56.0CVApr 18
Bridging Coarse and Fine Recognition: A Hybrid Approach for Open-Ended Multi-Granularity Object Recognition in Interactive Educational GamesHanling Yi, Feng Lin, Mao Luo et al.
Recent advances in Multimodal Large Language Models (MLLMs) have enabled open-ended object recognition, yet they struggle with fine-grained tasks. In contrast, CLIP-style models excel at fine-grained recognition but lack broad coverage of general object categories. To bridge this gap, we propose \textbf{HyMOR}, a \textbf{Hy}brid \textbf{M}ulti-granularity open-ended \textbf{O}bject \textbf{R}ecognition framework that integrates an MLLM with a CLIP model. In HyMOR, the MLLM performs open-ended and coarse-grained object recognition, while the CLIP model specializes in fine-grained identification of domain-specific objects such as animals and plants. This hybrid design enables accurate object understanding across multiple semantic granularities, serving as a robust perceptual foundation for downstream multi-modal content generation and interactive gameplay. To support evaluation in content-rich and educational scenarios, we introduce TBO (TextBook Objects), a dataset containing 20,942 images annotated with 8,816 object categories extracted from textbooks. Extensive experiments demonstrate that HyMOR narrows the fine-grained recognition gap with CLIP to 0.2\% while improving general object recognition by 2.5\% over a baseline MLLM, measured by average Sentence-BERT (SBert) similarity. Overall, HyMOR achieves a 23.2\% improvement in average SBert across all evaluated datasets, highlighting its effectiveness in enabling accurate perception for multi-modal game content generation and interactive learning applications.
CVDec 17, 2025
Step-GUI Technical ReportHaolong Yan, Jia Wang, Xin Huang et al.
Recent advances in multimodal large language models unlock unprecedented opportunities for GUI automation. However, a fundamental challenge remains: how to efficiently acquire high-quality training data while maintaining annotation reliability? We introduce a self-evolving training pipeline powered by the Calibrated Step Reward System, which converts model-generated trajectories into reliable training signals through trajectory-level calibration, achieving >90% annotation accuracy with 10-100x lower cost. Leveraging this pipeline, we introduce Step-GUI, a family of models (4B/8B) that achieves state-of-the-art GUI performance (8B: 80.2% AndroidWorld, 48.5% OSWorld, 62.6% ScreenShot-Pro) while maintaining robust general capabilities. As GUI agent capabilities improve, practical deployment demands standardized interfaces across heterogeneous devices while protecting user privacy. To this end, we propose GUI-MCP, the first Model Context Protocol for GUI automation with hierarchical architecture that combines low-level atomic operations and high-level task delegation to local specialist models, enabling high-privacy execution where sensitive data stays on-device. Finally, to assess whether agents can handle authentic everyday usage, we introduce AndroidDaily, a benchmark grounded in real-world mobile usage patterns with 3146 static actions and 235 end-to-end tasks across high-frequency daily scenarios (8B: static 89.91%, end-to-end 52.50%). Our work advances the development of practical GUI agents and demonstrates strong potential for real-world deployment in everyday digital interactions.
AIDec 11, 2021
Branching Strategy Selection Approach Based on Vivification RatioMao Luo, Chu-Min Li, Xinyun Wu et al.
The two most effective branching strategies LRB and VSIDS perform differently on different types of instances. Generally, LRB is more effective on crafted instances, while VSIDS is more effective on application ones. However, distinguishing the types of instances is difficult. To overcome this drawback, we propose a branching strategy selection approach based on the vivification ratio. This approach uses the LRB branching strategy more to solve the instances with a very low vivification ratio. We tested the instances from the main track of SAT competitions in recent years. The results show that the proposed approach is robust and it significantly increases the number of solved instances. It is worth mentioning that, with the help of our approach, the solver Maple\_CM can solve more than 16 instances for the benchmark from the 2020 SAT competition.
AIJul 29, 2018
Clause Vivification by Unit Propagation in CDCL SAT SolversChu-Min Li, Fan Xiao, Mao Luo et al.
Original and learnt clauses in Conflict-Driven Clause Learning (CDCL) SAT solvers often contain redundant literals. This may have a negative impact on performance because redundant literals may deteriorate both the effectiveness of Boolean constraint propagation and the quality of subsequent learnt clauses. To overcome this drawback, we propose a clause vivification approach that eliminates redundant literals by applying unit propagation. The proposed clause vivification is activated before the SAT solver triggers some selected restarts, and only affects a subset of original and learnt clauses, which are considered to be more relevant according to metrics like the literal block distance (LBD). Moreover, we conducted an empirical investigation with instances coming from the hard combinatorial and application categories of recent SAT competitions. The results show that a remarkable number of additional instances are solved when the proposed approach is incorporated into five of the best performing CDCL SAT solvers (Glucose, TC_Glucose, COMiniSatPS, MapleCOMSPS and MapleCOMSPS_LRB). More importantly, the empirical investigation includes an in-depth analysis of the effectiveness of clause vivification. It is worth mentioning that one of the SAT solvers described here was ranked first in the main track of SAT Competition 2017 thanks to the incorporation of the proposed clause vivification. That solver was further improved in this paper and won the bronze medal in the main track of SAT Competition 2018.