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 05:50 — 2026-11-04 05:50(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:2610.40599HF 社区推荐

HairDeck:从单张图像生成可动画的风格化发片

HairDeck: Animation-Ready Stylized Hair Cards from a Single Image

Yuze He, Yixiang Wei, Wang Zhao, Chuhao Chen, Yanning Zhou, Yong-Jin Liu

AI 速览:HairDeck 将风格化发型视为无序的发片集合,用集合扩散 Transformer 从单张图像一次性生成发片及其弹簧骨骼链,得到可直接导出的可动画资产。

The hair of stylized characters in games and avatars is built from hair cards: artist-placed ribbons whose geometry is the visible hair, animated by spring bones. Existing image-based methods produce realistic hair or a single fused mesh, while CHARM, the only generator of stylized hair cards, decodes a hairstyle autoregressively as a long sequence of control points. Observing that a card hairstyle is an unordered set of artist-defined primitives, we propose HairDeck, which generates it as one: each card is a single token, and a set diffusion transformer denoises all cards together. From a single image, HairDeck generates the cards and the spring-bone chains that drive them, yielding an animatable asset that exports to ready-to-use downstream formats. On CHARM's own test set, it lowers Chamfer distance by 44% and card-orientation error by more than half while running 33 times faster, and from single images it outperforms CHARM, image-to-3D pipelines and strand-based methods. Project page: https://hyzcluster.github.io/HairDeck

cs.CV · cs.GR
arXiv ↗PDF ↗
新论文 · v1arXiv:2610.36813

Words or Deeds? How LLMs Predict Users' Decisions in Human-Agent Dialogue

Baiqiao Zhang, Shuai Ma, Zhifeng Liao, Chao Zhou, Jianshu Wang, Yuhan Zhao, Chaoyue Zhang, Tongjun Si 等 12 位作者

Web systems increasingly predict users' decisions from what users say, yet when interests partly conflict, users may promise to cooperate to win the other side's cooperation and then not do so. Sales or service agents that rely on such promises may grant concessions to users who then do not keep their promises, at a cost to the party they represent. We test how LLMs combine users' statements with decision records to predict users' decisions, using 1,260 rounds in which 42 users played a repeated prisoner's dilemma-style game with five agents, each prompted to express a dominant Big Five trait, and could talk with the agent before every decision. Across eight open-weight LLMs, predictions from decision records separated cooperation from defection well (AUC = .80), and adding dialogue brought no detectable gain. With dialogue, predictions agreed with users' statements more often, and errors concentrated on rounds in which users broke their statements: accuracy on rounds with a statement barely changed (.73 to .74), while it rose on kept statements (.76 to .95) and fell sharply on broken ones (.65 to .17). Predictions weighted statements more heavily than users' behavior warranted: when users stated a decision they had not yet made in that game, the predicted probability of keeping it rose from .13 to .69, whereas users kept .40 of such statements. Users' decisions also varied with the agent they faced, but predictions hardly reflected this: users cooperated more with the Agreeableness agent than with the Extraversion agent (70.6% vs. 54.5%), whereas predicted cooperation was nearly identical (64.5% vs. 63.1%). Users also cooperated more with an agent when they themselves scored higher on that agent's trait, whereas predicted cooperation barely changed with these scores. Dialogue-based predictions should therefore weigh users' statements by their earlier decisions and the agent they face.

尚无 AI 解读,展示原文摘要

cs.CL · cs.HC
arXiv ↗PDF ↗