Yuanyi Zhu, Zijian Li, Xin Ai, Zixuan Chen, Sen Liu, Yang Xu
Network simulation plays a crucial role in both networking research and industry. Existing commonly-used Discrete Event Simulations (DES) are based on the callback mechanism for discrete events. However, as network functions grow in complexity, callbacks reveal a fundamental structural limitation: a callback can only represent a single point in a blocking operation and cannot capture the full operation as a coherent whole. This forces developers to manually decompose sequential network logic into scattered callback fragments, leading to stack ripping, callback hell, and heavy development and debugging burdens. We propose CoDES (\textbf{Co}routine-based \textbf{DES}), a coroutine-based programming paradigm for network simulation that addresses this structural limitation. CoDES targets development productivity rather than execution performance. Realizing CoDES in existing DES simulators is non-trivial, as coroutine suspension must be coordinated with the event scheduler, introducing challenges in coroutine resource conflicts, operation-level computation requirements, compatibility with existing callback-based simulators, and overhead. We implement a CoDES-based framework in ns-3, address all four challenges, and release it as open source. We evaluate CoDES by implementing Message Passing Interface (MPI), High Precision Congestion Control (HPCC), and Routing Information Protocol (RIP) in ns-3, spanning the transport, congestion control, and routing layers. Compared with callback-based counterparts, CoDES reduces lines of code by up to 51.4% and nesting depth by up to 50%, with no accuracy loss and negligible runtime and memory overhead.
Inserting virtual objects into scenes reconstructed via 2D or 3D Gaussian Splatting (2DGS/3DGS) is a key capability for content creation, AR, and synthetic data generation. However, realistic insertion requires the object to be seamlessly lit by the scene and, conversely, to cast physically plausible shadows onto it. Existing approaches either harmonize appearance in image space, sacrificing multi-view consistency, or approximate scene illumination with an environment map at the insertion point, which cannot represent near-field area lights such as windows and lamps that dominate indoor lighting. To address this, we present GraftRay, a unified method for physically consistent insertion of mesh objects into indoor scenes represented by either 2D or 3D Gaussians. We recover scene materials and surface normals with diffusion-based priors, and explicitly model spatially-extended emitters, solving their radiance in closed form. A hybrid renderer then jointly path-traces the scene Gaussians and inserted meshes, producing view-consistent shading, interreflections, and soft shadows. On FIPT, GraftRay sets a new state of the art, outperforming recent baselines such as ComGS and EAG-PT in rendering fidelity and shadow accuracy, while maintaining highly competitive rendering efficiency.
Zizhen Li Nankai University, Chuanhao Li, Yibin Wang, Jianwen Sun Nankai University, Yukang Feng, Jiaxin Ai Wuhan University, Fanrui Zhang, Mingzhu Sun Nankai University 等 10 位作者
Recent advancements have expanded the role of Large Language Models (LLMs) in board games from playing agents to creative co-designers. However, a critical gap remains: current systems lack the capacity to offer constructive critique grounded in the emergent user experience. Bridging this gap is fundamental for harmonizing Human-AI collaboration, as it empowers designers to refine their creations via external perspectives while steering models away from biased or unpredictable outcomes. Automating this evaluation presents two challenges: inferring the latent dynamics connecting static rules to gameplay without an explicit engine, and modeling the subjective heterogeneity of diverse player groups. To address these, we curate a comprehensive dataset of 1,727 structurally corrected rulebooks and 150K reviews selected via rigorous quality scoring and facet-aware sampling. We augment this data with Mechanics-Dynamics-Aesthetics (MDA) reasoning to explicitly bridge the causal gap between written rules and player experience. We further distill distinct player personas and introduce MeepleLM, a specialized model that internalizes persona-specific reasoning patterns to accurately simulate the subjective feedback of diverse player archetypes. Extensive experiments demonstrate that MeepleLM significantly outperforms latest commercial models (e.g., GPT-5.1, Gemini3-Pro) in community alignment and critique quality, achieving a 70% preference rate in user studies assessing practical utility. MeepleLM serves as a reliable virtual playtester that provides experience-grounded feedback, offering a practical step towards audience-aligned Human-AI collaboration.
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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