CVMar 29Code
LongCat-Next: Lexicalizing Modalities as Discrete TokensMeituan LongCat Team, Bin Xiao, Chao Wang et al.
The prevailing Next-Token Prediction (NTP) paradigm has driven the success of large language models through discrete autoregressive modeling. However, contemporary multimodal systems remain language-centric, often treating non-linguistic modalities as external attachments, leading to fragmented architectures and suboptimal integration. To transcend this limitation, we introduce Discrete Native Autoregressive (DiNA), a unified framework that represents multimodal information within a shared discrete space, enabling a consistent and principled autoregressive modeling across modalities. A key innovation is the Discrete Native Any-resolution Visual Transformer (dNaViT), which performs tokenization and de-tokenization at arbitrary resolutions, transforming continuous visual signals into hierarchical discrete tokens. Building on this foundation, we develop LongCat-Next, a native multimodal model that processes text, vision, and audio under a single autoregressive objective with minimal modality-specific design. As an industrial-strength foundation model, it excels at seeing, painting, and talking within a single framework, achieving strong performance across a wide range of multimodal benchmarks. In particular, LongCat-Next addresses the long-standing performance ceiling of discrete vision modeling on understanding tasks and provides a unified approach to effectively reconcile the conflict between understanding and generation. As an attempt toward native multimodality, we open-source the LongCat-Next and its tokenizers, hoping to foster further research and development in the community. GitHub: https://github.com/meituan-longcat/LongCat-Next
CVNov 6, 2025
PixCLIP: Achieving Fine-grained Visual Language Understanding via Any-granularity Pixel-Text Alignment LearningYicheng Xiao, Yu Chen, Haoxuan Ma et al.
While the Contrastive Language-Image Pretraining(CLIP) model has achieved remarkable success in a variety of downstream vison language understanding tasks, enhancing its capability for fine-grained image-text alignment remains an active research focus. To this end, most existing works adopt the strategy of explicitly increasing the granularity of visual information processing, e.g., incorporating visual prompts to guide the model focus on specific local regions within the image. Meanwhile, researches on Multimodal Large Language Models(MLLMs) have demonstrated that training with long and detailed textual descriptions can effectively improve the model's fine-grained vision-language alignment. However, the inherent token length limitation of CLIP's text encoder fundamentally limits CLIP to process more granular textual information embedded in long text sequences. To synergistically leverage the advantages of enhancing both visual and textual content processing granularity, we propose PixCLIP, a novel framework designed to concurrently accommodate visual prompt inputs and process lengthy textual descriptions. Specifically, we first establish an automated annotation pipeline capable of generating pixel-level localized, long-form textual descriptions for images. Utilizing this pipeline, we construct LongGRIT, a high-quality dataset comprising nearly 1.5 million samples. Secondly, we replace CLIP's original text encoder with the LLM and propose a three-branch pixel-text alignment learning framework, facilitating fine-grained alignment between image regions and corresponding textual descriptions at arbitrary granularity. Experiments demonstrate that PixCLIP showcases breakthroughs in pixel-level interaction and handling long-form texts, achieving state-of-the-art performance.
AIAug 18, 2024
Game Development as Human-LLM InteractionJiale Hong, Hongqiu Wu, Hai Zhao
Game development is a highly specialized task that relies on a complex game engine powered by complex programming languages, preventing many gaming enthusiasts from handling it. This paper introduces the Chat Game Engine (ChatGE) powered by LLM, which allows everyone to develop a custom game using natural language through Human-LLM interaction. To enable an LLM to function as a ChatGE, we instruct it to perform the following processes in each turn: (1) $P_{script}$: configure the game script segment based on the user's input; (2) $P_{code}$: generate the corresponding code snippet based on the game script segment; (3) $P_{utter}$: interact with the user, including guidance and feedback. We propose a data synthesis pipeline based on LLM to generate game script-code pairs and interactions from a few manually crafted seed data. We propose a three-stage progressive training strategy to transfer the dialogue-based LLM to our ChatGE smoothly. We construct a ChatGE for poker games as a case study and comprehensively evaluate it from two perspectives: interaction quality and code correctness.
AIAug 11, 2024
Open Role-Playing with Delta-EnginesHongqiu Wu, Zekai Xu, Tianyang Xu et al.
Game roles can be reflections of personas from a parallel world. In this paper, we propose a new style of game-play to bridge self-expression and role-playing: \emph{open role-playing games (ORPGs)}, where players are allowed to craft and embody their unique characters in the game world. Our vision is that, in the real world, we are individually similar when we are born, but we grow into unique ones as a result of the strongly different choices we make afterward. Therefore, in an ORPG, we empower players with freedom to decide their own growing curves through natural language inputs, ultimately becoming unique characters. To technically do this, we propose a special engine called Delta-Engine. This engine is not a traditional game engine used for game development, but serves as an in-game module to provide new game-play experiences. A delta-engine consists of two components, a base engine and a neural proxy. The base engine programs the prototype of the character as well as the foundational settings of the game; the neural proxy is an LLM, which realizes the character growth by generating new code snippets on the base engine incrementally. In this paper, we self-develop a specific ORPG based on delta-engines. It is adapted from the popular animated series ``Pokémon''. We present our efforts in generating out-of-domain and interesting role data in the development process as well as accessing the performance of a delta-engine. While the empirical results in this work are specific, we aim for them to provide general insights for future games.
CLJul 14, 2025Code
Open-Source LLMs Collaboration Beats Closed-Source LLMs: A Scalable Multi-Agent SystemShengji Tang, Jianjian Cao, Weihao Lin et al.
This paper aims to demonstrate the potential and strengths of open-source collectives. It leads to a promising question: Can we harness multiple open-source LLMs to match or even beat the closed-source LLMs? To answer this, we propose SMACS, a scalable multi-agent collaboration system (MACS) framework with high performance. Specifically, for continuous integration of new LLMs and generalization to diverse questions, we first propose a Retrieval-based Prior Selection (RPS), which assigns a proxy performance score to each LLM to select the Top-k LLMs at the instance level for any given question. Then, we propose an Exploration-Exploitation-Driven Posterior Enhancement (EPE), encouraging the generation of diverse responses through prior dropping and selecting the high-quality response via a hybrid posterior score. Experiments on eight mainstream benchmarks validate the effectiveness of our SMACS: by integrating fifteen open-source LLMs, SMACS outperforms leading closed-source LLMs in 2025, e.g., Claude-3.7-Sonnet (+12.73%), GPT-4.1(+5.36%) and GPT-o3-mini(+5.28%) across multiple tasks. Remarkably, it even exceeds the average of best results of different datasets from both open-source LLMs (+2.86%) and closed-source LLMs (+2.04%), pushing the upper bound of intelligence. Code will be released at https://github.com/magent4aci/SMACS.
CLMay 23, 2024
From Role-Play to Drama-Interaction: An LLM SolutionWeiqi Wu, Hongqiu Wu, Lai Jiang et al.
Drama is a form of storytelling inspired by human creativity, proceeding with a predefined storyline, carrying emotions and thoughts. This paper introduces \emph{LLM-based interactive drama}, which endows traditional drama with an unprecedented immersion, where a person is allowed to walk into it and interact with the characters and scenes. We define this new artistic genre by 6 essential elements-plot, character, thought, diction, spectacle and interaction-and study the entire pipeline to forge a backbone \emph{drama LLM} to drive the playing process, which is challenged by limited drama resources, uncontrollable narrative development, and complicated instruction following. We propose \emph{Narrative Chain} to offer finer control over the narrative progression during interaction with players; \emph{Auto-Drama} to synthesize drama scripts given arbitrary stories; \emph{Sparse Instruction Tuning} to allow the model to follow sophisticated instructions. We manually craft 3 scripts, \emph{Detective Conan}, \emph{Harry Potter}, \emph{Romeo and Juliet}, and design a 5-dimension principle to evaluate the drama LLM comprehensively.
CLMar 14, 2025
BriLLM: Brain-inspired Large Language ModelHai Zhao, Hongqiu Wu, Dongjie Yang et al.
We introduce BriLLM, a brain-inspired large language model that fundamentally redefines the foundations of machine learning through its implementation of Signal Fully-connected flowing (SiFu) learning. This work addresses the critical bottleneck hindering AI's progression toward Artificial General Intelligence (AGI)--the disconnect between language models and "world models"--as well as the fundamental limitations of Transformer-based architectures rooted in the conventional representation learning paradigm. BriLLM incorporates two pivotal neurocognitive principles: (1) static semantic mapping, where tokens are mapped to specialized nodes analogous to cortical areas, and (2) dynamic signal propagation, which simulates electrophysiological information dynamics observed in brain activity. This architecture enables multiple transformative breakthroughs: natural multi-modal compatibility, full model interpretability at the node level, context-length independent scaling, and the first global-scale simulation of brain-like information processing for language tasks. Our initial 1-2B parameter models successfully replicate GPT-1-level generative capabilities while demonstrating stable perplexity reduction. Scalability analyses confirm the feasibility of 100-200B parameter variants capable of processing 40,000-token vocabularies. The paradigm is reinforced by both Occam's Razor--evidenced in the simplicity of direct semantic mapping--and natural evolution--given the brain's empirically validated AGI architecture. BriLLM establishes a novel, biologically grounded framework for AGI advancement that addresses fundamental limitations of current approaches.
CVMay 19, 2025
Mitigating Hallucination in VideoLLMs via Temporal-Aware Activation EngineeringJianfeng Cai, Wengang Zhou, Zongmeng Zhang et al.
Multimodal large language models (MLLMs) have achieved remarkable progress in video understanding.However, hallucination, where the model generates plausible yet incorrect outputs, persists as a significant and under-addressed challenge in the video domain. Among existing solutions, activation engineering has proven successful in mitigating hallucinations in LLMs and ImageLLMs, yet its applicability to VideoLLMs remains largely unexplored. In this work, we are the first to systematically investigate the effectiveness and underlying mechanisms of activation engineering for mitigating hallucinations in VideoLLMs. We initially conduct an investigation of the key factors affecting the performance of activation engineering and find that a model's sensitivity to hallucination depends on $\textbf{temporal variation}$ rather than task type. Moreover, selecting appropriate internal modules and dataset for activation engineering is critical for reducing hallucination. Guided by these findings, we propose a temporal-aware activation engineering framework for VideoLLMs, which adaptively identifies and manipulates hallucination-sensitive modules based on the temporal variation characteristic, substantially mitigating hallucinations without additional LLM fine-tuning. Experiments across multiple models and benchmarks demonstrate that our method markedly reduces hallucination in VideoLLMs, thereby validating the robustness of our findings.