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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 →

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新论文 · v1arXiv:2610.36506

GarmentSegAgent: Autonomous Garment Segmentation for Web Fashion Images via Textual Self-Refinement

Jia Chen, Chao Huang, Xinrong Hu, Mingdi Huang, Ruyang Zhao, Jun Bai

Web fashion images support applications such as visual product search and consumer-to-shop matching, yet their visual heterogeneity makes reliable garment segmentation challenging. Despite advances in promptable segmentation, autonomously identifying and correcting garment-specific errors without human-provided spatial prompts remains difficult. We propose GarmentSegAgent, an autonomous framework that integrates semantic planning, spatial execution, and visual evaluation through iterative textual self-refinement. At its core, we introduce CAST (Constrained Attribution-guided Selective TextGrad), which connects visual error attribution with targeted textual optimization. CAST identifies instruction components responsible for segmentation errors, selectively updates them through textual gradients, and validates the resulting instructions against garment-specific constraints. This enables image-specific error correction at inference time while keeping the underlying foundation models frozen. Experiments on DeepFashion2, ModaNet, and Fashionpedia demonstrate consistent improvements in region overlap and boundary accuracy, alongside more reliable refinement than conventional TextGrad. By enabling visual feedback to guide controlled instruction updates, GarmentSegAgent offers a promising direction for autonomous garment understanding, with potential applications in scalable fashion content analysis, visual retrieval, and consumer-to-shop matching on the Web.

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cs.CV · cs.MA
arXiv ↗PDF ↗
新论文 · v1arXiv:2610.36465

Split Federated Unlearning

Jia Chen, Yecheng Lv, Xinrong Hu, Mingdi Huang, Jun Bai

Split federated learning (SFL) combines partitioned model execution with federated aggregation to support collaborative learning across distributed Web and edge environments. However, removing learned contributions in SFL is challenging due to cross-partition coupling and historical influence propagation through dual-side aggregation. To the best of our knowledge, we provide the first systematic formulation of Split Federated Unlearning (SFU), encompassing client-wise and class-wise removal, counterfactual retraining, and partition-specific update constraints. We theoretically characterize historical influence propagation and mode-dependent unlearning feasibility, revealing structural limitations of restricted model updates. As an initial solution, we propose SURE, integrating dual-importance estimation, selective parameter perturbation, and importance-guided recovery. Extensive experiments with existing unlearning methods adapted to SFL reveal substantial forgetting-utility trade-offs across model architectures, data distributions, and update modes. SURE achieves competitive agreement with mode-matched retraining at modest additional cost, while further analyses highlight the impact of split position and update constraints on unlearning behavior. These findings establish SFU as a distinct research problem and provide a foundation for unlearning in partitioned federated systems.

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cs.LG · cs.CR
arXiv ↗PDF ↗
新论文 · v1arXiv:2610.33106HF 社区推荐

VibeGame: Prompt-to-Game Development with AI-Native Engine and Self-Evolving Adversarial Agent Team

Wenbo Hu, Ken Li, Jiazhe Wei, Yukang Cao, Weiyi Hong, Jiayi Dai, Chenjun Bai, Jiajun Liang 等 16 位作者

Large language model agents have enabled software development through natural-language interaction, but extending this paradigm to end-to-end game development remains challenging. Building a playable game requires coordinating code, scenes, assets, animations, physics, and configurations, while allowing developers to validate their integrated behavior through interactive testing. We introduce VibeGame, a framework for creating complete 2D game projects from natural-language prompts and optional reference images. Its AI-native game engine represents project state as schema-validated structured text and provides frame-synchronous runtime control, enabling agents to inspect game states, execute actions, and verify behavior at their own pace. Built upon this interface, we design an Adversarial Agent Team of eight specialized agents to separate implementation from review, so that problems are found and fixed through multi-round loops. For each conducted and accepted project, we further introduce a training-free self-evolution mechanism to distill it into reusable skeletons, modules, and collaboration contracts for future development. We evaluate prompt-assets-to-game (PA2G), where agents are given an asset library, and prompt-to-game (P2G), where agents generate their own art. On a GameCraft-Bench subset, VibeGame in P2G consistently outperforms a range of agent harnesses in either P2G or PA2G with the same underlying model, including GPT-6.1-Sol.

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cs.MA
arXiv ↗PDF ↗