Mingzhu Sun

CV
h-index8
5papers
3citations
Novelty48%
AI Score49

5 Papers

HCJun 1
AutoBG: A Board Game Design Assistant with Interactive Ideation, Iterative Rulebook Generation, and Individualized Feedback

Zizhen Li, Chuanhao Li, Yibin Wang et al.

Designing a board game demands both thinking as a designer and experiencing as a player, while iterating through repeated prototyping and playtesting cycles, making it a cognitively intensive creative task well suited for human-AI collaboration. However, current systems lack end-to-end support to guide designers through the complete workflow from vague early ideation to iterative rulebook revision and audience testing. To this end, we present AutoBG, a board game design assistant built around critic-driven iterative refinement, comprising four specialized modules: BG-Ideator guides designers via multi-turn dialogue to produce structured design drafts; BG-Realizer generates complete rulebooks from drafts and revises them in a closed loop with BG-Critic, which diagnoses design flaws and gates each revision so that only verified improvements are accepted; and BG-Persona simulates individualized feedback from 150 real player profiles. Together, these modules enable designers to go from an initial idea to a polished, audience-tested rulebook within a single integrated workflow. The system is built on 2.2K structured rulebooks and 180K quality-filtered real player reviews, with task-specific training data derived for each module. Experiments on 207 held-out games show that AutoBG substantially outperforms state-of-the-art baselines (e.g., GPT-5.4), generating rulebooks that approach the quality of published games. Furthermore, a user study with 30 participants across diverse experience levels confirms that AutoBG effectively reduces blank-page anxiety, surfaces hidden design flaws, and provides highly rated, practical assistance throughout the creative process.

CVAug 9, 2022
Multi-target Tracking of Zebrafish based on Particle Filter

Heng Cong, Mingzhu Sun, Duoying Zhou et al.

Zebrafish is an excellent model organism, which has been widely used in the fields of biological experiments, drug screening, and swarm intelligence. In recent years, there are a large number of techniques for tracking of zebrafish involved in the study of behaviors, which makes it attack much attention of scientists from many fields. Multi-target tracking of zebrafish is still facing many challenges. The high mobility and uncertainty make it difficult to predict its motion; the similar appearances and texture features make it difficult to establish an appearance model; it is even hard to link the trajectories because of the frequent occlusion. In this paper, we use particle filter to approximate the uncertainty of the motion. Firstly, by analyzing the motion characteristics of zebrafish, we establish an efficient hybrid motion model to predict its positions; then we establish an appearance model based on the predicted positions to predict the postures of every targets, meanwhile weigh the particles by comparing the difference of predicted pose and observation pose ; finally, we get the optimal position of single zebrafish through the weighted position, and use the joint particle filter to process trajectory linking of multiple zebrafish.

HCApr 12
MeepleLM: A Virtual Playtester Simulating Diverse Subjective Experiences

Zizhen Li, Chuanhao Li, Yibin Wang et al.

Recent advancements have expanded the role of Large Language Models in board games from playing agents to creative co-designers. However, a critical gap remains: current systems lack the capacity to offer constructive critique grounded in the emergent user experience. Bridging this gap is fundamental for harmonizing Human-AI collaboration, as it empowers designers to refine their creations via external perspectives while steering models away from biased or unpredictable outcomes. Automating critique for board games presents two challenges: inferring the latent dynamics connecting rules to gameplay without an explicit engine, and modeling the subjective heterogeneity of diverse player groups. To address these, we curate a dataset of 1,727 structurally corrected rulebooks and 150K reviews selected via quality scoring and facet-aware sampling. We augment this data with Mechanics-Dynamics-Aesthetics (MDA) reasoning to explicitly bridge the causal gap between written rules and player experience. We further distill player personas and introduce MeepleLM, a specialized model that internalizes persona-specific reasoning patterns to accurately simulate the subjective feedback of diverse player archetypes. Experiments demonstrate that MeepleLM significantly outperforms latest commercial models (e.g., GPT-5.1, Gemini3-Pro) in community alignment and critique quality, achieving a 70% preference rate in user studies assessing utility. MeepleLM serves as a reliable virtual playtester for general interactive systems, marking a pivotal step towards audience-aligned, experience-aware Human-AI collaboration.

CVApr 6
TAPE: A two-stage parameter-efficient adaptation framework for foundation models in OCT-OCTA analysis

Xiaofei Su, Zengshuo Wang, Minghe Sun et al.

Automated analysis of optical coherence tomography (OCT) and OCT angiography (OCTA) images is critical for robust ophthalmic diagnosis. Existing mainstream methods trained from scratch rely heavily on massive data and model scale, thereby hindering their practical deployment in resource-constrained clinical settings. Although transfer learning based on foundation models (FMs) is promising, it still faces significant challenges: domain shift and task misalignment. To address these, we propose TAPE: A Two-stage Adaptation Framework via Parameter-Efficient Fine-tuning, which strategically decouples adaptation into domain alignment and task fitting for downstream segmentation. The domain adaptation stage notably applies parameter-efficient fine-tuning (PEFT) in the context of masked image modeling for medical image domain adaptation, a novel approach to the best of our knowledge. Applying TAPE to retinal layer segmentation on both universal (masked auto-encoder, MAE) and specialized (RETFound) FMs, it demonstrates superior parameter efficiency and achieves state-of-the-art generalization performance across diverse pathologies.

AIAug 22, 2025
InMind: Evaluating LLMs in Capturing and Applying Individual Human Reasoning Styles

Zizhen Li, Chuanhao Li, Yibin Wang et al.

LLMs have shown strong performance on human-centric reasoning tasks. While previous evaluations have explored whether LLMs can infer intentions or detect deception, they often overlook the individualized reasoning styles that influence how people interpret and act in social contexts. Social deduction games (SDGs) provide a natural testbed for evaluating individualized reasoning styles, where different players may adopt diverse but contextually valid reasoning strategies under identical conditions. To address this, we introduce InMind, a cognitively grounded evaluation framework designed to assess whether LLMs can capture and apply personalized reasoning styles in SDGs. InMind enhances structured gameplay data with round-level strategy traces and post-game reflections, collected under both Observer and Participant modes. It supports four cognitively motivated tasks that jointly evaluate both static alignment and dynamic adaptation. As a case study, we apply InMind to the game Avalon, evaluating 11 state-of-the-art LLMs. General-purpose LLMs, even GPT-4o frequently rely on lexical cues, struggling to anchor reflections in temporal gameplay or adapt to evolving strategies. In contrast, reasoning-enhanced LLMs like DeepSeek-R1 exhibit early signs of style-sensitive reasoning. These findings reveal key limitations in current LLMs' capacity for individualized, adaptive reasoning, and position InMind as a step toward cognitively aligned human-AI interaction.