmark

Ruicong Liu, Liangyang Ouyang, Fengbo Lan, Zhixiang Wang, Kaipeng Zhang

AI coding agents can now build small playable games in minutes, but the results usually look like programmer art: gray blockouts, colored geometric primitives, and flat semantic blobs. We present AnyGameRenderer, a video-to-video generative renderer that turns such footage into high-quality visuals with characters, motion detail, and effects. Throughout, it keeps the layout, camera, and every entity's position and timing intact. Our AnyGameRenderer generalizes across a wide range of genres that agents build, such as tower defense, auto-battlers, top-down survivors, turn-based battles, kart racing, and crowd runners. AnyGameRenderer takes plain video as its game-state input, with no complex representations such as engine G-buffers, per-object class labels, or low-poly proxies. Gray blockouts, colored primitives, semantic maps, and wireframes all work as input. It also preserves entity correspondence: group counts stay correct, and entities appear and disappear on the right frame. We implement AnyGameRenderer by LoRA fine-tuning MiniMax-H3 ref2va, a 33B reference-video-conditioned video generation model. Training uses ~10k paired clips from three sources: (i) multi-stream rendering data from 38 agent-made games; (ii) two-stream rendering data from Unreal Engine, with programmatically controlled crowds, count changes, and entity scales; and (iii) real gameplay recordings, with pairs reconstructed via 3D-box detection. To evaluate the entity correspondence, we propose an entity-level benchmark of 59 held-out cases with 753 entities, scored against ground-truth boxes. Compared with the base model, AnyGameRenderer better preserves entity correspondence: temporal match rises from 50.9% to 62.9%, missed count changes fall from 34.7% to 21.3%, and fewer entities are hallucinated or left unrendered. Project page: https://alaya-lab.github.io/AnyGameRenderer.

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cs.CV
arXiv ↗PDF ↗
首次观测 · 记录 #1ACL Anthology · ACL 2026:acl:2026.acl-long.2035ACL Anthology · ACL 2026

RATE: Reviewer Profiling and Annotation-free Training for Expertise Ranking in Peer Review Systems

Weicong Liu, Zixuan Yang, Yibo Zhao East China Normal University, Xiang Li East China Normal University

Reviewer assignment is increasingly critical yet challenging in the LLM era, where rapid topic shifts render many pre-2023 benchmarks outdated and where proxy signals poorly reflect true reviewer familiarity. We address this evaluation bottleneck by introducing LR-bench, a high-fidelity, up-to-date benchmark curated from 2024–2025 AI/NLP manuscripts with five-level self-assessed familiarity ratings collected via a large-scale email survey, yielding 1,055 expert-annotated paper–reviewer–score annotations. We further propose a reviewer-centric ranking framework that distills each reviewer’s recent publications into compact keyword-based profiles and fine-tunes an embedding model with weak preference supervision constructed from heuristic retrieval signals, enabling to match each manuscript against a reviewer profile directly. Across the LR-bench and the CMU gold-standard dataset, our approach consistently achieves state-of-the-art performance, outperforming strong embedding baselines by a clear margin. We release LR-bench at https://huggingface.co/datasets/Gnociew/LR-bench, and an github repository at https://github.com/Gnociew/RATE-Reviewer-Assignment.

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cs.CL

Proceedings of the 64th Annual Meeting of the Association for Computational Linguistics (Volume 1: Long Papers) · 2026 · 正式发表

ACL Anthology · ACL 2026 ↗PDF ↗