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Sep 9

DomURLs_BERT: Pre-trained BERT-based Model for Malicious Domains and URLs Detection and Classification

Detecting and classifying suspicious or malicious domain names and URLs is fundamental task in cybersecurity. To leverage such indicators of compromise, cybersecurity vendors and practitioners often maintain and update blacklists of known malicious domains and URLs. However, blacklists frequently fail to identify emerging and obfuscated threats. Over the past few decades, there has been significant interest in developing machine learning models that automatically detect malicious domains and URLs, addressing the limitations of blacklists maintenance and updates. In this paper, we introduce DomURLs_BERT, a pre-trained BERT-based encoder adapted for detecting and classifying suspicious/malicious domains and URLs. DomURLs_BERT is pre-trained using the Masked Language Modeling (MLM) objective on a large multilingual corpus of URLs, domain names, and Domain Generation Algorithms (DGA) dataset. In order to assess the performance of DomURLs_BERT, we have conducted experiments on several binary and multi-class classification tasks involving domain names and URLs, covering phishing, malware, DGA, and DNS tunneling. The evaluations results show that the proposed encoder outperforms state-of-the-art character-based deep learning models and cybersecurity-focused BERT models across multiple tasks and datasets. The pre-training dataset, the pre-trained DomURLs_BERT encoder, and the experiments source code are publicly available.

RP-DNN: A Tweet level propagation context based deep neural networks for early rumor detection in Social Media

Early rumor detection (ERD) on social media platform is very challenging when limited, incomplete and noisy information is available. Most of the existing methods have largely worked on event-level detection that requires the collection of posts relevant to a specific event and relied only on user-generated content. They are not appropriate to detect rumor sources in the very early stages, before an event unfolds and becomes widespread. In this paper, we address the task of ERD at the message level. We present a novel hybrid neural network architecture, which combines a task-specific character-based bidirectional language model and stacked Long Short-Term Memory (LSTM) networks to represent textual contents and social-temporal contexts of input source tweets, for modelling propagation patterns of rumors in the early stages of their development. We apply multi-layered attention models to jointly learn attentive context embeddings over multiple context inputs. Our experiments employ a stringent leave-one-out cross-validation (LOO-CV) evaluation setup on seven publicly available real-life rumor event data sets. Our models achieve state-of-the-art(SoA) performance for detecting unseen rumors on large augmented data which covers more than 12 events and 2,967 rumors. An ablation study is conducted to understand the relative contribution of each component of our proposed model.

Free-viewpoint Human Animation with Pose-correlated Reference Selection

Diffusion-based human animation aims to animate a human character based on a source human image as well as driving signals such as a sequence of poses. Leveraging the generative capacity of diffusion model, existing approaches are able to generate high-fidelity poses, but struggle with significant viewpoint changes, especially in zoom-in/zoom-out scenarios where camera-character distance varies. This limits the applications such as cinematic shot type plan or camera control. We propose a pose-correlated reference selection diffusion network, supporting substantial viewpoint variations in human animation. Our key idea is to enable the network to utilize multiple reference images as input, since significant viewpoint changes often lead to missing appearance details on the human body. To eliminate the computational cost, we first introduce a novel pose correlation module to compute similarities between non-aligned target and source poses, and then propose an adaptive reference selection strategy, utilizing the attention map to identify key regions for animation generation. To train our model, we curated a large dataset from public TED talks featuring varied shots of the same character, helping the model learn synthesis for different perspectives. Our experimental results show that with the same number of reference images, our model performs favorably compared to the current SOTA methods under large viewpoint change. We further show that the adaptive reference selection is able to choose the most relevant reference regions to generate humans under free viewpoints.

Ashaar: Automatic Analysis and Generation of Arabic Poetry Using Deep Learning Approaches

Poetry holds immense significance within the cultural and traditional fabric of any nation. It serves as a vehicle for poets to articulate their emotions, preserve customs, and convey the essence of their culture. Arabic poetry is no exception, having played a cherished role in the heritage of the Arabic community throughout history and maintaining its relevance in the present era. Typically, comprehending Arabic poetry necessitates the expertise of a linguist who can analyze its content and assess its quality. This paper presents the introduction of a framework called Ashaar https://github.com/ARBML/Ashaar, which encompasses a collection of datasets and pre-trained models designed specifically for the analysis and generation of Arabic poetry. The pipeline established within our proposed approach encompasses various aspects of poetry, such as meter, theme, and era classification. It also incorporates automatic poetry diacritization, enabling more intricate analyses like automated extraction of the Arudi style. Additionally, we explore the feasibility of generating conditional poetry through the pre-training of a character-based GPT model. Furthermore, as part of this endeavor, we provide four datasets: one for poetry generation, another for diacritization, and two for Arudi-style prediction. These datasets aim to facilitate research and development in the field of Arabic poetry by enabling researchers and enthusiasts to delve into the nuances of this rich literary tradition.

MaskedMimic: Unified Physics-Based Character Control Through Masked Motion Inpainting

Crafting a single, versatile physics-based controller that can breathe life into interactive characters across a wide spectrum of scenarios represents an exciting frontier in character animation. An ideal controller should support diverse control modalities, such as sparse target keyframes, text instructions, and scene information. While previous works have proposed physically simulated, scene-aware control models, these systems have predominantly focused on developing controllers that each specializes in a narrow set of tasks and control modalities. This work presents MaskedMimic, a novel approach that formulates physics-based character control as a general motion inpainting problem. Our key insight is to train a single unified model to synthesize motions from partial (masked) motion descriptions, such as masked keyframes, objects, text descriptions, or any combination thereof. This is achieved by leveraging motion tracking data and designing a scalable training method that can effectively utilize diverse motion descriptions to produce coherent animations. Through this process, our approach learns a physics-based controller that provides an intuitive control interface without requiring tedious reward engineering for all behaviors of interest. The resulting controller supports a wide range of control modalities and enables seamless transitions between disparate tasks. By unifying character control through motion inpainting, MaskedMimic creates versatile virtual characters. These characters can dynamically adapt to complex scenes and compose diverse motions on demand, enabling more interactive and immersive experiences.

DeepMimic: Example-Guided Deep Reinforcement Learning of Physics-Based Character Skills

A longstanding goal in character animation is to combine data-driven specification of behavior with a system that can execute a similar behavior in a physical simulation, thus enabling realistic responses to perturbations and environmental variation. We show that well-known reinforcement learning (RL) methods can be adapted to learn robust control policies capable of imitating a broad range of example motion clips, while also learning complex recoveries, adapting to changes in morphology, and accomplishing user-specified goals. Our method handles keyframed motions, highly-dynamic actions such as motion-captured flips and spins, and retargeted motions. By combining a motion-imitation objective with a task objective, we can train characters that react intelligently in interactive settings, e.g., by walking in a desired direction or throwing a ball at a user-specified target. This approach thus combines the convenience and motion quality of using motion clips to define the desired style and appearance, with the flexibility and generality afforded by RL methods and physics-based animation. We further explore a number of methods for integrating multiple clips into the learning process to develop multi-skilled agents capable of performing a rich repertoire of diverse skills. We demonstrate results using multiple characters (human, Atlas robot, bipedal dinosaur, dragon) and a large variety of skills, including locomotion, acrobatics, and martial arts.

TADA! Text to Animatable Digital Avatars

We introduce TADA, a simple-yet-effective approach that takes textual descriptions and produces expressive 3D avatars with high-quality geometry and lifelike textures, that can be animated and rendered with traditional graphics pipelines. Existing text-based character generation methods are limited in terms of geometry and texture quality, and cannot be realistically animated due to inconsistent alignment between the geometry and the texture, particularly in the face region. To overcome these limitations, TADA leverages the synergy of a 2D diffusion model and an animatable parametric body model. Specifically, we derive an optimizable high-resolution body model from SMPL-X with 3D displacements and a texture map, and use hierarchical rendering with score distillation sampling (SDS) to create high-quality, detailed, holistic 3D avatars from text. To ensure alignment between the geometry and texture, we render normals and RGB images of the generated character and exploit their latent embeddings in the SDS training process. We further introduce various expression parameters to deform the generated character during training, ensuring that the semantics of our generated character remain consistent with the original SMPL-X model, resulting in an animatable character. Comprehensive evaluations demonstrate that TADA significantly surpasses existing approaches on both qualitative and quantitative measures. TADA enables creation of large-scale digital character assets that are ready for animation and rendering, while also being easily editable through natural language. The code will be public for research purposes.

Hunyuan-Game: Industrial-grade Intelligent Game Creation Model

Intelligent game creation represents a transformative advancement in game development, utilizing generative artificial intelligence to dynamically generate and enhance game content. Despite notable progress in generative models, the comprehensive synthesis of high-quality game assets, including both images and videos, remains a challenging frontier. To create high-fidelity game content that simultaneously aligns with player preferences and significantly boosts designer efficiency, we present Hunyuan-Game, an innovative project designed to revolutionize intelligent game production. Hunyuan-Game encompasses two primary branches: image generation and video generation. The image generation component is built upon a vast dataset comprising billions of game images, leading to the development of a group of customized image generation models tailored for game scenarios: (1) General Text-to-Image Generation. (2) Game Visual Effects Generation, involving text-to-effect and reference image-based game visual effect generation. (3) Transparent Image Generation for characters, scenes, and game visual effects. (4) Game Character Generation based on sketches, black-and-white images, and white models. The video generation component is built upon a comprehensive dataset of millions of game and anime videos, leading to the development of five core algorithmic models, each targeting critical pain points in game development and having robust adaptation to diverse game video scenarios: (1) Image-to-Video Generation. (2) 360 A/T Pose Avatar Video Synthesis. (3) Dynamic Illustration Generation. (4) Generative Video Super-Resolution. (5) Interactive Game Video Generation. These image and video generation models not only exhibit high-level aesthetic expression but also deeply integrate domain-specific knowledge, establishing a systematic understanding of diverse game and anime art styles.

CDM: A Reliable Metric for Fair and Accurate Formula Recognition Evaluation

Formula recognition presents significant challenges due to the complicated structure and varied notation of mathematical expressions. Despite continuous advancements in formula recognition models, the evaluation metrics employed by these models, such as BLEU and Edit Distance, still exhibit notable limitations. They overlook the fact that the same formula has diverse representations and is highly sensitive to the distribution of training data, thereby causing the unfairness in formula recognition evaluation. To this end, we propose a Character Detection Matching (CDM) metric, ensuring the evaluation objectivity by designing a image-level rather than LaTex-level metric score. Specifically, CDM renders both the model-predicted LaTeX and the ground-truth LaTeX formulas into image-formatted formulas, then employs visual feature extraction and localization techniques for precise character-level matching, incorporating spatial position information. Such a spatially-aware and character-matching method offers a more accurate and equitable evaluation compared with previous BLEU and Edit Distance metrics that rely solely on text-based character matching. Experimentally, we evaluated various formula recognition models using CDM, BLEU, and ExpRate metrics. Their results demonstrate that the CDM aligns more closely with human evaluation standards and provides a fairer comparison across different models by eliminating discrepancies caused by diverse formula representations.

CLASH: Evaluating Language Models on Judging High-Stakes Dilemmas from Multiple Perspectives

Navigating high-stakes dilemmas involving conflicting values is challenging even for humans, let alone for AI. Yet prior work in evaluating the reasoning capabilities of large language models (LLMs) in such situations has been limited to everyday scenarios. To close this gap, this work first introduces CLASH (Character perspective-based LLM Assessments in Situations with High-stakes), a meticulously curated dataset consisting of 345 high-impact dilemmas along with 3,795 individual perspectives of diverse values. In particular, we design CLASH in a way to support the study of critical aspects of value-based decision-making processes which are missing from prior work, including understanding decision ambivalence and psychological discomfort as well as capturing the temporal shifts of values in characters' perspectives. By benchmarking 10 open and closed frontier models, we uncover several key findings. (1) Even the strongest models, such as GPT-4o and Claude-Sonnet, achieve less than 50% accuracy in identifying situations where the decision should be ambivalent, while they perform significantly better in clear-cut scenarios. (2) While LLMs reasonably predict psychological discomfort as marked by human, they inadequately comprehend perspectives involving value shifts, indicating a need for LLMs to reason over complex values. (3) Our experiments also reveal a significant correlation between LLMs' value preferences and their steerability towards a given value. (4) Finally, LLMs exhibit greater steerability when engaged in value reasoning from a third-party perspective, compared to a first-person setup, though certain value pairs benefit uniquely from the first-person framing.

HunyuanVideo-Avatar: High-Fidelity Audio-Driven Human Animation for Multiple Characters

Recent years have witnessed significant progress in audio-driven human animation. However, critical challenges remain in (i) generating highly dynamic videos while preserving character consistency, (ii) achieving precise emotion alignment between characters and audio, and (iii) enabling multi-character audio-driven animation. To address these challenges, we propose HunyuanVideo-Avatar, a multimodal diffusion transformer (MM-DiT)-based model capable of simultaneously generating dynamic, emotion-controllable, and multi-character dialogue videos. Concretely, HunyuanVideo-Avatar introduces three key innovations: (i) A character image injection module is designed to replace the conventional addition-based character conditioning scheme, eliminating the inherent condition mismatch between training and inference. This ensures the dynamic motion and strong character consistency; (ii) An Audio Emotion Module (AEM) is introduced to extract and transfer the emotional cues from an emotion reference image to the target generated video, enabling fine-grained and accurate emotion style control; (iii) A Face-Aware Audio Adapter (FAA) is proposed to isolate the audio-driven character with latent-level face mask, enabling independent audio injection via cross-attention for multi-character scenarios. These innovations empower HunyuanVideo-Avatar to surpass state-of-the-art methods on benchmark datasets and a newly proposed wild dataset, generating realistic avatars in dynamic, immersive scenarios.

Instruction-Guided Scene Text Recognition

Multi-modal models show appealing performance in visual recognition tasks recently, as free-form text-guided training evokes the ability to understand fine-grained visual content. However, current models are either inefficient or cannot be trivially upgraded to scene text recognition (STR) due to the composition difference between natural and text images. We propose a novel instruction-guided scene text recognition (IGTR) paradigm that formulates STR as an instruction learning problem and understands text images by predicting character attributes, e.g., character frequency, position, etc. IGTR first devises left langle condition,question,answerright rangle instruction triplets, providing rich and diverse descriptions of character attributes. To effectively learn these attributes through question-answering, IGTR develops lightweight instruction encoder, cross-modal feature fusion module and multi-task answer head, which guides nuanced text image understanding. Furthermore, IGTR realizes different recognition pipelines simply by using different instructions, enabling a character-understanding-based text reasoning paradigm that considerably differs from current methods. Experiments on English and Chinese benchmarks show that IGTR outperforms existing models by significant margins, while maintaining a small model size and efficient inference speed. Moreover, by adjusting the sampling of instructions, IGTR offers an elegant way to tackle the recognition of both rarely appearing and morphologically similar characters, which were previous challenges. Code at https://github.com/Topdu/OpenOCR{this http URL}.

InterControl: Zero-shot Human Interaction Generation by Controlling Every Joint

Text-conditioned motion synthesis has made remarkable progress with the emergence of diffusion models. However, the majority of these motion diffusion models are primarily designed for a single character and overlook multi-human interactions. In our approach, we strive to explore this problem by synthesizing human motion with interactions for a group of characters of any size in a zero-shot manner. The key aspect of our approach is the adaptation of human-wise interactions as pairs of human joints that can be either in contact or separated by a desired distance. In contrast to existing methods that necessitate training motion generation models on multi-human motion datasets with a fixed number of characters, our approach inherently possesses the flexibility to model human interactions involving an arbitrary number of individuals, thereby transcending the limitations imposed by the training data. We introduce a novel controllable motion generation method, InterControl, to encourage the synthesized motions maintaining the desired distance between joint pairs. It consists of a motion controller and an inverse kinematics guidance module that realistically and accurately aligns the joints of synthesized characters to the desired location. Furthermore, we demonstrate that the distance between joint pairs for human-wise interactions can be generated using an off-the-shelf Large Language Model (LLM). Experimental results highlight the capability of our framework to generate interactions with multiple human characters and its potential to work with off-the-shelf physics-based character simulators.

WenetSpeech: A 10000+ Hours Multi-domain Mandarin Corpus for Speech Recognition

In this paper, we present WenetSpeech, a multi-domain Mandarin corpus consisting of 10000+ hours high-quality labeled speech, 2400+ hours weakly labeled speech, and about 10000 hours unlabeled speech, with 22400+ hours in total. We collect the data from YouTube and Podcast, which covers a variety of speaking styles, scenarios, domains, topics, and noisy conditions. An optical character recognition (OCR) based method is introduced to generate the audio/text segmentation candidates for the YouTube data on its corresponding video captions, while a high-quality ASR transcription system is used to generate audio/text pair candidates for the Podcast data. Then we propose a novel end-to-end label error detection approach to further validate and filter the candidates. We also provide three manually labelled high-quality test sets along with WenetSpeech for evaluation -- Dev for cross-validation purpose in training, Test_Net, collected from Internet for matched test, and Test\_Meeting, recorded from real meetings for more challenging mismatched test. Baseline systems trained with WenetSpeech are provided for three popular speech recognition toolkits, namely Kaldi, ESPnet, and WeNet, and recognition results on the three test sets are also provided as benchmarks. To the best of our knowledge, WenetSpeech is the current largest open-sourced Mandarin speech corpus with transcriptions, which benefits research on production-level speech recognition.

Spanish TrOCR: Leveraging Transfer Learning for Language Adaptation

This study explores the transfer learning capabilities of the TrOCR architecture to Spanish. TrOCR is a transformer-based Optical Character Recognition (OCR) model renowned for its state-of-the-art performance in English benchmarks. Inspired by Li et al. assertion regarding its adaptability to multilingual text recognition, we investigate two distinct approaches to adapt the model to a new language: integrating an English TrOCR encoder with a language specific decoder and train the model on this specific language, and fine-tuning the English base TrOCR model on a new language data. Due to the scarcity of publicly available datasets, we present a resource-efficient pipeline for creating OCR datasets in any language, along with a comprehensive benchmark of the different image generation methods employed with a focus on Visual Rich Documents (VRDs). Additionally, we offer a comparative analysis of the two approaches for the Spanish language, demonstrating that fine-tuning the English TrOCR on Spanish yields superior recognition than the language specific decoder for a fixed dataset size. We evaluate our model employing character and word error rate metrics on a public available printed dataset, comparing the performance against other open-source and cloud OCR spanish models. As far as we know, these resources represent the best open-source model for OCR in Spanish. The Spanish TrOCR models are publicly available on HuggingFace [20] and the code to generate the dataset is available on Github [25].

SketchMetaFace: A Learning-based Sketching Interface for High-fidelity 3D Character Face Modeling

Modeling 3D avatars benefits various application scenarios such as AR/VR, gaming, and filming. Character faces contribute significant diversity and vividity as a vital component of avatars. However, building 3D character face models usually requires a heavy workload with commercial tools, even for experienced artists. Various existing sketch-based tools fail to support amateurs in modeling diverse facial shapes and rich geometric details. In this paper, we present SketchMetaFace - a sketching system targeting amateur users to model high-fidelity 3D faces in minutes. We carefully design both the user interface and the underlying algorithm. First, curvature-aware strokes are adopted to better support the controllability of carving facial details. Second, considering the key problem of mapping a 2D sketch map to a 3D model, we develop a novel learning-based method termed "Implicit and Depth Guided Mesh Modeling" (IDGMM). It fuses the advantages of mesh, implicit, and depth representations to achieve high-quality results with high efficiency. In addition, to further support usability, we present a coarse-to-fine 2D sketching interface design and a data-driven stroke suggestion tool. User studies demonstrate the superiority of our system over existing modeling tools in terms of the ease to use and visual quality of results. Experimental analyses also show that IDGMM reaches a better trade-off between accuracy and efficiency. SketchMetaFace are available at https://zhongjinluo.github.io/SketchMetaFace/.

Bind-Your-Avatar: Multi-Talking-Character Video Generation with Dynamic 3D-mask-based Embedding Router

Recent years have witnessed remarkable advances in audio-driven talking head generation. However, existing approaches predominantly focus on single-character scenarios. While some methods can create separate conversation videos between two individuals, the critical challenge of generating unified conversation videos with multiple physically co-present characters sharing the same spatial environment remains largely unaddressed. This setting presents two key challenges: audio-to-character correspondence control and the lack of suitable datasets featuring multi-character talking videos within the same scene. To address these challenges, we introduce Bind-Your-Avatar, an MM-DiT-based model specifically designed for multi-talking-character video generation in the same scene. Specifically, we propose (1) A novel framework incorporating a fine-grained Embedding Router that binds `who' and `speak what' together to address the audio-to-character correspondence control. (2) Two methods for implementing a 3D-mask embedding router that enables frame-wise, fine-grained control of individual characters, with distinct loss functions based on observed geometric priors and a mask refinement strategy to enhance the accuracy and temporal smoothness of the predicted masks. (3) The first dataset, to the best of our knowledge, specifically constructed for multi-talking-character video generation, and accompanied by an open-source data processing pipeline, and (4) A benchmark for the dual-talking-characters video generation, with extensive experiments demonstrating superior performance over multiple state-of-the-art methods.

Unlock Pose Diversity: Accurate and Efficient Implicit Keypoint-based Spatiotemporal Diffusion for Audio-driven Talking Portrait

Audio-driven single-image talking portrait generation plays a crucial role in virtual reality, digital human creation, and filmmaking. Existing approaches are generally categorized into keypoint-based and image-based methods. Keypoint-based methods effectively preserve character identity but struggle to capture fine facial details due to the fixed points limitation of the 3D Morphable Model. Moreover, traditional generative networks face challenges in establishing causality between audio and keypoints on limited datasets, resulting in low pose diversity. In contrast, image-based approaches produce high-quality portraits with diverse details using the diffusion network but incur identity distortion and expensive computational costs. In this work, we propose KDTalker, the first framework to combine unsupervised implicit 3D keypoint with a spatiotemporal diffusion model. Leveraging unsupervised implicit 3D keypoints, KDTalker adapts facial information densities, allowing the diffusion process to model diverse head poses and capture fine facial details flexibly. The custom-designed spatiotemporal attention mechanism ensures accurate lip synchronization, producing temporally consistent, high-quality animations while enhancing computational efficiency. Experimental results demonstrate that KDTalker achieves state-of-the-art performance regarding lip synchronization accuracy, head pose diversity, and execution efficiency.Our codes are available at https://github.com/chaolongy/KDTalker.

Paint Bucket Colorization Using Anime Character Color Design Sheets

Line art colorization plays a crucial role in hand-drawn animation production, where digital artists manually colorize segments using a paint bucket tool, guided by RGB values from character color design sheets. This process, often called paint bucket colorization, involves two main tasks: keyframe colorization, where colors are applied according to the character's color design sheet, and consecutive frame colorization, where these colors are replicated across adjacent frames. Current automated colorization methods primarily focus on reference-based and segment-matching approaches. However, reference-based methods often fail to accurately assign specific colors to each region, while matching-based methods are limited to consecutive frame colorization and struggle with issues like significant deformation and occlusion. In this work, we introduce inclusion matching, which allows the network to understand the inclusion relationships between segments, rather than relying solely on direct visual correspondences. By integrating this approach with segment parsing and color warping modules, our inclusion matching pipeline significantly improves performance in both keyframe colorization and consecutive frame colorization. To support our network's training, we have developed a unique dataset named PaintBucket-Character, which includes rendered line arts alongside their colorized versions and shading annotations for various 3D characters. To replicate industry animation data formats, we also created color design sheets for each character, with semantic information for each color and standard pose reference images. Experiments highlight the superiority of our method, demonstrating accurate and consistent colorization across both our proposed benchmarks and hand-drawn animations.

CharacterBox: Evaluating the Role-Playing Capabilities of LLMs in Text-Based Virtual Worlds

Role-playing is a crucial capability of Large Language Models (LLMs), enabling a wide range of practical applications, including intelligent non-player characters, digital twins, and emotional companions. Evaluating this capability in LLMs is challenging due to the complex dynamics involved in role-playing, such as maintaining character fidelity throughout a storyline and navigating open-ended narratives without a definitive ground truth. Current evaluation methods, which primarily focus on question-answering or conversational snapshots, fall short of adequately capturing the nuanced character traits and behaviors essential for authentic role-playing. In this paper, we propose CharacterBox, which is a simulation sandbox designed to generate situational fine-grained character behavior trajectories. These behavior trajectories enable a more comprehensive and in-depth evaluation of role-playing capabilities. CharacterBox consists of two main components: the character agent and the narrator agent. The character agent, grounded in psychological and behavioral science, exhibits human-like behaviors, while the narrator agent coordinates interactions between character agents and environmental changes. Additionally, we introduce two trajectory-based methods that leverage CharacterBox to enhance LLM performance. To reduce costs and facilitate the adoption of CharacterBox by public communities, we fine-tune two smaller models, CharacterNR and CharacterRM, as substitutes for GPT API calls, and demonstrate their competitive performance compared to advanced GPT APIs.

IDPL-PFOD2: A New Large-Scale Dataset for Printed Farsi Optical Character Recognition

Optical Character Recognition is a technique that converts document images into searchable and editable text, making it a valuable tool for processing scanned documents. While the Farsi language stands as a prominent and official language in Asia, efforts to develop efficient methods for recognizing Farsi printed text have been relatively limited. This is primarily attributed to the languages distinctive features, such as cursive form, the resemblance between certain alphabet characters, and the presence of numerous diacritics and dot placement. On the other hand, given the substantial training sample requirements of deep-based architectures for effective performance, the development of such datasets holds paramount significance. In light of these concerns, this paper aims to present a novel large-scale dataset, IDPL-PFOD2, tailored for Farsi printed text recognition. The dataset comprises 2003541 images featuring a wide variety of fonts, styles, and sizes. This dataset is an extension of the previously introduced IDPL-PFOD dataset, offering a substantial increase in both volume and diversity. Furthermore, the datasets effectiveness is assessed through the utilization of both CRNN-based and Vision Transformer architectures. The CRNN-based model achieves a baseline accuracy rate of 78.49% and a normalized edit distance of 97.72%, while the Vision Transformer architecture attains an accuracy of 81.32% and a normalized edit distance of 98.74%.

Word and Document Embeddings based on Neural Network Approaches

Data representation is a fundamental task in machine learning. The representation of data affects the performance of the whole machine learning system. In a long history, the representation of data is done by feature engineering, and researchers aim at designing better features for specific tasks. Recently, the rapid development of deep learning and representation learning has brought new inspiration to various domains. In natural language processing, the most widely used feature representation is the Bag-of-Words model. This model has the data sparsity problem and cannot keep the word order information. Other features such as part-of-speech tagging or more complex syntax features can only fit for specific tasks in most cases. This thesis focuses on word representation and document representation. We compare the existing systems and present our new model. First, for generating word embeddings, we make comprehensive comparisons among existing word embedding models. In terms of theory, we figure out the relationship between the two most important models, i.e., Skip-gram and GloVe. In our experiments, we analyze three key points in generating word embeddings, including the model construction, the training corpus and parameter design. We evaluate word embeddings with three types of tasks, and we argue that they cover the existing use of word embeddings. Through theory and practical experiments, we present some guidelines for how to generate a good word embedding. Second, in Chinese character or word representation. We introduce the joint training of Chinese character and word. ... Third, for document representation, we analyze the existing document representation models, including recursive NNs, recurrent NNs and convolutional NNs. We point out the drawbacks of these models and present our new model, the recurrent convolutional neural networks. ...

Animate-X: Universal Character Image Animation with Enhanced Motion Representation

Character image animation, which generates high-quality videos from a reference image and target pose sequence, has seen significant progress in recent years. However, most existing methods only apply to human figures, which usually do not generalize well on anthropomorphic characters commonly used in industries like gaming and entertainment. Our in-depth analysis suggests to attribute this limitation to their insufficient modeling of motion, which is unable to comprehend the movement pattern of the driving video, thus imposing a pose sequence rigidly onto the target character. To this end, this paper proposes Animate-X, a universal animation framework based on LDM for various character types (collectively named X), including anthropomorphic characters. To enhance motion representation, we introduce the Pose Indicator, which captures comprehensive motion pattern from the driving video through both implicit and explicit manner. The former leverages CLIP visual features of a driving video to extract its gist of motion, like the overall movement pattern and temporal relations among motions, while the latter strengthens the generalization of LDM by simulating possible inputs in advance that may arise during inference. Moreover, we introduce a new Animated Anthropomorphic Benchmark (A^2Bench) to evaluate the performance of Animate-X on universal and widely applicable animation images. Extensive experiments demonstrate the superiority and effectiveness of Animate-X compared to state-of-the-art methods.

MME-VideoOCR: Evaluating OCR-Based Capabilities of Multimodal LLMs in Video Scenarios

Multimodal Large Language Models (MLLMs) have achieved considerable accuracy in Optical Character Recognition (OCR) from static images. However, their efficacy in video OCR is significantly diminished due to factors such as motion blur, temporal variations, and visual effects inherent in video content. To provide clearer guidance for training practical MLLMs, we introduce the MME-VideoOCR benchmark, which encompasses a comprehensive range of video OCR application scenarios. MME-VideoOCR features 10 task categories comprising 25 individual tasks and spans 44 diverse scenarios. These tasks extend beyond text recognition to incorporate deeper comprehension and reasoning of textual content within videos. The benchmark consists of 1,464 videos with varying resolutions, aspect ratios, and durations, along with 2,000 meticulously curated, manually annotated question-answer pairs. We evaluate 18 state-of-the-art MLLMs on MME-VideoOCR, revealing that even the best-performing model (Gemini-2.5 Pro) achieves an accuracy of only 73.7%. Fine-grained analysis indicates that while existing MLLMs demonstrate strong performance on tasks where relevant texts are contained within a single or few frames, they exhibit limited capability in effectively handling tasks that demand holistic video comprehension. These limitations are especially evident in scenarios that require spatio-temporal reasoning, cross-frame information integration, or resistance to language prior bias. Our findings also highlight the importance of high-resolution visual input and sufficient temporal coverage for reliable OCR in dynamic video scenarios.

RealisDance-DiT: Simple yet Strong Baseline towards Controllable Character Animation in the Wild

Controllable character animation remains a challenging problem, particularly in handling rare poses, stylized characters, character-object interactions, complex illumination, and dynamic scenes. To tackle these issues, prior work has largely focused on injecting pose and appearance guidance via elaborate bypass networks, but often struggles to generalize to open-world scenarios. In this paper, we propose a new perspective that, as long as the foundation model is powerful enough, straightforward model modifications with flexible fine-tuning strategies can largely address the above challenges, taking a step towards controllable character animation in the wild. Specifically, we introduce RealisDance-DiT, built upon the Wan-2.1 video foundation model. Our sufficient analysis reveals that the widely adopted Reference Net design is suboptimal for large-scale DiT models. Instead, we demonstrate that minimal modifications to the foundation model architecture yield a surprisingly strong baseline. We further propose the low-noise warmup and "large batches and small iterations" strategies to accelerate model convergence during fine-tuning while maximally preserving the priors of the foundation model. In addition, we introduce a new test dataset that captures diverse real-world challenges, complementing existing benchmarks such as TikTok dataset and UBC fashion video dataset, to comprehensively evaluate the proposed method. Extensive experiments show that RealisDance-DiT outperforms existing methods by a large margin.

A Deep Neural Network for SSVEP-based Brain-Computer Interfaces

Objective: Target identification in brain-computer interface (BCI) spellers refers to the electroencephalogram (EEG) classification for predicting the target character that the subject intends to spell. When the visual stimulus of each character is tagged with a distinct frequency, the EEG records steady-state visually evoked potentials (SSVEP) whose spectrum is dominated by the harmonics of the target frequency. In this setting, we address the target identification and propose a novel deep neural network (DNN) architecture. Method: The proposed DNN processes the multi-channel SSVEP with convolutions across the sub-bands of harmonics, channels, time, and classifies at the fully connected layer. We test with two publicly available large scale (the benchmark and BETA) datasets consisting of in total 105 subjects with 40 characters. Our first stage training learns a global model by exploiting the statistical commonalities among all subjects, and the second stage fine tunes to each subject separately by exploiting the individualities. Results: Our DNN achieves impressive information transfer rates (ITRs) on both datasets, 265.23 bits/min and 196.59 bits/min, respectively, with only 0.4 seconds of stimulation. The code is available for reproducibility at https://github.com/osmanberke/Deep-SSVEP-BCI. Conclusion: The presented DNN strongly outperforms the state-of-the-art techniques as our accuracy and ITR rates are the highest ever reported performance results on these datasets. Significance: Due to its unprecedentedly high speller ITRs and flawless applicability to general SSVEP systems, our technique has great potential in various biomedical engineering settings of BCIs such as communication, rehabilitation and control.

ColorizeDiffusion v2: Enhancing Reference-based Sketch Colorization Through Separating Utilities

Reference-based sketch colorization methods have garnered significant attention due to their potential applications in the animation production industry. However, most existing methods are trained with image triplets of sketch, reference, and ground truth that are semantically and spatially well-aligned, while real-world references and sketches often exhibit substantial misalignment. This mismatch in data distribution between training and inference leads to overfitting, consequently resulting in spatial artifacts and significant degradation in overall colorization quality, limiting potential applications of current methods for general purposes. To address this limitation, we conduct an in-depth analysis of the carrier, defined as the latent representation facilitating information transfer from reference to sketch. Based on this analysis, we propose a novel workflow that dynamically adapts the carrier to optimize distinct aspects of colorization. Specifically, for spatially misaligned artifacts, we introduce a split cross-attention mechanism with spatial masks, enabling region-specific reference injection within the diffusion process. To mitigate semantic neglect of sketches, we employ dedicated background and style encoders to transfer detailed reference information in the latent feature space, achieving enhanced spatial control and richer detail synthesis. Furthermore, we propose character-mask merging and background bleaching as preprocessing steps to improve foreground-background integration and background generation. Extensive qualitative and quantitative evaluations, including a user study, demonstrate the superior performance of our proposed method compared to existing approaches. An ablation study further validates the efficacy of each proposed component.

FlexiClip: Locality-Preserving Free-Form Character Animation

Animating clipart images with seamless motion while maintaining visual fidelity and temporal coherence presents significant challenges. Existing methods, such as AniClipart, effectively model spatial deformations but often fail to ensure smooth temporal transitions, resulting in artifacts like abrupt motions and geometric distortions. Similarly, text-to-video (T2V) and image-to-video (I2V) models struggle to handle clipart due to the mismatch in statistical properties between natural video and clipart styles. This paper introduces FlexiClip, a novel approach designed to overcome these limitations by addressing the intertwined challenges of temporal consistency and geometric integrity. FlexiClip extends traditional B\'ezier curve-based trajectory modeling with key innovations: temporal Jacobians to correct motion dynamics incrementally, continuous-time modeling via probability flow ODEs (pfODEs) to mitigate temporal noise, and a flow matching loss inspired by GFlowNet principles to optimize smooth motion transitions. These enhancements ensure coherent animations across complex scenarios involving rapid movements and non-rigid deformations. Extensive experiments validate the effectiveness of FlexiClip in generating animations that are not only smooth and natural but also structurally consistent across diverse clipart types, including humans and animals. By integrating spatial and temporal modeling with pre-trained video diffusion models, FlexiClip sets a new standard for high-quality clipart animation, offering robust performance across a wide range of visual content. Project Page: https://creative-gen.github.io/flexiclip.github.io/

Gorgeous: Create Your Desired Character Facial Makeup from Any Ideas

Contemporary makeup transfer methods primarily focus on replicating makeup from one face to another, considerably limiting their use in creating diverse and creative character makeup essential for visual storytelling. Such methods typically fail to address the need for uniqueness and contextual relevance, specifically aligning with character and story settings as they depend heavily on existing facial makeup in reference images. This approach also presents a significant challenge when attempting to source a perfectly matched facial makeup style, further complicating the creation of makeup designs inspired by various story elements, such as theme, background, and props that do not necessarily feature faces. To address these limitations, we introduce Gorgeous, a novel diffusion-based makeup application method that goes beyond simple transfer by innovatively crafting unique and thematic facial makeup. Unlike traditional methods, Gorgeous does not require the presence of a face in the reference images. Instead, it draws artistic inspiration from a minimal set of three to five images, which can be of any type, and transforms these elements into practical makeup applications directly on the face. Our comprehensive experiments demonstrate that Gorgeous can effectively generate distinctive character facial makeup inspired by the chosen thematic reference images. This approach opens up new possibilities for integrating broader story elements into character makeup, thereby enhancing the narrative depth and visual impact in storytelling.

OneActor: Consistent Character Generation via Cluster-Conditioned Guidance

Text-to-image diffusion models benefit artists with high-quality image generation. Yet its stochastic nature prevent artists from creating consistent images of the same character. Existing methods try to tackle this challenge and generate consistent content in various ways. However, they either depend on external data or require expensive tuning of the diffusion model. For this issue, we argue that a lightweight but intricate guidance is enough to function. Aiming at this, we lead the way to formalize the objective of consistent generation, derive a clustering-based score function and propose a novel paradigm, OneActor. We design a cluster-conditioned model which incorporates posterior samples to guide the denoising trajectories towards the target cluster. To overcome the overfitting challenge shared by one-shot tuning pipelines, we devise auxiliary components to simultaneously augment the tuning and regulate the inference. This technique is later verified to significantly enhance the content diversity of generated images. Comprehensive experiments show that our method outperforms a variety of baselines with satisfactory character consistency, superior prompt conformity as well as high image quality. And our method is at least 4 times faster than tuning-based baselines. Furthermore, to our best knowledge, we first prove that the semantic space has the same interpolation property as the latent space dose. This property can serve as another promising tool for fine generation control.

FinMem: A Performance-Enhanced LLM Trading Agent with Layered Memory and Character Design

Recent advancements in Large Language Models (LLMs) have exhibited notable efficacy in question-answering (QA) tasks across diverse domains. Their prowess in integrating extensive web knowledge has fueled interest in developing LLM-based autonomous agents. While LLMs are efficient in decoding human instructions and deriving solutions by holistically processing historical inputs, transitioning to purpose-driven agents requires a supplementary rational architecture to process multi-source information, establish reasoning chains, and prioritize critical tasks. Addressing this, we introduce FinMem, a novel LLM-based agent framework devised for financial decision-making. It encompasses three core modules: Profiling, to customize the agent's characteristics; Memory, with layered message processing, to aid the agent in assimilating hierarchical financial data; and Decision-making, to convert insights gained from memories into investment decisions. Notably, FinMem's memory module aligns closely with the cognitive structure of human traders, offering robust interpretability and real-time tuning. Its adjustable cognitive span allows for the retention of critical information beyond human perceptual limits, thereby enhancing trading outcomes. This framework enables the agent to self-evolve its professional knowledge, react agilely to new investment cues, and continuously refine trading decisions in the volatile financial environment. We first compare FinMem with various algorithmic agents on a scalable real-world financial dataset, underscoring its leading trading performance in stocks. We then fine-tuned the agent's perceptual span and character setting to achieve a significantly enhanced trading performance. Collectively, FinMem presents a cutting-edge LLM agent framework for automated trading, boosting cumulative investment returns.

DramaQA: Character-Centered Video Story Understanding with Hierarchical QA

Despite recent progress on computer vision and natural language processing, developing a machine that can understand video story is still hard to achieve due to the intrinsic difficulty of video story. Moreover, researches on how to evaluate the degree of video understanding based on human cognitive process have not progressed as yet. In this paper, we propose a novel video question answering (Video QA) task, DramaQA, for a comprehensive understanding of the video story. The DramaQA focuses on two perspectives: 1) Hierarchical QAs as an evaluation metric based on the cognitive developmental stages of human intelligence. 2) Character-centered video annotations to model local coherence of the story. Our dataset is built upon the TV drama "Another Miss Oh" and it contains 17,983 QA pairs from 23,928 various length video clips, with each QA pair belonging to one of four difficulty levels. We provide 217,308 annotated images with rich character-centered annotations, including visual bounding boxes, behaviors and emotions of main characters, and coreference resolved scripts. Additionally, we suggest Multi-level Context Matching model which hierarchically understands character-centered representations of video to answer questions. We release our dataset and model publicly for research purposes, and we expect our work to provide a new perspective on video story understanding research.

General Detection-based Text Line Recognition

We introduce a general detection-based approach to text line recognition, be it printed (OCR) or handwritten (HTR), with Latin, Chinese, or ciphered characters. Detection-based approaches have until now been largely discarded for HTR because reading characters separately is often challenging, and character-level annotation is difficult and expensive. We overcome these challenges thanks to three main insights: (i) synthetic pre-training with sufficiently diverse data enables learning reasonable character localization for any script; (ii) modern transformer-based detectors can jointly detect a large number of instances, and, if trained with an adequate masking strategy, leverage consistency between the different detections; (iii) once a pre-trained detection model with approximate character localization is available, it is possible to fine-tune it with line-level annotation on real data, even with a different alphabet. Our approach, dubbed DTLR, builds on a completely different paradigm than state-of-the-art HTR methods, which rely on autoregressive decoding, predicting character values one by one, while we treat a complete line in parallel. Remarkably, we demonstrate good performance on a large range of scripts, usually tackled with specialized approaches. In particular, we improve state-of-the-art performances for Chinese script recognition on the CASIA v2 dataset, and for cipher recognition on the Borg and Copiale datasets. Our code and models are available at https://github.com/raphael-baena/DTLR.

DrawingSpinUp: 3D Animation from Single Character Drawings

Animating various character drawings is an engaging visual content creation task. Given a single character drawing, existing animation methods are limited to flat 2D motions and thus lack 3D effects. An alternative solution is to reconstruct a 3D model from a character drawing as a proxy and then retarget 3D motion data onto it. However, the existing image-to-3D methods could not work well for amateur character drawings in terms of appearance and geometry. We observe the contour lines, commonly existing in character drawings, would introduce significant ambiguity in texture synthesis due to their view-dependence. Additionally, thin regions represented by single-line contours are difficult to reconstruct (e.g., slim limbs of a stick figure) due to their delicate structures. To address these issues, we propose a novel system, DrawingSpinUp, to produce plausible 3D animations and breathe life into character drawings, allowing them to freely spin up, leap, and even perform a hip-hop dance. For appearance improvement, we adopt a removal-then-restoration strategy to first remove the view-dependent contour lines and then render them back after retargeting the reconstructed character. For geometry refinement, we develop a skeleton-based thinning deformation algorithm to refine the slim structures represented by the single-line contours. The experimental evaluations and a perceptual user study show that our proposed method outperforms the existing 2D and 3D animation methods and generates high-quality 3D animations from a single character drawing. Please refer to our project page (https://lordliang.github.io/DrawingSpinUp) for the code and generated animations.

StdGEN: Semantic-Decomposed 3D Character Generation from Single Images

We present StdGEN, an innovative pipeline for generating semantically decomposed high-quality 3D characters from single images, enabling broad applications in virtual reality, gaming, and filmmaking, etc. Unlike previous methods which struggle with limited decomposability, unsatisfactory quality, and long optimization times, StdGEN features decomposability, effectiveness and efficiency; i.e., it generates intricately detailed 3D characters with separated semantic components such as the body, clothes, and hair, in three minutes. At the core of StdGEN is our proposed Semantic-aware Large Reconstruction Model (S-LRM), a transformer-based generalizable model that jointly reconstructs geometry, color and semantics from multi-view images in a feed-forward manner. A differentiable multi-layer semantic surface extraction scheme is introduced to acquire meshes from hybrid implicit fields reconstructed by our S-LRM. Additionally, a specialized efficient multi-view diffusion model and an iterative multi-layer surface refinement module are integrated into the pipeline to facilitate high-quality, decomposable 3D character generation. Extensive experiments demonstrate our state-of-the-art performance in 3D anime character generation, surpassing existing baselines by a significant margin in geometry, texture and decomposability. StdGEN offers ready-to-use semantic-decomposed 3D characters and enables flexible customization for a wide range of applications. Project page: https://stdgen.github.io

Faithful Persona-based Conversational Dataset Generation with Large Language Models

High-quality conversational datasets are essential for developing AI models that can communicate with users. One way to foster deeper interactions between a chatbot and its user is through personas, aspects of the user's character that provide insights into their personality, motivations, and behaviors. Training Natural Language Processing (NLP) models on a diverse and comprehensive persona-based dataset can lead to conversational models that create a deeper connection with the user, and maintain their engagement. In this paper, we leverage the power of Large Language Models (LLMs) to create a large, high-quality conversational dataset from a seed dataset. We propose a Generator-Critic architecture framework to expand the initial dataset, while improving the quality of its conversations. The Generator is an LLM prompted to output conversations. The Critic consists of a mixture of expert LLMs that control the quality of the generated conversations. These experts select the best generated conversations, which we then use to improve the Generator. We release Synthetic-Persona-Chat, consisting of 20k conversations seeded from Persona-Chat. We evaluate the quality of Synthetic-Persona-Chat and our generation framework on different dimensions through extensive experiments, and observe that the losing rate of Synthetic-Persona-Chat against Persona-Chat during Turing test decreases from 17.2% to 8.8% over three iterations.

Sparse Concept Coded Tetrolet Transform for Unconstrained Odia Character Recognition

Feature representation in the form of spatio-spectral decomposition is one of the robust techniques adopted in automatic handwritten character recognition systems. In this regard, we propose a new image representation approach for unconstrained handwritten alphanumeric characters using sparse concept coded Tetrolets. Tetrolets, which does not use fixed dyadic square blocks for spectral decomposition like conventional wavelets, preserve the localized variations in handwritings by adopting tetrominoes those capture the shape geometry. The sparse concept coding of low entropy Tetrolet representation is found to extract the important hidden information (concept) for superior pattern discrimination. Large scale experimentation using ten databases in six different scripts (Bangla, Devanagari, Odia, English, Arabic and Telugu) has been performed. The proposed feature representation along with standard classifiers such as random forest, support vector machine (SVM), nearest neighbor and modified quadratic discriminant function (MQDF) is found to achieve state-of-the-art recognition performance in all the databases, viz. 99.40% (MNIST); 98.72% and 93.24% (IITBBS); 99.38% and 99.22% (ISI Kolkata). The proposed OCR system is shown to perform better than other sparse based techniques such as PCA, SparsePCA and SparseLDA, as well as better than existing transforms (Wavelet, Slantlet and Stockwell).

UDiffText: A Unified Framework for High-quality Text Synthesis in Arbitrary Images via Character-aware Diffusion Models

Text-to-Image (T2I) generation methods based on diffusion model have garnered significant attention in the last few years. Although these image synthesis methods produce visually appealing results, they frequently exhibit spelling errors when rendering text within the generated images. Such errors manifest as missing, incorrect or extraneous characters, thereby severely constraining the performance of text image generation based on diffusion models. To address the aforementioned issue, this paper proposes a novel approach for text image generation, utilizing a pre-trained diffusion model (i.e., Stable Diffusion [27]). Our approach involves the design and training of a light-weight character-level text encoder, which replaces the original CLIP encoder and provides more robust text embeddings as conditional guidance. Then, we fine-tune the diffusion model using a large-scale dataset, incorporating local attention control under the supervision of character-level segmentation maps. Finally, by employing an inference stage refinement process, we achieve a notably high sequence accuracy when synthesizing text in arbitrarily given images. Both qualitative and quantitative results demonstrate the superiority of our method to the state of the art. Furthermore, we showcase several potential applications of the proposed UDiffText, including text-centric image synthesis, scene text editing, etc. Code and model will be available at https://github.com/ZYM-PKU/UDiffText .

PRODIGy: a PROfile-based DIalogue Generation dataset

Providing dialogue agents with a profile representation can improve their consistency and coherence, leading to better conversations. However, current profile-based dialogue datasets for training such agents contain either explicit profile representations that are simple and dialogue-specific, or implicit representations that are difficult to collect. In this work, we propose a unified framework in which we bring together both standard and more sophisticated profile representations by creating a new resource where each dialogue is aligned with all possible speaker representations such as communication style, biographies, and personality. This framework allows to test several baselines built using generative language models with several profile configurations. The automatic evaluation shows that profile-based models have better generalisation capabilities than models trained on dialogues only, both in-domain and cross-domain settings. These results are consistent for fine-tuned models and instruction-based LLMs. Additionally, human evaluation demonstrates a clear preference for generations consistent with both profile and context. Finally, to account for possible privacy concerns, all experiments are done under two configurations: inter-character and intra-character. In the former, the LM stores the information about the character in its internal representation, while in the latter, the LM does not retain any personal information but uses it only at inference time.

MIMO: Controllable Character Video Synthesis with Spatial Decomposed Modeling

Character video synthesis aims to produce realistic videos of animatable characters within lifelike scenes. As a fundamental problem in the computer vision and graphics community, 3D works typically require multi-view captures for per-case training, which severely limits their applicability of modeling arbitrary characters in a short time. Recent 2D methods break this limitation via pre-trained diffusion models, but they struggle for pose generality and scene interaction. To this end, we propose MIMO, a novel framework which can not only synthesize character videos with controllable attributes (i.e., character, motion and scene) provided by simple user inputs, but also simultaneously achieve advanced scalability to arbitrary characters, generality to novel 3D motions, and applicability to interactive real-world scenes in a unified framework. The core idea is to encode the 2D video to compact spatial codes, considering the inherent 3D nature of video occurrence. Concretely, we lift the 2D frame pixels into 3D using monocular depth estimators, and decompose the video clip to three spatial components (i.e., main human, underlying scene, and floating occlusion) in hierarchical layers based on the 3D depth. These components are further encoded to canonical identity code, structured motion code and full scene code, which are utilized as control signals of synthesis process. The design of spatial decomposed modeling enables flexible user control, complex motion expression, as well as 3D-aware synthesis for scene interactions. Experimental results demonstrate effectiveness and robustness of the proposed method.

FantasyPortrait: Enhancing Multi-Character Portrait Animation with Expression-Augmented Diffusion Transformers

Producing expressive facial animations from static images is a challenging task. Prior methods relying on explicit geometric priors (e.g., facial landmarks or 3DMM) often suffer from artifacts in cross reenactment and struggle to capture subtle emotions. Furthermore, existing approaches lack support for multi-character animation, as driving features from different individuals frequently interfere with one another, complicating the task. To address these challenges, we propose FantasyPortrait, a diffusion transformer based framework capable of generating high-fidelity and emotion-rich animations for both single- and multi-character scenarios. Our method introduces an expression-augmented learning strategy that utilizes implicit representations to capture identity-agnostic facial dynamics, enhancing the model's ability to render fine-grained emotions. For multi-character control, we design a masked cross-attention mechanism that ensures independent yet coordinated expression generation, effectively preventing feature interference. To advance research in this area, we propose the Multi-Expr dataset and ExprBench, which are specifically designed datasets and benchmarks for training and evaluating multi-character portrait animations. Extensive experiments demonstrate that FantasyPortrait significantly outperforms state-of-the-art methods in both quantitative metrics and qualitative evaluations, excelling particularly in challenging cross reenactment and multi-character contexts. Our project page is https://fantasy-amap.github.io/fantasy-portrait/.

Animate-X++: Universal Character Image Animation with Dynamic Backgrounds

Character image animation, which generates high-quality videos from a reference image and target pose sequence, has seen significant progress in recent years. However, most existing methods only apply to human figures, which usually do not generalize well on anthropomorphic characters commonly used in industries like gaming and entertainment. Furthermore, previous methods could only generate videos with static backgrounds, which limits the realism of the videos. For the first challenge, our in-depth analysis suggests to attribute this limitation to their insufficient modeling of motion, which is unable to comprehend the movement pattern of the driving video, thus imposing a pose sequence rigidly onto the target character. To this end, this paper proposes Animate-X++, a universal animation framework based on DiT for various character types, including anthropomorphic characters. To enhance motion representation, we introduce the Pose Indicator, which captures comprehensive motion pattern from the driving video through both implicit and explicit manner. The former leverages CLIP visual features of a driving video to extract its gist of motion, like the overall movement pattern and temporal relations among motions, while the latter strengthens the generalization of DiT by simulating possible inputs in advance that may arise during inference. For the second challenge, we introduce a multi-task training strategy that jointly trains the animation and TI2V tasks. Combined with the proposed partial parameter training, this approach achieves not only character animation but also text-driven background dynamics, making the videos more realistic. Moreover, we introduce a new Animated Anthropomorphic Benchmark (A2Bench) to evaluate the performance of Animate-X++ on universal and widely applicable animation images. Extensive experiments demonstrate the superiority and effectiveness of Animate-X++.

Drag Your Gaussian: Effective Drag-Based Editing with Score Distillation for 3D Gaussian Splatting

Recent advancements in 3D scene editing have been propelled by the rapid development of generative models. Existing methods typically utilize generative models to perform text-guided editing on 3D representations, such as 3D Gaussian Splatting (3DGS). However, these methods are often limited to texture modifications and fail when addressing geometric changes, such as editing a character's head to turn around. Moreover, such methods lack accurate control over the spatial position of editing results, as language struggles to precisely describe the extent of edits. To overcome these limitations, we introduce DYG, an effective 3D drag-based editing method for 3D Gaussian Splatting. It enables users to conveniently specify the desired editing region and the desired dragging direction through the input of 3D masks and pairs of control points, thereby enabling precise control over the extent of editing. DYG integrates the strengths of the implicit triplane representation to establish the geometric scaffold of the editing results, effectively overcoming suboptimal editing outcomes caused by the sparsity of 3DGS in the desired editing regions. Additionally, we incorporate a drag-based Latent Diffusion Model into our method through the proposed Drag-SDS loss function, enabling flexible, multi-view consistent, and fine-grained editing. Extensive experiments demonstrate that DYG conducts effective drag-based editing guided by control point prompts, surpassing other baselines in terms of editing effect and quality, both qualitatively and quantitatively. Visit our project page at https://quyans.github.io/Drag-Your-Gaussian.

CRENER: A Character Relation Enhanced Chinese NER Model

Chinese Named Entity Recognition (NER) is an important task in information extraction, which has a significant impact on downstream applications. Due to the lack of natural separators in Chinese, previous NER methods mostly relied on external dictionaries to enrich the semantic and boundary information of Chinese words. However, such methods may introduce noise that affects the accuracy of named entity recognition. To this end, we propose a character relation enhanced Chinese NER model (CRENER). This model defines four types of tags that reflect the relationships between characters, and proposes a fine-grained modeling of the relationships between characters based on three types of relationships: adjacency relations between characters, relations between characters and tags, and relations between tags, to more accurately identify entity boundaries and improve Chinese NER accuracy. Specifically, we transform the Chinese NER task into a character-character relationship classification task, ensuring the accuracy of entity boundary recognition through joint modeling of relation tags. To enhance the model's ability to understand contextual information, WRENER further constructed an adapted transformer encoder that combines unscaled direction-aware and distance-aware masked self-attention mechanisms. Moreover, a relationship representation enhancement module was constructed to model predefined relationship tags, effectively mining the relationship representations between characters and tags. Experiments conducted on four well-known Chinese NER benchmark datasets have shown that the proposed model outperforms state-of-the-art baselines. The ablation experiment also demonstrated the effectiveness of the proposed model.

Self-supervised Character-to-Character Distillation for Text Recognition

When handling complicated text images (e.g., irregular structures, low resolution, heavy occlusion, and uneven illumination), existing supervised text recognition methods are data-hungry. Although these methods employ large-scale synthetic text images to reduce the dependence on annotated real images, the domain gap still limits the recognition performance. Therefore, exploring the robust text feature representations on unlabeled real images by self-supervised learning is a good solution. However, existing self-supervised text recognition methods conduct sequence-to-sequence representation learning by roughly splitting the visual features along the horizontal axis, which limits the flexibility of the augmentations, as large geometric-based augmentations may lead to sequence-to-sequence feature inconsistency. Motivated by this, we propose a novel self-supervised Character-to-Character Distillation method, CCD, which enables versatile augmentations to facilitate general text representation learning. Specifically, we delineate the character structures of unlabeled real images by designing a self-supervised character segmentation module. Following this, CCD easily enriches the diversity of local characters while keeping their pairwise alignment under flexible augmentations, using the transformation matrix between two augmented views from images. Experiments demonstrate that CCD achieves state-of-the-art results, with average performance gains of 1.38% in text recognition, 1.7% in text segmentation, 0.24 dB (PSNR) and 0.0321 (SSIM) in text super-resolution. Code is available at https://github.com/TongkunGuan/CCD.

MoCha: Towards Movie-Grade Talking Character Synthesis

Recent advancements in video generation have achieved impressive motion realism, yet they often overlook character-driven storytelling, a crucial task for automated film, animation generation. We introduce Talking Characters, a more realistic task to generate talking character animations directly from speech and text. Unlike talking head, Talking Characters aims at generating the full portrait of one or more characters beyond the facial region. In this paper, we propose MoCha, the first of its kind to generate talking characters. To ensure precise synchronization between video and speech, we propose a speech-video window attention mechanism that effectively aligns speech and video tokens. To address the scarcity of large-scale speech-labeled video datasets, we introduce a joint training strategy that leverages both speech-labeled and text-labeled video data, significantly improving generalization across diverse character actions. We also design structured prompt templates with character tags, enabling, for the first time, multi-character conversation with turn-based dialogue-allowing AI-generated characters to engage in context-aware conversations with cinematic coherence. Extensive qualitative and quantitative evaluations, including human preference studies and benchmark comparisons, demonstrate that MoCha sets a new standard for AI-generated cinematic storytelling, achieving superior realism, expressiveness, controllability and generalization.

Story-to-Motion: Synthesizing Infinite and Controllable Character Animation from Long Text

Generating natural human motion from a story has the potential to transform the landscape of animation, gaming, and film industries. A new and challenging task, Story-to-Motion, arises when characters are required to move to various locations and perform specific motions based on a long text description. This task demands a fusion of low-level control (trajectories) and high-level control (motion semantics). Previous works in character control and text-to-motion have addressed related aspects, yet a comprehensive solution remains elusive: character control methods do not handle text description, whereas text-to-motion methods lack position constraints and often produce unstable motions. In light of these limitations, we propose a novel system that generates controllable, infinitely long motions and trajectories aligned with the input text. (1) We leverage contemporary Large Language Models to act as a text-driven motion scheduler to extract a series of (text, position, duration) pairs from long text. (2) We develop a text-driven motion retrieval scheme that incorporates motion matching with motion semantic and trajectory constraints. (3) We design a progressive mask transformer that addresses common artifacts in the transition motion such as unnatural pose and foot sliding. Beyond its pioneering role as the first comprehensive solution for Story-to-Motion, our system undergoes evaluation across three distinct sub-tasks: trajectory following, temporal action composition, and motion blending, where it outperforms previous state-of-the-art motion synthesis methods across the board. Homepage: https://story2motion.github.io/.

FairyGen: Storied Cartoon Video from a Single Child-Drawn Character

We propose FairyGen, an automatic system for generating story-driven cartoon videos from a single child's drawing, while faithfully preserving its unique artistic style. Unlike previous storytelling methods that primarily focus on character consistency and basic motion, FairyGen explicitly disentangles character modeling from stylized background generation and incorporates cinematic shot design to support expressive and coherent storytelling. Given a single character sketch, we first employ an MLLM to generate a structured storyboard with shot-level descriptions that specify environment settings, character actions, and camera perspectives. To ensure visual consistency, we introduce a style propagation adapter that captures the character's visual style and applies it to the background, faithfully retaining the character's full visual identity while synthesizing style-consistent scenes. A shot design module further enhances visual diversity and cinematic quality through frame cropping and multi-view synthesis based on the storyboard. To animate the story, we reconstruct a 3D proxy of the character to derive physically plausible motion sequences, which are then used to fine-tune an MMDiT-based image-to-video diffusion model. We further propose a two-stage motion customization adapter: the first stage learns appearance features from temporally unordered frames, disentangling identity from motion; the second stage models temporal dynamics using a timestep-shift strategy with frozen identity weights. Once trained, FairyGen directly renders diverse and coherent video scenes aligned with the storyboard. Extensive experiments demonstrate that our system produces animations that are stylistically faithful, narratively structured natural motion, highlighting its potential for personalized and engaging story animation. The code will be available at https://github.com/GVCLab/FairyGen

DeepGesture: A conversational gesture synthesis system based on emotions and semantics

Along with the explosion of large language models, improvements in speech synthesis, advancements in hardware, and the evolution of computer graphics, the current bottleneck in creating digital humans lies in generating character movements that correspond naturally to text or speech inputs. In this work, we present DeepGesture, a diffusion-based gesture synthesis framework for generating expressive co-speech gestures conditioned on multimodal signals - text, speech, emotion, and seed motion. Built upon the DiffuseStyleGesture model, DeepGesture introduces novel architectural enhancements that improve semantic alignment and emotional expressiveness in generated gestures. Specifically, we integrate fast text transcriptions as semantic conditioning and implement emotion-guided classifier-free diffusion to support controllable gesture generation across affective states. To visualize results, we implement a full rendering pipeline in Unity based on BVH output from the model. Evaluation on the ZeroEGGS dataset shows that DeepGesture produces gestures with improved human-likeness and contextual appropriateness. Our system supports interpolation between emotional states and demonstrates generalization to out-of-distribution speech, including synthetic voices - marking a step forward toward fully multimodal, emotionally aware digital humans. Project page: https://deepgesture.github.io

JoyVASA: Portrait and Animal Image Animation with Diffusion-Based Audio-Driven Facial Dynamics and Head Motion Generation

Audio-driven portrait animation has made significant advances with diffusion-based models, improving video quality and lipsync accuracy. However, the increasing complexity of these models has led to inefficiencies in training and inference, as well as constraints on video length and inter-frame continuity. In this paper, we propose JoyVASA, a diffusion-based method for generating facial dynamics and head motion in audio-driven facial animation. Specifically, in the first stage, we introduce a decoupled facial representation framework that separates dynamic facial expressions from static 3D facial representations. This decoupling allows the system to generate longer videos by combining any static 3D facial representation with dynamic motion sequences. Then, in the second stage, a diffusion transformer is trained to generate motion sequences directly from audio cues, independent of character identity. Finally, a generator trained in the first stage uses the 3D facial representation and the generated motion sequences as inputs to render high-quality animations. With the decoupled facial representation and the identity-independent motion generation process, JoyVASA extends beyond human portraits to animate animal faces seamlessly. The model is trained on a hybrid dataset of private Chinese and public English data, enabling multilingual support. Experimental results validate the effectiveness of our approach. Future work will focus on improving real-time performance and refining expression control, further expanding the applications in portrait animation. The code is available at: https://github.com/jdh-algo/JoyVASA.

PdfTable: A Unified Toolkit for Deep Learning-Based Table Extraction

Currently, a substantial volume of document data exists in an unstructured format, encompassing Portable Document Format (PDF) files and images. Extracting information from these documents presents formidable challenges due to diverse table styles, complex forms, and the inclusion of different languages. Several open-source toolkits, such as Camelot, Plumb a PDF (pdfnumber), and Paddle Paddle Structure V2 (PP-StructureV2), have been developed to facilitate table extraction from PDFs or images. However, each toolkit has its limitations. Camelot and pdfnumber can solely extract tables from digital PDFs and cannot handle image-based PDFs and pictures. On the other hand, PP-StructureV2 can comprehensively extract image-based PDFs and tables from pictures. Nevertheless, it lacks the ability to differentiate between diverse application scenarios, such as wired tables and wireless tables, digital PDFs, and image-based PDFs. To address these issues, we have introduced the PDF table extraction (PdfTable) toolkit. This toolkit integrates numerous open-source models, including seven table recognition models, four Optical character recognition (OCR) recognition tools, and three layout analysis models. By refining the PDF table extraction process, PdfTable achieves adaptability across various application scenarios. We substantiate the efficacy of the PdfTable toolkit through verification on a self-labeled wired table dataset and the open-source wireless Publicly Table Reconition Dataset (PubTabNet). The PdfTable code will available on Github: https://github.com/CycloneBoy/pdf_table.

LayoutParser: A Unified Toolkit for Deep Learning Based Document Image Analysis

Recent advances in document image analysis (DIA) have been primarily driven by the application of neural networks. Ideally, research outcomes could be easily deployed in production and extended for further investigation. However, various factors like loosely organized codebases and sophisticated model configurations complicate the easy reuse of important innovations by a wide audience. Though there have been on-going efforts to improve reusability and simplify deep learning (DL) model development in disciplines like natural language processing and computer vision, none of them are optimized for challenges in the domain of DIA. This represents a major gap in the existing toolkit, as DIA is central to academic research across a wide range of disciplines in the social sciences and humanities. This paper introduces layoutparser, an open-source library for streamlining the usage of DL in DIA research and applications. The core layoutparser library comes with a set of simple and intuitive interfaces for applying and customizing DL models for layout detection, character recognition, and many other document processing tasks. To promote extensibility, layoutparser also incorporates a community platform for sharing both pre-trained models and full document digitization pipelines. We demonstrate that layoutparser is helpful for both lightweight and large-scale digitization pipelines in real-word use cases. The library is publicly available at https://layout-parser.github.io/.

An End-to-End Trainable Neural Network for Image-based Sequence Recognition and Its Application to Scene Text Recognition

Image-based sequence recognition has been a long-standing research topic in computer vision. In this paper, we investigate the problem of scene text recognition, which is among the most important and challenging tasks in image-based sequence recognition. A novel neural network architecture, which integrates feature extraction, sequence modeling and transcription into a unified framework, is proposed. Compared with previous systems for scene text recognition, the proposed architecture possesses four distinctive properties: (1) It is end-to-end trainable, in contrast to most of the existing algorithms whose components are separately trained and tuned. (2) It naturally handles sequences in arbitrary lengths, involving no character segmentation or horizontal scale normalization. (3) It is not confined to any predefined lexicon and achieves remarkable performances in both lexicon-free and lexicon-based scene text recognition tasks. (4) It generates an effective yet much smaller model, which is more practical for real-world application scenarios. The experiments on standard benchmarks, including the IIIT-5K, Street View Text and ICDAR datasets, demonstrate the superiority of the proposed algorithm over the prior arts. Moreover, the proposed algorithm performs well in the task of image-based music score recognition, which evidently verifies the generality of it.

PsOCR: Benchmarking Large Multimodal Models for Optical Character Recognition in Low-resource Pashto Language

This paper evaluates the performance of Large Multimodal Models (LMMs) on Optical Character Recognition (OCR) in the low-resource Pashto language. Natural Language Processing (NLP) in Pashto faces several challenges due to the cursive nature of its script and a scarcity of structured datasets. To address this, we developed a synthetic Pashto OCR dataset, PsOCR, consisting of one million images annotated with bounding boxes at word, line, and document levels, suitable for training and evaluating models based on different architectures, including Convolutional Neural Networks (CNNs) and Transformers. PsOCR covers variations across 1,000 unique font families, colors, image sizes, and layouts. A benchmark subset of 10K images was selected to evaluate the performance of several LMMs, including seven open-source models: DeepSeek's Janus, InternVL, MiniCPM, Florence, and Qwen (3B and 7B), and four closed-source models: GPT-4o, Gemini, Claude, and Grok. Experimental results demonstrate that Gemini achieves the best performance among all models, whereas among open-source models, Qwen-7B stands out. This work provides an insightful assessment of the capabilities and limitations of current LMMs for OCR tasks in Pashto and establishes a foundation for further research not only in Pashto OCR but also for other similar scripts such as Arabic, Persian, and Urdu. PsOCR is available at https://github.com/zirak-ai/PashtoOCR.

Dialect prejudice predicts AI decisions about people's character, employability, and criminality

Hundreds of millions of people now interact with language models, with uses ranging from serving as a writing aid to informing hiring decisions. Yet these language models are known to perpetuate systematic racial prejudices, making their judgments biased in problematic ways about groups like African Americans. While prior research has focused on overt racism in language models, social scientists have argued that racism with a more subtle character has developed over time. It is unknown whether this covert racism manifests in language models. Here, we demonstrate that language models embody covert racism in the form of dialect prejudice: we extend research showing that Americans hold raciolinguistic stereotypes about speakers of African American English and find that language models have the same prejudice, exhibiting covert stereotypes that are more negative than any human stereotypes about African Americans ever experimentally recorded, although closest to the ones from before the civil rights movement. By contrast, the language models' overt stereotypes about African Americans are much more positive. We demonstrate that dialect prejudice has the potential for harmful consequences by asking language models to make hypothetical decisions about people, based only on how they speak. Language models are more likely to suggest that speakers of African American English be assigned less prestigious jobs, be convicted of crimes, and be sentenced to death. Finally, we show that existing methods for alleviating racial bias in language models such as human feedback training do not mitigate the dialect prejudice, but can exacerbate the discrepancy between covert and overt stereotypes, by teaching language models to superficially conceal the racism that they maintain on a deeper level. Our findings have far-reaching implications for the fair and safe employment of language technology.

An LLM can Fool Itself: A Prompt-Based Adversarial Attack

The wide-ranging applications of large language models (LLMs), especially in safety-critical domains, necessitate the proper evaluation of the LLM's adversarial robustness. This paper proposes an efficient tool to audit the LLM's adversarial robustness via a prompt-based adversarial attack (PromptAttack). PromptAttack converts adversarial textual attacks into an attack prompt that can cause the victim LLM to output the adversarial sample to fool itself. The attack prompt is composed of three important components: (1) original input (OI) including the original sample and its ground-truth label, (2) attack objective (AO) illustrating a task description of generating a new sample that can fool itself without changing the semantic meaning, and (3) attack guidance (AG) containing the perturbation instructions to guide the LLM on how to complete the task by perturbing the original sample at character, word, and sentence levels, respectively. Besides, we use a fidelity filter to ensure that PromptAttack maintains the original semantic meanings of the adversarial examples. Further, we enhance the attack power of PromptAttack by ensembling adversarial examples at different perturbation levels. Comprehensive empirical results using Llama2 and GPT-3.5 validate that PromptAttack consistently yields a much higher attack success rate compared to AdvGLUE and AdvGLUE++. Interesting findings include that a simple emoji can easily mislead GPT-3.5 to make wrong predictions.

LLM The Genius Paradox: A Linguistic and Math Expert's Struggle with Simple Word-based Counting Problems

Interestingly, LLMs yet struggle with some basic tasks that humans find trivial to handle, e.g., counting the number of character r's in the word "strawberry". There are several popular conjectures (e.g., tokenization, architecture and training data) regarding the reason for deficiency of LLMs in simple word-based counting problems, sharing the similar belief that such failure stems from model pretraining hence probably inevitable during deployment. In this paper, we carefully design multiple evaluation settings to investigate validity of prevalent conjectures. Meanwhile, we measure transferability of advanced mathematical and coding reasoning capabilities from specialized LLMs to simple counting tasks. Although specialized LLMs suffer from counting problems as well, we find conjectures about inherent deficiency of LLMs invalid and further seek opportunities to elicit knowledge and capabilities from LLMs that are beneficial to counting tasks. Compared with strategies such as finetuning and in-context learning that are commonly adopted to enhance performance on new or challenging tasks, we show that engaging reasoning is the most robust and efficient way to help LLMs better perceive tasks with more accurate responses. We hope our conjecture validation design could provide insights into the study of future critical failure modes of LLMs. Based on challenges in transferring advanced capabilities to much simpler tasks, we call for more attention to model capability acquisition and evaluation. We also highlight the importance of cultivating consciousness of "reasoning before responding" during model pretraining.

DiffSensei: Bridging Multi-Modal LLMs and Diffusion Models for Customized Manga Generation

Story visualization, the task of creating visual narratives from textual descriptions, has seen progress with text-to-image generation models. However, these models often lack effective control over character appearances and interactions, particularly in multi-character scenes. To address these limitations, we propose a new task: customized manga generation and introduce DiffSensei, an innovative framework specifically designed for generating manga with dynamic multi-character control. DiffSensei integrates a diffusion-based image generator with a multimodal large language model (MLLM) that acts as a text-compatible identity adapter. Our approach employs masked cross-attention to seamlessly incorporate character features, enabling precise layout control without direct pixel transfer. Additionally, the MLLM-based adapter adjusts character features to align with panel-specific text cues, allowing flexible adjustments in character expressions, poses, and actions. We also introduce MangaZero, a large-scale dataset tailored to this task, containing 43,264 manga pages and 427,147 annotated panels, supporting the visualization of varied character interactions and movements across sequential frames. Extensive experiments demonstrate that DiffSensei outperforms existing models, marking a significant advancement in manga generation by enabling text-adaptable character customization. The project page is https://jianzongwu.github.io/projects/diffsensei/.

Context Perception Parallel Decoder for Scene Text Recognition

Scene text recognition (STR) methods have struggled to attain high accuracy and fast inference speed. Autoregressive (AR)-based models implement the recognition in a character-by-character manner, showing superiority in accuracy but with slow inference speed. Alternatively, parallel decoding (PD)-based models infer all characters in a single decoding pass, offering faster inference speed but generally worse accuracy. We first present an empirical study of AR decoding in STR, and discover that the AR decoder not only models linguistic context, but also provides guidance on visual context perception. Consequently, we propose Context Perception Parallel Decoder (CPPD) to predict the character sequence in a PD pass. CPPD devises a character counting module to infer the occurrence count of each character, and a character ordering module to deduce the content-free reading order and placeholders. Meanwhile, the character prediction task associates the placeholders with characters. They together build a comprehensive recognition context. We construct a series of CPPD models and also plug the proposed modules into existing STR decoders. Experiments on both English and Chinese benchmarks demonstrate that the CPPD models achieve highly competitive accuracy while running approximately 8x faster than their AR-based counterparts. Moreover, the plugged models achieve significant accuracy improvements. Code is at https://github.com/PaddlePaddle/PaddleOCR/blob/dygraph/doc/doc_en/algorithm_rec_cppd_en.md{this https URL}.

StoryMaker: Towards Holistic Consistent Characters in Text-to-image Generation

Tuning-free personalized image generation methods have achieved significant success in maintaining facial consistency, i.e., identities, even with multiple characters. However, the lack of holistic consistency in scenes with multiple characters hampers these methods' ability to create a cohesive narrative. In this paper, we introduce StoryMaker, a personalization solution that preserves not only facial consistency but also clothing, hairstyles, and body consistency, thus facilitating the creation of a story through a series of images. StoryMaker incorporates conditions based on face identities and cropped character images, which include clothing, hairstyles, and bodies. Specifically, we integrate the facial identity information with the cropped character images using the Positional-aware Perceiver Resampler (PPR) to obtain distinct character features. To prevent intermingling of multiple characters and the background, we separately constrain the cross-attention impact regions of different characters and the background using MSE loss with segmentation masks. Additionally, we train the generation network conditioned on poses to promote decoupling from poses. A LoRA is also employed to enhance fidelity and quality. Experiments underscore the effectiveness of our approach. StoryMaker supports numerous applications and is compatible with other societal plug-ins. Our source codes and model weights are available at https://github.com/RedAIGC/StoryMaker.

Word-Level Representation From Bytes For Language Modeling

Modern language models mostly take sub-words as input, a design that balances the trade-off between vocabulary size, number of parameters, and performance. However, sub-word tokenization still has disadvantages like not being robust to noise and difficult to generalize to new languages. Also, the current trend of scaling up models reveals that larger models require larger embeddings but that makes parallelization hard. Previous work on image classification proves splitting raw input into a sequence of chucks is a strong, model-agnostic inductive bias. Based on this observation, we rethink the existing character-aware method that takes character-level inputs but makes word-level sequence modeling and prediction. We overhaul this method by introducing a cross-attention network that builds word-level representation directly from bytes, and a sub-word level prediction based on word-level hidden states to avoid the time and space requirement of word-level prediction. With these two improvements combined, we have a token free model with slim input embeddings for downstream tasks. We name our method Byte2Word and perform evaluations on language modeling and text classification. Experiments show that Byte2Word is on par with the strong sub-word baseline BERT but only takes up 10\% of embedding size. We further test our method on synthetic noise and cross-lingual transfer and find it competitive to baseline methods on both settings.

ShotAdapter: Text-to-Multi-Shot Video Generation with Diffusion Models

Current diffusion-based text-to-video methods are limited to producing short video clips of a single shot and lack the capability to generate multi-shot videos with discrete transitions where the same character performs distinct activities across the same or different backgrounds. To address this limitation we propose a framework that includes a dataset collection pipeline and architectural extensions to video diffusion models to enable text-to-multi-shot video generation. Our approach enables generation of multi-shot videos as a single video with full attention across all frames of all shots, ensuring character and background consistency, and allows users to control the number, duration, and content of shots through shot-specific conditioning. This is achieved by incorporating a transition token into the text-to-video model to control at which frames a new shot begins and a local attention masking strategy which controls the transition token's effect and allows shot-specific prompting. To obtain training data we propose a novel data collection pipeline to construct a multi-shot video dataset from existing single-shot video datasets. Extensive experiments demonstrate that fine-tuning a pre-trained text-to-video model for a few thousand iterations is enough for the model to subsequently be able to generate multi-shot videos with shot-specific control, outperforming the baselines. You can find more details in https://shotadapter.github.io/

Aesthetics is Cheap, Show me the Text: An Empirical Evaluation of State-of-the-Art Generative Models for OCR

Text image is a unique and crucial information medium that integrates visual aesthetics and linguistic semantics in modern e-society. Due to their subtlety and complexity, the generation of text images represents a challenging and evolving frontier in the image generation field. The recent surge of specialized image generators (e.g., Flux-series) and unified generative models (e.g., GPT-4o), which demonstrate exceptional fidelity, raises a natural question: can they master the intricacies of text image generation and editing? Motivated by this, we assess current state-of-the-art generative models' capabilities in terms of text image generation and editing. We incorporate various typical optical character recognition (OCR) tasks into our evaluation and broaden the concept of text-based generation tasks into OCR generative tasks. We select 33 representative tasks and categorize them into five categories: document, handwritten text, scene text, artistic text, and complex \& layout-rich text. For comprehensive evaluation, we examine six models across both closed-source and open-source domains, using tailored, high-quality image inputs and prompts. Through this evaluation, we draw crucial observations and identify the weaknesses of current generative models for OCR tasks. We argue that photorealistic text image generation and editing should be internalized as foundational skills into general-domain generative models, rather than being delegated to specialized solutions, and we hope this empirical analysis can provide valuable insights for the community to achieve this goal. This evaluation is online and will be continuously updated at our GitHub repository.

GameGen-X: Interactive Open-world Game Video Generation

We introduce GameGen-X, the first diffusion transformer model specifically designed for both generating and interactively controlling open-world game videos. This model facilitates high-quality, open-domain generation by simulating an extensive array of game engine features, such as innovative characters, dynamic environments, complex actions, and diverse events. Additionally, it provides interactive controllability, predicting and altering future content based on the current clip, thus allowing for gameplay simulation. To realize this vision, we first collected and built an Open-World Video Game Dataset from scratch. It is the first and largest dataset for open-world game video generation and control, which comprises over a million diverse gameplay video clips sampling from over 150 games with informative captions from GPT-4o. GameGen-X undergoes a two-stage training process, consisting of foundation model pre-training and instruction tuning. Firstly, the model was pre-trained via text-to-video generation and video continuation, endowing it with the capability for long-sequence, high-quality open-domain game video generation. Further, to achieve interactive controllability, we designed InstructNet to incorporate game-related multi-modal control signal experts. This allows the model to adjust latent representations based on user inputs, unifying character interaction and scene content control for the first time in video generation. During instruction tuning, only the InstructNet is updated while the pre-trained foundation model is frozen, enabling the integration of interactive controllability without loss of diversity and quality of generated video content.

SWIFT:A Scalable lightWeight Infrastructure for Fine-Tuning

Recent development in Large Language Models (LLMs) and Multi-modal Large Language Models (MLLMs) have leverage Attention-based Transformer architectures and achieved superior performance and generalization capabilities. They have since covered extensive areas of traditional learning tasks. For instance, text-based tasks such as text-classification and sequence-labeling, as well as multi-modal tasks like Visual Question Answering (VQA) and Optical Character Recognition (OCR), which were previously addressed using different models, can now be tackled based on one foundation model. Consequently, the training and lightweight fine-tuning of LLMs and MLLMs, especially those based on Transformer architecture, has become particularly important. In recognition of these overwhelming needs, we develop SWIFT, a customizable one-stop infrastructure for large models. With support of over 300+ LLMs and 50+ MLLMs, SWIFT stands as the open-source framework that provide the most comprehensive support for fine-tuning large models. In particular, it is the first training framework that provides systematic support for MLLMs. In addition to the core functionalities of fine-tuning, SWIFT also integrates post-training processes such as inference, evaluation, and model quantization, to facilitate fast adoptions of large models in various application scenarios. With a systematic integration of various training techniques, SWIFT offers helpful utilities such as benchmark comparisons among different training techniques for large models. For fine-tuning models specialized in agent framework, we show that notable improvements on the ToolBench leader-board can be achieved by training with customized dataset on SWIFT, with an increase of 5.2%-21.8% in the Act.EM metric over various baseline models, a reduction in hallucination by 1.6%-14.1%, and an average performance improvement of 8%-17%.

Machine Translation Meta Evaluation through Translation Accuracy Challenge Sets

Recent machine translation (MT) metrics calibrate their effectiveness by correlating with human judgement but without any insights about their behaviour across different error types. Challenge sets are used to probe specific dimensions of metric behaviour but there are very few such datasets and they either focus on a limited number of phenomena or a limited number of language pairs. We introduce ACES, a contrastive challenge set spanning 146 language pairs, aimed at discovering whether metrics can identify 68 translation accuracy errors. These phenomena range from simple alterations at the word/character level to more complex errors based on discourse and real-world knowledge. We conduct a large-scale study by benchmarking ACES on 50 metrics submitted to the WMT 2022 and 2023 metrics shared tasks. We benchmark metric performance, assess their incremental performance over successive campaigns, and measure their sensitivity to a range of linguistic phenomena. We also investigate claims that Large Language Models (LLMs) are effective as MT evaluators by evaluating on ACES. Our results demonstrate that different metric families struggle with different phenomena and that LLM-based methods fail to demonstrate reliable performance. Our analyses indicate that most metrics ignore the source sentence, tend to prefer surface-level overlap and end up incorporating properties of base models which are not always beneficial. We expand ACES to include error span annotations, denoted as SPAN-ACES and we use this dataset to evaluate span-based error metrics showing these metrics also need considerable improvement. Finally, we provide a set of recommendations for building better MT metrics, including focusing on error labels instead of scores, ensembling, designing strategies to explicitly focus on the source sentence, focusing on semantic content and choosing the right base model for representations.

Machine Translation by Projecting Text into the Same Phonetic-Orthographic Space Using a Common Encoding

The use of subword embedding has proved to be a major innovation in Neural Machine Translation (NMT). It helps NMT to learn better context vectors for Low Resource Languages (LRLs) so as to predict the target words by better modelling the morphologies of the two languages and also the morphosyntax transfer. Even so, their performance for translation in Indian language to Indian language scenario is still not as good as for resource-rich languages. One reason for this is the relative morphological richness of Indian languages, while another is that most of them fall into the extremely low resource or zero-shot categories. Since most major Indian languages use Indic or Brahmi origin scripts, the text written in them is highly phonetic in nature and phonetically similar in terms of abstract letters and their arrangements. We use these characteristics of Indian languages and their scripts to propose an approach based on common multilingual Latin-based encodings (WX notation) that take advantage of language similarity while addressing the morphological complexity issue in NMT. These multilingual Latin-based encodings in NMT, together with Byte Pair Embedding (BPE) allow us to better exploit their phonetic and orthographic as well as lexical similarities to improve the translation quality by projecting different but similar languages on the same orthographic-phonetic character space. We verify the proposed approach by demonstrating experiments on similar language pairs (Gujarati-Hindi, Marathi-Hindi, Nepali-Hindi, Maithili-Hindi, Punjabi-Hindi, and Urdu-Hindi) under low resource conditions. The proposed approach shows an improvement in a majority of cases, in one case as much as ~10 BLEU points compared to baseline techniques for similar language pairs. We also get up to ~1 BLEU points improvement on distant and zero-shot language pairs.

Enhanced Generative Structure Prior for Chinese Text Image Super-resolution

Faithful text image super-resolution (SR) is challenging because each character has a unique structure and usually exhibits diverse font styles and layouts. While existing methods primarily focus on English text, less attention has been paid to more complex scripts like Chinese. In this paper, we introduce a high-quality text image SR framework designed to restore the precise strokes of low-resolution (LR) Chinese characters. Unlike methods that rely on character recognition priors to regularize the SR task, we propose a novel structure prior that offers structure-level guidance to enhance visual quality. Our framework incorporates this structure prior within a StyleGAN model, leveraging its generative capabilities for restoration. To maintain the integrity of character structures while accommodating various font styles and layouts, we implement a codebook-based mechanism that restricts the generative space of StyleGAN. Each code in the codebook represents the structure of a specific character, while the vector w in StyleGAN controls the character's style, including typeface, orientation, and location. Through the collaborative interaction between the codebook and style, we generate a high-resolution structure prior that aligns with LR characters both spatially and structurally. Experiments demonstrate that this structure prior provides robust, character-specific guidance, enabling the accurate restoration of clear strokes in degraded characters, even for real-world LR Chinese text with irregular layouts. Our code and pre-trained models will be available at https://github.com/csxmli2016/MARCONetPlusPlus

DANCER: Entity Description Augmented Named Entity Corrector for Automatic Speech Recognition

End-to-end automatic speech recognition (E2E ASR) systems often suffer from mistranscription of domain-specific phrases, such as named entities, sometimes leading to catastrophic failures in downstream tasks. A family of fast and lightweight named entity correction (NEC) models for ASR have recently been proposed, which normally build on phonetic-level edit distance algorithms and have shown impressive NEC performance. However, as the named entity (NE) list grows, the problems of phonetic confusion in the NE list are exacerbated; for example, homophone ambiguities increase substantially. In view of this, we proposed a novel Description Augmented Named entity CorrEctoR (dubbed DANCER), which leverages entity descriptions to provide additional information to facilitate mitigation of phonetic confusion for NEC on ASR transcription. To this end, an efficient entity description augmented masked language model (EDA-MLM) comprised of a dense retrieval model is introduced, enabling MLM to adapt swiftly to domain-specific entities for the NEC task. A series of experiments conducted on the AISHELL-1 and Homophone datasets confirm the effectiveness of our modeling approach. DANCER outperforms a strong baseline, the phonetic edit-distance-based NEC model (PED-NEC), by a character error rate (CER) reduction of about 7% relatively on AISHELL-1 for named entities. More notably, when tested on Homophone that contain named entities of high phonetic confusion, DANCER offers a more pronounced CER reduction of 46% relatively over PED-NEC for named entities.

SemParser: A Semantic Parser for Log Analysis

Logs, being run-time information automatically generated by software, record system events and activities with their timestamps. Before obtaining more insights into the run-time status of the software, a fundamental step of log analysis, called log parsing, is employed to extract structured templates and parameters from the semi-structured raw log messages. However, current log parsers are all syntax-based and regard each message as a character string, ignoring the semantic information included in parameters and templates. Thus, we propose the semantic-based parser SemParser to unlock the critical bottleneck of mining semantics from log messages. It contains two steps, an end-to-end semantic miner and a joint parser. Specifically, the first step aims to identify explicit semantics inside a single log, and the second step is responsible for jointly inferring implicit semantics and computing structural outputs based on the contextual knowledge base. To analyze the effectiveness of our semantic parser, we first demonstrate that it can derive rich semantics from log messages collected from six widely-applied systems with an average F1 score of 0.985. Then, we conduct two representative downstream tasks, showing that current downstream models improve their performance with appropriately extracted semantics by 1.2%-11.7% and 8.65% on two anomaly detection datasets and a failure identification dataset, respectively. We believe these findings provide insights into semantically understanding log messages for the log analysis community.

Detecting and recognizing characters in Greek papyri with YOLOv8, DeiT and SimCLR

Purpose: The capacity to isolate and recognize individual characters from facsimile images of papyrus manuscripts yields rich opportunities for digital analysis. For this reason the `ICDAR 2023 Competition on Detection and Recognition of Greek Letters on Papyri' was held as part of the 17th International Conference on Document Analysis and Recognition. This paper discusses our submission to the competition. Methods: We used an ensemble of YOLOv8 models to detect and classify individual characters and employed two different approaches for refining the character predictions, including a transformer based DeiT approach and a ResNet-50 model trained on a large corpus of unlabelled data using SimCLR, a self-supervised learning method. Results: Our submission won the recognition challenge with a mAP of 42.2%, and was runner-up in the detection challenge with a mean average precision (mAP) of 51.4%. At the more relaxed intersection over union threshold of 0.5, we achieved the highest mean average precision and mean average recall results for both detection and classification. Conclusion: The results demonstrate the potential for these techniques for automated character recognition on historical manuscripts. We ran the prediction pipeline on more than 4,500 images from the Oxyrhynchus Papyri to illustrate the utility of our approach, and we release the results publicly in multiple formats.

M3DocRAG: Multi-modal Retrieval is What You Need for Multi-page Multi-document Understanding

Document visual question answering (DocVQA) pipelines that answer questions from documents have broad applications. Existing methods focus on handling single-page documents with multi-modal language models (MLMs), or rely on text-based retrieval-augmented generation (RAG) that uses text extraction tools such as optical character recognition (OCR). However, there are difficulties in applying these methods in real-world scenarios: (a) questions often require information across different pages or documents, where MLMs cannot handle many long documents; (b) documents often have important information in visual elements such as figures, but text extraction tools ignore them. We introduce M3DocRAG, a novel multi-modal RAG framework that flexibly accommodates various document contexts (closed-domain and open-domain), question hops (single-hop and multi-hop), and evidence modalities (text, chart, figure, etc.). M3DocRAG finds relevant documents and answers questions using a multi-modal retriever and an MLM, so that it can efficiently handle single or many documents while preserving visual information. Since previous DocVQA datasets ask questions in the context of a specific document, we also present M3DocVQA, a new benchmark for evaluating open-domain DocVQA over 3,000+ PDF documents with 40,000+ pages. In three benchmarks (M3DocVQA/MMLongBench-Doc/MP-DocVQA), empirical results show that M3DocRAG with ColPali and Qwen2-VL 7B achieves superior performance than many strong baselines, including state-of-the-art performance in MP-DocVQA. We provide comprehensive analyses of different indexing, MLMs, and retrieval models. Lastly, we qualitatively show that M3DocRAG can successfully handle various scenarios, such as when relevant information exists across multiple pages and when answer evidence only exists in images.

VCR: Visual Caption Restoration

We introduce Visual Caption Restoration (VCR), a novel vision-language task that challenges models to accurately restore partially obscured texts using pixel-level hints within images. This task stems from the observation that text embedded in images is intrinsically different from common visual elements and natural language due to the need to align the modalities of vision, text, and text embedded in images. While numerous works have integrated text embedded in images into visual question-answering tasks, approaches to these tasks generally rely on optical character recognition or masked language modeling, thus reducing the task to mainly text-based processing. However, text-based processing becomes ineffective in VCR as accurate text restoration depends on the combined information from provided images, context, and subtle cues from the tiny exposed areas of masked texts. We develop a pipeline to generate synthetic images for the VCR task using image-caption pairs, with adjustable caption visibility to control the task difficulty. With this pipeline, we construct a dataset for VCR called VCR-Wiki using images with captions from Wikipedia, comprising 2.11M English and 346K Chinese entities in both easy and hard split variants. Our results reveal that current vision language models significantly lag behind human performance in the VCR task, and merely fine-tuning the models on our dataset does not lead to notable improvements. We release VCR-Wiki and the data construction code to facilitate future research.

OmniV2V: Versatile Video Generation and Editing via Dynamic Content Manipulation

The emergence of Diffusion Transformers (DiT) has brought significant advancements to video generation, especially in text-to-video and image-to-video tasks. Although video generation is widely applied in various fields, most existing models are limited to single scenarios and cannot perform diverse video generation and editing through dynamic content manipulation. We propose OmniV2V, a video model capable of generating and editing videos across different scenarios based on various operations, including: object movement, object addition, mask-guided video edit, try-on, inpainting, outpainting, human animation, and controllable character video synthesis. We explore a unified dynamic content manipulation injection module, which effectively integrates the requirements of the above tasks. In addition, we design a visual-text instruction module based on LLaVA, enabling the model to effectively understand the correspondence between visual content and instructions. Furthermore, we build a comprehensive multi-task data processing system. Since there is data overlap among various tasks, this system can efficiently provide data augmentation. Using this system, we construct a multi-type, multi-scenario OmniV2V dataset and its corresponding OmniV2V-Test benchmark. Extensive experiments show that OmniV2V works as well as, and sometimes better than, the best existing open-source and commercial models for many video generation and editing tasks.

COS(M+O)S: Curiosity and RL-Enhanced MCTS for Exploring Story Space via Language Models

We present COS(M+O)S, a System 2-inspired framework for open-ended plot development that systematically explores the vast space of possible story expansions, enabling a 3B-parameter language model to approach the plot quality of a 70B model on select short-story tasks. The method accomplishes this by combining Monte Carlo Tree Search (MCTS), guided by a step-level value model that rewards moderate surprisal (curiosity) while penalizing incoherence, and Odds Ratio Preference Optimization (ORPO) to fine-tune the policy on high-value plot expansions. This iterative reinforcement learning loop systematically explores multiple candidate plot branches, backpropagates quality signals, and adapts the policy for faster convergence, notably shifting the policy from puzzle-based Chain-of-Thought to more character-driven storytelling. In small-scale tests with short-story prompts, 67%-77% of participants favored COS(M+O)S's highest-rated expansions over lower-rated ones, suggesting that our learned value function aligns. GPT-4o ratings further show that COS(M+O)S surpasses naive single-pass decoding from Llama 3.2 3B by 0.59 SD, coming within 0.06 SD of Llama 3.1 70B (no significant difference, p=0.93). Pairwise comparisons with o1 place COS(M+O)S 1.5 SD above the 3B baseline and find no statistically significant gap from 70B. Nevertheless, absolute story quality remains modest, constrained by the small model's capacity and limited training data.

Deep Structured Feature Networks for Table Detection and Tabular Data Extraction from Scanned Financial Document Images

Automatic table detection in PDF documents has achieved a great success but tabular data extraction are still challenging due to the integrity and noise issues in detected table areas. The accurate data extraction is extremely crucial in finance area. Inspired by this, the aim of this research is proposing an automated table detection and tabular data extraction from financial PDF documents. We proposed a method that consists of three main processes, which are detecting table areas with a Faster R-CNN (Region-based Convolutional Neural Network) model with Feature Pyramid Network (FPN) on each page image, extracting contents and structures by a compounded layout segmentation technique based on optical character recognition (OCR) and formulating regular expression rules for table header separation. The tabular data extraction feature is embedded with rule-based filtering and restructuring functions that are highly scalable. We annotate a new Financial Documents dataset with table regions for the experiment. The excellent table detection performance of the detection model is obtained from our customized dataset. The main contributions of this paper are proposing the Financial Documents dataset with table-area annotations, the superior detection model and the rule-based layout segmentation technique for the tabular data extraction from PDF files.

Removing Averaging: Personalized Lip-Sync Driven Characters Based on Identity Adapter

Recent advances in diffusion-based lip-syncing generative models have demonstrated their ability to produce highly synchronized talking face videos for visual dubbing. Although these models excel at lip synchronization, they often struggle to maintain fine-grained control over facial details in generated images. In this work, we identify "lip averaging" phenomenon where the model fails to preserve subtle facial details when dubbing unseen in-the-wild videos. This issue arises because the commonly used UNet backbone primarily integrates audio features into visual representations in the latent space via cross-attention mechanisms and multi-scale fusion, but it struggles to retain fine-grained lip details in the generated faces. To address this issue, we propose UnAvgLip, which extracts identity embeddings from reference videos to generate highly faithful facial sequences while maintaining accurate lip synchronization. Specifically, our method comprises two primary components: (1) an Identity Perceiver module that encodes facial embeddings to align with conditioned audio features; and (2) an ID-CrossAttn module that injects facial embeddings into the generation process, enhancing model's capability of identity retention. Extensive experiments demonstrate that, at a modest training and inference cost, UnAvgLip effectively mitigates the "averaging" phenomenon in lip inpainting, significantly preserving unique facial characteristics while maintaining precise lip synchronization. Compared with the original approach, our method demonstrates significant improvements of 5% on the identity consistency metric and 2% on the SSIM metric across two benchmark datasets (HDTF and LRW).

ALOHA: Artificial Learning of Human Attributes for Dialogue Agents

For conversational AI and virtual assistants to communicate with humans in a realistic way, they must exhibit human characteristics such as expression of emotion and personality. Current attempts toward constructing human-like dialogue agents have presented significant difficulties. We propose Human Level Attributes (HLAs) based on tropes as the basis of a method for learning dialogue agents that can imitate the personalities of fictional characters. Tropes are characteristics of fictional personalities that are observed recurrently and determined by viewers' impressions. By combining detailed HLA data with dialogue data for specific characters, we present a dataset, HLA-Chat, that models character profiles and gives dialogue agents the ability to learn characters' language styles through their HLAs. We then introduce a three-component system, ALOHA (which stands for Artificial Learning of Human Attributes), that combines character space mapping, character community detection, and language style retrieval to build a character (or personality) specific language model. Our preliminary experiments demonstrate that two variations of ALOHA, combined with our proposed dataset, can outperform baseline models at identifying the correct dialogue responses of chosen target characters, and are stable regardless of the character's identity, the genre of the show, and the context of the dialogue.

DraftRec: Personalized Draft Recommendation for Winning in Multi-Player Online Battle Arena Games

This paper presents a personalized character recommendation system for Multiplayer Online Battle Arena (MOBA) games which are considered as one of the most popular online video game genres around the world. When playing MOBA games, players go through a draft stage, where they alternately select a virtual character to play. When drafting, players select characters by not only considering their character preferences, but also the synergy and competence of their team's character combination. However, the complexity of drafting induces difficulties for beginners to choose the appropriate characters based on the characters of their team while considering their own champion preferences. To alleviate this problem, we propose DraftRec, a novel hierarchical model which recommends characters by considering each player's champion preferences and the interaction between the players. DraftRec consists of two networks: the player network and the match network. The player network captures the individual player's champion preference, and the match network integrates the complex relationship between the players and their respective champions. We train and evaluate our model from a manually collected 280,000 matches of League of Legends and a publicly available 50,000 matches of Dota2. Empirically, our method achieved state-of-the-art performance in character recommendation and match outcome prediction task. Furthermore, a comprehensive user survey confirms that DraftRec provides convincing and satisfying recommendations. Our code and dataset are available at https://github.com/dojeon-ai/DraftRec.

Fantastic Copyrighted Beasts and How (Not) to Generate Them

Recent studies show that image and video generation models can be prompted to reproduce copyrighted content from their training data, raising serious legal concerns around copyright infringement. Copyrighted characters, in particular, pose a difficult challenge for image generation services, with at least one lawsuit already awarding damages based on the generation of these characters. Yet, little research has empirically examined this issue. We conduct a systematic evaluation to fill this gap. First, we build CopyCat, an evaluation suite consisting of diverse copyrighted characters and a novel evaluation pipeline. Our evaluation considers both the detection of similarity to copyrighted characters and generated image's consistency with user input. Our evaluation systematically shows that both image and video generation models can still generate characters even if characters' names are not explicitly mentioned in the prompt, sometimes with only two generic keywords (e.g., prompting with "videogame, plumber" consistently generates Nintendo's Mario character). We then introduce techniques to semi-automatically identify such keywords or descriptions that trigger character generation. Using our evaluation suite, we study runtime mitigation strategies, including both existing methods and new strategies we propose. Our findings reveal that commonly employed strategies, such as prompt rewriting in the DALL-E system, are not sufficient as standalone guardrails. These strategies must be coupled with other approaches, like negative prompting, to effectively reduce the unintended generation of copyrighted characters. Our work provides empirical grounding to the discussion of copyright mitigation strategies and offers actionable insights for model deployers actively implementing them.

StoryGPT-V: Large Language Models as Consistent Story Visualizers

Recent generative models have demonstrated impressive capabilities in generating realistic and visually pleasing images grounded on textual prompts. Nevertheless, a significant challenge remains in applying these models for the more intricate task of story visualization. Since it requires resolving pronouns (he, she, they) in the frame descriptions, i.e., anaphora resolution, and ensuring consistent characters and background synthesis across frames. Yet, the emerging Large Language Model (LLM) showcases robust reasoning abilities to navigate through ambiguous references and process extensive sequences. Therefore, we introduce StoryGPT-V, which leverages the merits of the latent diffusion (LDM) and LLM to produce images with consistent and high-quality characters grounded on given story descriptions. First, we train a character-aware LDM, which takes character-augmented semantic embedding as input and includes the supervision of the cross-attention map using character segmentation masks, aiming to enhance character generation accuracy and faithfulness. In the second stage, we enable an alignment between the output of LLM and the character-augmented embedding residing in the input space of the first-stage model. This harnesses the reasoning ability of LLM to address ambiguous references and the comprehension capability to memorize the context. We conduct comprehensive experiments on two visual story visualization benchmarks. Our model reports superior quantitative results and consistently generates accurate characters of remarkable quality with low memory consumption. Our code will be made publicly available.

EvolvTrip: Enhancing Literary Character Understanding with Temporal Theory-of-Mind Graphs

A compelling portrayal of characters is essential to the success of narrative writing. For readers, appreciating a character's traits requires the ability to infer their evolving beliefs, desires, and intentions over the course of a complex storyline, a cognitive skill known as Theory-of-Mind (ToM). Performing ToM reasoning in prolonged narratives requires readers to integrate historical context with current narrative information, a task at which humans excel but Large Language Models (LLMs) often struggle. To systematically evaluate LLMs' ToM reasoning capability in long narratives, we construct LitCharToM, a benchmark of character-centric questions across four ToM dimensions from classic literature. Further, we introduce EvolvTrip, a perspective-aware temporal knowledge graph that tracks psychological development throughout narratives. Our experiments demonstrate that EvolvTrip consistently enhances performance of LLMs across varying scales, even in challenging extended-context scenarios. EvolvTrip proves to be particularly valuable for smaller models, partially bridging the performance gap with larger LLMs and showing great compatibility with lengthy narratives. Our findings highlight the importance of explicit representation of temporal character mental states in narrative comprehension and offer a foundation for more sophisticated character understanding. Our data and code are publicly available at https://github.com/Bernard-Yang/EvolvTrip.

Hi Sheldon! Creating Deep Personalized Characters from TV Shows

Imagine an interesting multimodal interactive scenario that you can see, hear, and chat with an AI-generated digital character, who is capable of behaving like Sheldon from The Big Bang Theory, as a DEEP copy from appearance to personality. Towards this fantastic multimodal chatting scenario, we propose a novel task, named Deep Personalized Character Creation (DPCC): creating multimodal chat personalized characters from multimodal data such as TV shows. Specifically, given a single- or multi-modality input (text, audio, video), the goal of DPCC is to generate a multi-modality (text, audio, video) response, which should be well-matched the personality of a specific character such as Sheldon, and of high quality as well. To support this novel task, we further collect a character centric multimodal dialogue dataset, named Deep Personalized Character Dataset (DPCD), from TV shows. DPCD contains character-specific multimodal dialogue data of ~10k utterances and ~6 hours of audio/video per character, which is around 10 times larger compared to existing related datasets.On DPCD, we present a baseline method for the DPCC task and create 5 Deep personalized digital Characters (DeepCharacters) from Big Bang TV Shows. We conduct both subjective and objective experiments to evaluate the multimodal response from DeepCharacters in terms of characterization and quality. The results demonstrates that, on our collected DPCD dataset, the proposed baseline can create personalized digital characters for generating multimodal response.Our collected DPCD dataset, the code of data collection and our baseline will be published soon.

InstantCharacter: Personalize Any Characters with a Scalable Diffusion Transformer Framework

Current learning-based subject customization approaches, predominantly relying on U-Net architectures, suffer from limited generalization ability and compromised image quality. Meanwhile, optimization-based methods require subject-specific fine-tuning, which inevitably degrades textual controllability. To address these challenges, we propose InstantCharacter, a scalable framework for character customization built upon a foundation diffusion transformer. InstantCharacter demonstrates three fundamental advantages: first, it achieves open-domain personalization across diverse character appearances, poses, and styles while maintaining high-fidelity results. Second, the framework introduces a scalable adapter with stacked transformer encoders, which effectively processes open-domain character features and seamlessly interacts with the latent space of modern diffusion transformers. Third, to effectively train the framework, we construct a large-scale character dataset containing 10-million-level samples. The dataset is systematically organized into paired (multi-view character) and unpaired (text-image combinations) subsets. This dual-data structure enables simultaneous optimization of identity consistency and textual editability through distinct learning pathways. Qualitative experiments demonstrate the advanced capabilities of InstantCharacter in generating high-fidelity, text-controllable, and character-consistent images, setting a new benchmark for character-driven image generation. Our source code is available at https://github.com/Tencent/InstantCharacter.

RoleEval: A Bilingual Role Evaluation Benchmark for Large Language Models

The rapid evolution of large language models (LLMs) necessitates effective benchmarks for evaluating their role knowledge, which is essential for establishing connections with the real world and providing more immersive interactions. This paper introduces RoleEval, a bilingual benchmark designed to assess the memorization, utilization, and reasoning capabilities of role knowledge. RoleEval comprises RoleEval-Global (including internationally recognized characters) and RoleEval-Chinese (including characters popular in China), with 6,000 Chinese-English parallel multiple-choice questions focusing on 300 influential people and fictional characters drawn from a variety of domains including celebrities, anime, comics, movies, TV series, games, and fiction. These questions cover basic knowledge and multi-hop reasoning abilities, aiming to systematically probe various aspects such as personal information, relationships, abilities, and experiences of the characters. To maintain high standards, we perform a hybrid quality check process combining automatic and human verification, ensuring that the questions are diverse, challenging, and discriminative. Our extensive evaluations of RoleEval across various open-source and proprietary large language models, under both the zero- and few-shot settings, reveal insightful findings. Notably, while GPT-4 outperforms other models on RoleEval-Global, Chinese LLMs excel on RoleEval-Chinese, highlighting significant knowledge distribution differences. We expect that RoleEval will highlight the significance of assessing role knowledge for foundation models across various languages and cultural settings.

Quantifying and Optimizing Global Faithfulness in Persona-driven Role-playing

Persona-driven role-playing (PRP) aims to build AI characters that can respond to user queries by faithfully sticking with all persona statements. Unfortunately, existing faithfulness criteria for PRP are limited to coarse-grained LLM-based scoring without a clear definition or formulation. This paper presents a pioneering exploration to quantify PRP faithfulness as a fine-grained and explainable criterion, which also serves as a reliable reference for optimization. Our criterion first discriminates persona statements into active and passive constraints by identifying the query-statement relevance. Then, we incorporate all constraints following the principle that the AI character's response should be (a) entailed by active (relevant) constraints and (b) not contradicted by passive (irrelevant) constraints. We translate this principle mathematically into a novel Active-Passive-Constraint (APC) score, a constraint-wise sum of natural language inference (NLI) scores weighted by relevance scores. In practice, we build the APC scoring system by symbolically distilling small discriminators from GPT-4 for efficiency. We validate the quality of the APC score against human evaluation based on example personas with tens of statements, and the results show a high correlation. We further leverage it as a reward system in direct preference optimization (DPO) for better AI characters. Our experiments offer a fine-grained and explainable comparison between existing PRP techniques, revealing their advantages and limitations. We further find APC-based DPO to be one of the most competitive techniques for sticking with all constraints and can be well incorporated with other techniques. We then extend the scale of the experiments to real persons with hundreds of statements and reach a consistent conclusion.

Orca: Enhancing Role-Playing Abilities of Large Language Models by Integrating Personality Traits

Large language models has catalyzed the development of personalized dialogue systems, numerous role-playing conversational agents have emerged. While previous research predominantly focused on enhancing the model's capability to follow instructions by designing character profiles, neglecting the psychological factors that drive human conversations. In this paper, we propose Orca, a framework for data processing and training LLMs of custom characters by integrating personality traits. Orca comprises four stages: (1) Personality traits inferring, leverage LLMs to infer user's BigFive personality trait reports and scores. (2) Data Augment, simulate user's profile, background story, and psychological activities. (3) Dataset construction, personality-conditioned instruction prompting (PCIP) to stimulate LLMs. (4) Modeling and Training, personality-conditioned instruction tuning (PTIT and PSIT), using the generated data to enhance existing open-source LLMs. We introduce OrcaBench, the first benchmark for evaluating the quality of content generated by LLMs on social platforms across multiple scales. Our experiments demonstrate that our proposed model achieves superior performance on this benchmark, demonstrating its excellence and effectiveness in perceiving personality traits that significantly improve role-playing abilities. Our Code is available at https://github.com/Aipura/Orca.

Bringing Characters to New Stories: Training-Free Theme-Specific Image Generation via Dynamic Visual Prompting

The stories and characters that captivate us as we grow up shape unique fantasy worlds, with images serving as the primary medium for visually experiencing these realms. Personalizing generative models through fine-tuning with theme-specific data has become a prevalent approach in text-to-image generation. However, unlike object customization, which focuses on learning specific objects, theme-specific generation encompasses diverse elements such as characters, scenes, and objects. Such diversity also introduces a key challenge: how to adaptively generate multi-character, multi-concept, and continuous theme-specific images (TSI). Moreover, fine-tuning approaches often come with significant computational overhead, time costs, and risks of overfitting. This paper explores a fundamental question: Can image generation models directly leverage images as contextual input, similarly to how large language models use text as context? To address this, we present T-Prompter, a novel training-free TSI method for generation. T-Prompter introduces visual prompting, a mechanism that integrates reference images into generative models, allowing users to seamlessly specify the target theme without requiring additional training. To further enhance this process, we propose a Dynamic Visual Prompting (DVP) mechanism, which iteratively optimizes visual prompts to improve the accuracy and quality of generated images. Our approach enables diverse applications, including consistent story generation, character design, realistic character generation, and style-guided image generation. Comparative evaluations against state-of-the-art personalization methods demonstrate that T-Prompter achieves significantly better results and excels in maintaining character identity preserving, style consistency and text alignment, offering a robust and flexible solution for theme-specific image generation.