DeepPresenter: Environment-Grounded Reflection for Agentic Presentation GenerationHao Zheng, Guozhao Mo, Xinru Yan et al.
Presentation generation requires deep content research, coherent visual design, and iterative refinement based on observation. However, existing presentation agents often rely on predefined workflows and fixed templates. To address this, we present DeepPresenter, an agentic framework that adapts to diverse user intents, enables effective feedback-driven refinement, and generalizes beyond a scripted pipeline. Specifically, DeepPresenter autonomously plans, renders, and revises intermediate slide artifacts to support long-horizon refinement with environmental observations. Furthermore, rather than relying on self-reflection over internal signals (e.g., reasoning traces), our environment-grounded reflection conditions the generation process on perceptual artifact states (e.g., rendered slides), enabling the system to identify and correct presentation-specific issues during execution. Results on the evaluation set covering diverse presentation-generation scenarios show that DeepPresenter achieves state-of-the-art performance, and the fine-tuned 9B model remains highly competitive at substantially lower cost. Our project is available at: https://github.com/icip-cas/PPTAgent
25.6SEJul 10
Inside the Skill Market: From Software Engineering Activities to Reusable Agent SkillsJialun Cao, Xinru Yan, Songqiang Chen et al.
Software engineering (abbrev. SE) has continuously evolved through increasingly powerful forms of reuse, from source code and libraries to components and services. Recent advances in AI agents have introduced a potentially new reusable artifact: skills. Emerging agent skill repositories and marketplaces enable developers to package, share, and reuse SE expertise as reusable skills. This trend raises a fundamental question: what SE activities are being encapsulated into reusable skills? Existing studies primarily focus on a broad range of skills acquisition, safety, or benchmarking, while lacking a systematic understanding of SE-specific skills and their coverage across the software development lifecycle. To address this gap, we conduct the first large-scale empirical study of SE skills in public repositories and marketplaces. We collect and analyze a large corpus of SE skills, examining the activities they encapsulate, lifecycle coverage, evolution characteristics, and evaluation mechanisms. Our findings reveal that SE activities are increasingly becoming reusable artifacts via skills and suggest promising research opportunities for skill recommendation and engineering-oriented structuring, as well as the need for mechanisms to encapsulate high-context SE activities into reusable skills. Overall, our study provides the first activity-centric characterization of SE skills and reveals how SE activities are increasingly being transformed into reusable skills. These findings offer new insights into skill reuse, ecosystem development, and the future of agent-centric SE.
Beyond Text-Dominance: Understanding Modality Preference of Omni-modal Large Language ModelsXinru Yan, Boxi Cao, Yaojie Lu et al.
Native Omni-modal Large Language Models (OLLMs) have shifted from pipeline architectures to unified representation spaces. However, this native integration gives rise to a critical yet underexplored phenomenon: modality preference. To bridge this gap, we first systematically quantify modality preference of OLLMs using a newly-curated conflict-based benchmark and the modality selection rate metric. Our evaluation of ten representative OLLMs reveals a notable paradigm shift: unlike the ``text-dominance'' of traditional VLMs, most OLLMs exhibit a pronounced visual preference. To further understand the underlying mechanism, we conduct layer-wise probing and demonstrate that such modality preference is not static but emerges progressively in the mid-to-late layers. Building upon these insights, we leverage these internal signals to diagnose cross-modal hallucinations, achieving competitive performance across three downstream multi-modal benchmarks without task-specific data. Our work provides both a mechanistic understanding and a practical tool for building more trustworthy OLLMs. Our code and related resources are publicly available at: https://github.com/icip-cas/OmniPreference
RESPER: Computationally Modelling Resisting Strategies in Persuasive ConversationsRitam Dutt, Sayan Sinha, Rishabh Joshi et al.
Modelling persuasion strategies as predictors of task outcome has several real-world applications and has received considerable attention from the computational linguistics community. However, previous research has failed to account for the resisting strategies employed by an individual to foil such persuasion attempts. Grounded in prior literature in cognitive and social psychology, we propose a generalised framework for identifying resisting strategies in persuasive conversations. We instantiate our framework on two distinct datasets comprising persuasion and negotiation conversations. We also leverage a hierarchical sequence-labelling neural architecture to infer the aforementioned resisting strategies automatically. Our experiments reveal the asymmetry of power roles in non-collaborative goal-directed conversations and the benefits accrued from incorporating resisting strategies on the final conversation outcome. We also investigate the role of different resisting strategies on the conversation outcome and glean insights that corroborate with past findings. We also make the code and the dataset of this work publicly available at https://github.com/americast/resper.
Multilingual Contextual Affective Analysis of LGBT People Portrayals in WikipediaChan Young Park, Xinru Yan, Anjalie Field et al.
Specific lexical choices in narrative text reflect both the writer's attitudes towards people in the narrative and influence the audience's reactions. Prior work has examined descriptions of people in English using contextual affective analysis, a natural language processing (NLP) technique that seeks to analyze how people are portrayed along dimensions of power, agency, and sentiment. Our work presents an extension of this methodology to multilingual settings, which is enabled by a new corpus that we collect and a new multilingual model. We additionally show how word connotations differ across languages and cultures, highlighting the difficulty of generalizing existing English datasets and methods. We then demonstrate the usefulness of our method by analyzing Wikipedia biography pages of members of the LGBT community across three languages: English, Russian, and Spanish. Our results show systematic differences in how the LGBT community is portrayed across languages, surfacing cultural differences in narratives and signs of social biases. Practically, this model can be used to identify Wikipedia articles for further manual analysis -- articles that might contain content gaps or an imbalanced representation of particular social groups.
0.7CLMay 29, 2017
Who's to say what's funny? A computer using Language Models and Deep Learning, That's Who!Xinru Yan, Ted Pedersen
Humor is a defining characteristic of human beings. Our goal is to develop methods that automatically detect humorous statements and rank them on a continuous scale. In this paper we report on results using a Language Model approach, and outline our plans for using methods from Deep Learning.
5.9CLApr 27, 2017
Duluth at SemEval-2017 Task 6: Language Models in Humor DetectionXinru Yan, Ted Pedersen
This paper describes the Duluth system that participated in SemEval-2017 Task 6 #HashtagWars: Learning a Sense of Humor. The system participated in Subtasks A and B using N-gram language models, ranking highly in the task evaluation. This paper discusses the results of our system in the development and evaluation stages and from two post-evaluation runs.