Alexander Valverde, Danny Xie-Li, Zhichao Wang, Marcos V. Conde
Engineering drawings specify mechanical parts through orthographic projections. Recognizing which part a drawing depicts underlies part search, design reuse, and digitization, yet no public benchmark measures whether vision models can do it. We introduce Blueprint2CAD, a benchmark for drawing-to-render correspondence: given an orthographic line drawing and a shaded render, usually from another viewpoint, decide whether they show the same part. Its data layer, BlueCAD-30K, applies an open drafting pipeline to 29,925 Zero-to-CAD models, adding view-aligned renders, clean and dimensioned drawings from six viewpoints, and surface-type metadata. Frozen encoders retrieve the matching part from a 10,000-model gallery with up to 65% Recall@1 when viewpoints are known but 43% when they are not, and the four encoders we test lie within six points of each other: viewpoint, not backbone, is the bottleneck. Six zero-shot vision-language models reach only 0.52-0.67 verification accuracy, with model-specific Yes/No biases that chain-of-thought shifts but does not remove; a quick LoRA fine-tuning on in-domain pairs improves verification accuracy by a few points but sharpens these biases and leaves the viewpoint failure intact.
Many social evaluations for multiagent systems study behaviors as they emerge from environments instead of systematically intervening in the environment to elicit such behaviors. We introduce Fig (Finding Interactions in Games), an agentic system that performs targeted elicitation interventions on game environments. It takes a natural language behavior description, decomposes it into sub-behaviors, generates new social games or selects existing ones, and executes single or combined interventions to the games' engine, opponents, instructions, and context. To evaluate model behavior, it combines built-in mechanical checks and synthetic rubric judgments. We validate the interventions, generated games, and evaluation mechanisms via human review. Models attempt the target behavior in 45.2% of episodes on average for valid scenarios generated by Fig for six test behaviors -- cooperation, exploitation, deception, covert coordination, betrayal, and sabotage. For game-behavior pairs with available controls, Fig's interventions increase attempt rates by 10.9% on average compared to matched control games. Fig shows that multiagent environments can serve as programmable test beds for intentional, controllable, and reproducible behavior evaluation. Code is available at https://github.com/fleet-ai/fig.
Haoyue Liu, Zhichao Wang, Yongxin Guo ByteDance Inc., Haoran Shou, Xiaoying Tang The Chinese University of Hong Kong, Shenzhen
Automated prompt optimization is crucial for eliciting reliable reasoning from large language models (LLMs), yet most API-only prompt optimizers iteratively edit monolithic prompts, coupling components and obscuring credit assignment, limiting controllability, and wasting tokens. We propose Adaptive Prompt Structure Factorization (aPSF), an API-only framework (prompt-in/text-out; no access to model internals) that uses an Architect model to discover task-specific prompt structures as semantic factors. aPSF then performs interventional, single-factor updates: interventional factor-level scoring estimates each factor’s marginal contribution via validation-performance changes, and error-guided factor selection routes updates to the current dominant failure source for more sample-efficient optimization. Across multiple advanced reasoning benchmarks, aPSF outperforms strong baselines, improving accuracy by up to +4.29 percentage points on average, and reduces optimization cost by 45–87% tokens on MultiArith while reaching peak validation in 1 step.
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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
Tao Li, Wenshuo Ge, Zhichao Wang, Zihao Cui, Yong Ma, Yingying Gao China Mobile Communications Company Limited Research Institute, Chao Deng China Mobile Research Institute, Shilei Zhang 等 9 位作者
Codec-based language models (LMs) have revolutionized text-to-speech (TTS). However, standard codecs entangle timbre and prosody, which hinders independent control in continuation-based LMs. To tackle this challenge, we propose DisCo-Speech, a zero-shot controllable TTS framework featuring a disentangled speech codec (DisCodec) and an LM-based generator. The core component DisCodec employs a two-stage design: 1) tri-factor disentanglement to separate speech into content, prosody, and timbre subspaces via parallel encoders and hybrid losses; and 2) fusion and reconstruction that merges content and prosody into unified content-prosody tokens suitable for LM prediction, while jointly optimizing reconstruction to address the disentanglement-reconstruction trade-off. This allows the LM to perform prosodic continuation from a style prompt while the decoder injects target timbre, enabling flexible zero-shot control. Experiments demonstrate that DisCo-Speech achieves competitive voice cloning and superior zero-shot prosody control. By resolving the core entanglement at the codec level, DisCo-Speech provides a robust foundation for controllable speech synthesis. Audio samples are available at: https://disco-speech.github.io/DisCo-demo/. Code and weights will be released at: https://github.com/disco-speech/DisCo-Speech upon acceptance.
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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