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版本更新 · v5arXiv:2507.22017

Cyst-X:用于胰腺囊肿风险分层与跨机构AI的多中心MRI基准

Cyst-X: A Multicenter MRI Benchmark for Pancreatic Cyst Risk Stratification and Cross-Institutional AI

Hongyi Pan, Gorkem Durak, Halil Ertugrul Aktas, Ziliang Hong, Zhixiang Wang, Elif KelesDeniz Seyithanoglu, Zheyuan Zhang, Alpay Medetalibeyoglu 等 30 位作者

AI 速览:作者构建了覆盖七中心、764例患者的胰腺囊肿MRI公开基准,并提供分割与IPMN风险预测的参考AI模型及联邦学习模拟结果。

Intraductal papillary mucinous neoplasms (IPMNs) are pancreatic cancer precursors, and guideline-based risk stratification both over-treats indolent lesions and misses progression. We present Cyst-X, a public benchmark of 1,461 T1-weighted (T1W) and T2-weighted (T2W) MRI volumes from 764 patients at seven centers, with expert pancreas masks, risk labels, splits and reference AI risk-prediction models. PanSegNet segmented the pancreas with Dice of 86.34% (T1W) and 89.26% (T2W) on held-out centers. For the primary task, high-risk versus low-risk IPMN, a 3D DenseNet-121 achieved cross-validated AUCs of 74.59% and 73.45%; complementary broad binary and three-class tasks reached 78.67--81.28% and 73.47--75.76%. Because patient images often cannot be pooled across institutions, we also simulated federated learning across the seven centers. On T2W MRI, FedProx was similar to centralized training in center-averaged external AUC (71.00% versus 71.18%) but not in pooled AUC (62.35% versus 77.49%). Radiologist comparisons showed cohort-dependent sensitivity--specificity tradeoffs. Cyst-X supports reproducible method development and identifies within-IPMN risk discrimination and cross-center score comparability as open challenges.

eess.IV · cs.CV
arXiv ↗PDF ↗
版本更新 · v3arXiv:2610.31466

AnyGameRenderer: Entity-Consistent Generative Rendering Across Games and an Entity-Level Benchmark

Ruicong Liu, Liangyang Ouyang, Fengbo Lan, Zhixiang Wang, Kaipeng Zhang

AI coding agents can now build small playable games in minutes, but the results usually look like programmer art: gray blockouts, colored geometric primitives, and flat semantic blobs. We present AnyGameRenderer, a video-to-video generative renderer that turns such footage into high-quality visuals with characters, motion detail, and effects. Throughout, it keeps the layout, camera, and every entity's position and timing intact. Our AnyGameRenderer generalizes across a wide range of genres that agents build, such as tower defense, auto-battlers, top-down survivors, turn-based battles, kart racing, and crowd runners. AnyGameRenderer takes plain video as its game-state input, with no complex representations such as engine G-buffers, per-object class labels, or low-poly proxies. Gray blockouts, colored primitives, semantic maps, and wireframes all work as input. It also preserves entity correspondence: group counts stay correct, and entities appear and disappear on the right frame. We implement AnyGameRenderer by LoRA fine-tuning MiniMax-H3 ref2va, a 33B reference-video-conditioned video generation model. Training uses ~10k paired clips from three sources: (i) multi-stream rendering data from 38 agent-made games; (ii) two-stream rendering data from Unreal Engine, with programmatically controlled crowds, count changes, and entity scales; and (iii) real gameplay recordings, with pairs reconstructed via 3D-box detection. To evaluate the entity correspondence, we propose an entity-level benchmark of 59 held-out cases with 753 entities, scored against ground-truth boxes. Compared with the base model, AnyGameRenderer better preserves entity correspondence: temporal match rises from 50.9% to 62.9%, missed count changes fall from 34.7% to 21.3%, and fewer entities are hallucinated or left unrendered. Project page: https://alaya-lab.github.io/AnyGameRenderer.

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cs.CV
arXiv ↗PDF ↗
首次观测 · 记录 #1ACL Anthology · ACL 2026:acl:2026.acl-long.1359ACL Anthology · ACL 2026

EGSS: Entropy-guided Stepwise Scaling for Reliable Software Engineering

Chenhui Mao Alibaba Group, Yuanting Lei, Zhixiang Wei, Ming Liang, Zhixiang Wang Peking University, Jingxuan Xu Beijing Jiaotong University, Dajun Chen, Wei Jiang Ant Group 等 9 位作者

Agentic Test-Time Scaling (TTS) has delivered state-of-the-art (SOTA) performance on complex software engineering tasks such as code generation and bug fixing. However, its practical adoption remains limited due to significant computational overhead, primarily driven by two key challenges: (1) the high cost associated with deploying excessively large ensembles, and (2) the lack of a reliable mechanism for selecting the optimal candidate solution—ultimately constraining the performance gains that can be realized. To address these challenges, we propose Entropy-Guided Stepwise Scaling (EGSS), a novel TTS framework that dynamically balances efficiency and effectiveness through entropy-guided adaptive search and robust test-suite augmentation.Extensive experiments on SWE-Bench-Verified demonstrate that EGSS consistently boosts performance by 5–10% across all evaluated models. Specifically, it increases the resolved ratio of Kimi-K2-Intruct from 63.2% to 72.2%, and GLM-4.6 from 65.8% to 74.6%. Furthermore, when paired with GLM-4.6, EGSS achieves new state-of-the-art among open-source large language models. In addition to these accuracy improvements, EGSS reduces inference-time token usage by over 28% compared to existing TTS methods, achieving simultaneous gains in both effectiveness and computational efficiency.

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cs.CL · cs.AI

Proceedings of the 64th Annual Meeting of the Association for Computational Linguistics (Volume 1: Long Papers) · 2026 · 正式发表

ACL Anthology · ACL 2026 ↗PDF ↗