跳到正文
研踪PaperTrail

YOUR RESEARCH, IN SIGHT

让下一篇重要论文,不再错过。

覆盖计算机全学科,以 AI 为快捷入口。关注方向、作者和关键词,把发现变成持续的研究积累。

采集已暂停
正在读取账号与研究记录…

全站更新概况

+0新增论文
+0其中 AI 相关
+0已有论文修订
+0新增 AI 导读

arXiv 最近完成扫描:等待完成 · 全站最近入库:2026-11-02 00:39各信源进度 →

统计口径与数据新鲜度

统计 2026-11-03 16:59 — 2026-11-04 16:59(北京时间) · 点击数字查看对应简报;AI 相关包含在新增论文内。

最近完成检查:尚未完成最近发现新增版本:2026-11-02 00:39库内论文最新更新时间:2026-10-30 01:59

每分钟刷新已保存的数据。空检查不代表采集异常;新收录可能包含历史论文。AI 导读按新增版本计数。

8,677 已收录论文7,675 AI 相关1,866 有修订112 HF 社区发现

浏览论文库

时间范围跟随排序:版本更新、本站收录或首次发表。最新收录可能包含历史论文。

找到 2 篇论文 · 按版本更新时间排序等待首次采集
新论文 · v1arXiv:2610.39353

CoToan: Executable Rules and a Representation Contract for Reproducible Game AI Evaluation

Ha-Thanh Nguyen

Game AI results are comparable only when different implementations expose the same decision problem. Yet seemingly minor representation choices can silently change that problem by altering action probabilities or collapsing states with different outcomes. We study this issue through CoToan, an executable specification and representation contract for Vietnamese Mathematical Chess connecting the Game Description Language (GDL) with OpenSpiel. The game provides a useful case because a single capture may have multiple arithmetic justifications, while outcomes can depend on scoring rules and a finite playing horizon. CoToan therefore represents actions by their state transitions rather than by arithmetic witnesses, and treats time and victory configuration as part of task identity. Cross-representation tests show agreement in legal actions, successor states, and terminal outcomes across hundreds of sampled and constructed positions, complemented by exhaustive checks of all 32 operator masks and 512 opposing-material subsets. Controlled diagnostics further show that uniform witness-level sampling alters endpoint-action probabilities, while omitting remaining time or victory settings can merge states with different terminal behavior. These results show that action semantics, time, and victory configuration are not merely implementation details. They are part of the experimental task itself and must be represented explicitly for reproducible game AI.

尚无 AI 解读,展示原文摘要

cs.AI
arXiv ↗PDF ↗
新论文 · v1arXiv:2610.35244

Beyond Vision-Language Models: Visual-Semantic Affect Graphs for Emotion Recognition in Artworks

Ngoc-Duy Mai, Ha-Thanh Nguyen, Hideaki Takeda

Emotion recognition in artworks remains challenging because affective meaning is often subjective, implicit, and shaped by relationships between visual form and semantic associations. While vision-language models provide strong multimodal representations, direct image-to-emotion prediction may overlook explicit relations among formal, semantic, and affective cues that support emotional interpretation. This paper proposes Visual-Semantic Affect Graphs (VSAG), a graph-based framework that represents artworks through interpretable feature nodes, including color, brushstroke, composition, light-shadow, line quality, and extracted visual entities. The graph learns feature-emotion associations for dominant emotion prediction, with valence-arousal structure modeled through an optional hierarchical auxiliary affect module. We evaluate VSAG and VSAG-TopK against direct VLM inference using Qwen3-VL and InternVL3.5 on EmoArt-5k. Results show that direct VLMs provide useful but modest baselines, while graph-based models improve dominant emotion prediction. In particular, the hierarchical valence-arousal variant of VSAG achieves the best overall performance, improving accuracy, macro-F1, and weighted-F1 over both direct VLM inference and the emotion-only VSAG baseline. Per-class results indicate that graph-based models and VLMs capture partly complementary signals, while valence-arousal structure is most useful when integrated as a coarse-to-fine affect hierarchy rather than as a simple post-hoc correction. These findings suggest that explicit visual-semantic structure can support both prediction and interpretation in artwork emotion recognition.

尚无 AI 解读,展示原文摘要

cs.CV · cs.AI · cs.CL · cs.LG
arXiv ↗PDF ↗