Wanshi Xu

CL
h-index67
5papers
14citations
Novelty50%
AI Score46

5 Papers

17.5CLApr 24Code
Controllable Spoken Dialogue Generation: An LLM-Driven Grading System for K-12 Non-Native English Learners

Haidong Yuan, Haokun Zhao, Wanshi Xu et al.

Large language models (LLMs) often fail to meet the pedagogical needs of K-12 English learners in non-native contexts due to a proficiency mismatch. To address this widespread challenge, we introduce a proficiency-aligned framework that adapts LLM outputs to learner abilities, using China's national curriculum (CSE) as a representative case. Our framework enables precise control over lexical complexity through a four-tier grading system, supported by a comprehensive suite of new resources: graded vocabulary lists and a multi-turn dialogue corpus. Our core technical contribution is the \textbf{DDPO} algorithm,Diversity Driven Policy Optimization, a multi-turn GRPO-based approach designed to preserve dialogue diversity while holistically optimizing dialogue quality. This method significantly outperforms conventional approaches, achieving low out-of-vocabulary rates and high diversity while enhancing conversational naturalness and pedagogical value. While grounded in the CSE, our framework is designed for flexibility and can be readily adapted to other educational standards. Our models, data, and code will all be open-sourced, providing a scalable platform for personalized English speaking practice that effectively addresses the unique challenges faced by K-12 learners in non-immersive environments.

65.9AIMar 19
Thinking with Constructions: A Benchmark and Policy Optimization for Visual-Text Interleaved Geometric Reasoning

Haokun Zhao, Wanshi Xu, Haidong Yuan et al.

Geometric reasoning inherently requires "thinking with constructions" -- the dynamic manipulation of visual aids to bridge the gap between problem conditions and solutions. However, existing Multimodal Large Language Models (MLLMs) are largely confined to passive inference with static diagrams, lacking the strategic knowledge of when and how to construct effective visual aids. To address this, we present a framework for Visual-Text Interleaved Chain-of-Thought. We first introduce GeoAux-Bench, the first benchmark comprising 4,334 geometry problems that aligns textual construction steps with ground-truth visual updates. Our pilot study reveals two critical insights: (1) interleaved visual-textual aids outperform single-modality counterparts, which cannot losslessly capture geometric synergy; and (2) valid constructions act as entropy reducers, strongly correlating with reduced reasoning perplexity. Building on these findings, we propose Action Applicability Policy Optimization (A2PO), a reinforcement learning paradigm for mastering strategic construction. A2PO employs Adaptive Reward Shaping to regulate the timing and quality of visual aids via counterfactual sampling to distinguish necessary from redundant constructions. Experiments demonstrate our approach enables MLLMs to leverage selective auxiliary constructions, yielding a 3.51% gain over strong baselines. Code and data are available on GitHub.

GRDec 11, 2024
ProGDF: Progressive Gaussian Differential Field for Controllable and Flexible 3D Editing

Yian Zhao, Wanshi Xu, Yang Wu et al.

3D editing plays a crucial role in editing and reusing existing 3D assets, thereby enhancing productivity. Recently, 3DGS-based methods have gained increasing attention due to their efficient rendering and flexibility. However, achieving desired 3D editing results often requires multiple adjustments in an iterative loop, resulting in tens of minutes of training time cost for each attempt and a cumbersome trial-and-error cycle for users. This in-the-loop training paradigm results in a poor user experience. To address this issue, we introduce the concept of process-oriented modelling for 3D editing and propose the Progressive Gaussian Differential Field (ProGDF), an out-of-loop training approach that requires only a single training session to provide users with controllable editing capability and variable editing results through a user-friendly interface in real-time. ProGDF consists of two key components: Progressive Gaussian Splatting (PGS) and Gaussian Differential Field (GDF). PGS introduces the progressive constraint to extract the diverse intermediate results of the editing process and employs rendering quality regularization to improve the quality of these results. Based on these intermediate results, GDF leverages a lightweight neural network to model the editing process. Extensive results on two novel applications, namely controllable 3D editing and flexible fine-grained 3D manipulation, demonstrate the effectiveness, practicality and flexibility of the proposed ProGDF.

CLApr 10, 2025
LSR-MCTS: Alleviating Long Range Dependency in Code Generation

Tingwei Lu, Yangning Li, Liyuan Wang et al.

The emergence of large language models (LLMs) has significantly promoted the development of code generation task, sparking a surge in pertinent literature. Current research is hindered by redundant generation results and a tendency to overfit local patterns in the short term. Although existing studies attempt to alleviate the issue by adopting a multi-token prediction strategy, there remains limited focus on choosing the appropriate processing length for generations. By analyzing the attention between tokens during the generation process of LLMs, it can be observed that the high spikes of the attention scores typically appear at the end of lines. This insight suggests that it is reasonable to treat each line of code as a fundamental processing unit and generate them sequentially. Inspired by this, we propose the \textbf{LSR-MCTS} algorithm, which leverages MCTS to determine the code line-by-line and select the optimal path. Further, we integrate a self-refine mechanism at each node to enhance diversity and generate higher-quality programs through error correction. Extensive experiments and comprehensive analyses on three public coding benchmarks demonstrate that our method outperforms the state-of-the-art performance approaches.

CVMay 17, 2025
iSegMan: Interactive Segment-and-Manipulate 3D Gaussians

Yian Zhao, Wanshi Xu, Ruochong Zheng et al.

The efficient rendering and explicit nature of 3DGS promote the advancement of 3D scene manipulation. However, existing methods typically encounter challenges in controlling the manipulation region and are unable to furnish the user with interactive feedback, which inevitably leads to unexpected results. Intuitively, incorporating interactive 3D segmentation tools can compensate for this deficiency. Nevertheless, existing segmentation frameworks impose a pre-processing step of scene-specific parameter training, which limits the efficiency and flexibility of scene manipulation. To deliver a 3D region control module that is well-suited for scene manipulation with reliable efficiency, we propose interactive Segment-and-Manipulate 3D Gaussians (iSegMan), an interactive segmentation and manipulation framework that only requires simple 2D user interactions in any view. To propagate user interactions to other views, we propose Epipolar-guided Interaction Propagation (EIP), which innovatively exploits epipolar constraint for efficient and robust interaction matching. To avoid scene-specific training to maintain efficiency, we further propose the novel Visibility-based Gaussian Voting (VGV), which obtains 2D segmentations from SAM and models the region extraction as a voting game between 2D Pixels and 3D Gaussians based on Gaussian visibility. Taking advantage of the efficient and precise region control of EIP and VGV, we put forth a Manipulation Toolbox to implement various functions on selected regions, enhancing the controllability, flexibility and practicality of scene manipulation. Extensive results on 3D scene manipulation and segmentation tasks fully demonstrate the significant advantages of iSegMan. Project page is available at https://zhao-yian.github.io/iSegMan.