95.3CVApr 17Code
RefereeBench: Are Video MLLMs Ready to be Multi-Sport RefereesYichen Xu, Yuanhang Liu, Chuhan Wang et al.
While Multimodal Large Language Models (MLLMs) excel at generic video understanding, their ability to support specialized, rule-grounded decision-making remains insufficiently explored. In this paper, we introduce RefereeBench, the first large-scale benchmark for evaluating MLLMs as automatic sports referees. Spanning 11 sports with 925 curated videos and 6,475 QA pairs, RefereeBench evaluates five core officiating abilities: foul existence, foul and penalty classification, foul and penalty reasoning, entity perception, and temporal grounding. The benchmark is fully human-annotated to ensure high-quality annotations grounded in authentic officiating logic and multimodal evidence. Extensive evaluations of state-of-the-art MLLMs show that even the strongest models, such as Doubao-Seed-1.8 and Gemini-3-Pro, achieve only around 60% accuracy, while the strongest open-source model, Qwen3-VL, reaches only 47%. These results indicate that current models remain far from being reliable sports referees. Further analysis shows that while models can often identify incidents and involved entities, they struggle with rule application and temporal grounding, and frequently over-call fouls on normal clips. Our benchmark highlights the need for future MLLMs that better integrate domain knowledge and multimodal understanding, advancing trustworthy AI-assisted officiating and broader multimodal decision-making.
70.2CVApr 20
EgoEsportsQA: An Egocentric Video Benchmark for Perception and Reasoning in EsportsJianzhe Ma, Zhonghao Cao, Shangkui Chen et al.
While video large language models (Video-LLMs) excel in understanding slow-paced, real-world egocentric videos, their capabilities in high-velocity, information-dense virtual environments remain under-explored. Existing benchmarks focus on daily activities, yet lack a rigorous testbed for evaluating fast, rule-bound reasoning in virtual scenarios. To fill this gap, we introduce EgoEsportsQA, a pioneering video question-answering (QA) benchmark for grounding perception and reasoning in expert esports knowledge. We curate 1,745 high-quality QA pairs from professional matches across 3 first-person shooter games via a scalable six-stage pipeline. These questions are structured into a two-dimensional decoupled taxonomy: 11 sub-tasks in the cognitive capability dimension (covering perception and reasoning levels) and 6 sub-tasks in the esports knowledge dimension. Comprehensive evaluations of state-of-the-art Video-LLMs reveal that current models still fail to achieve satisfactory performance, with the best model only 71.58%. The results expose notable gaps across both axes: models exhibit stronger capabilities in basic visual perception than in deep tactical reasoning, and they grasp overall macro-progression better than fine-grained micro-operations. Extensive ablation experiments demonstrate the intrinsic weaknesses of current Video-LLM architectures. Further analysis suggests that our dataset not only reveals the connections between real-world and virtual egocentric domains, but also offers guidance for optimizing downstream esports applications, thereby fostering the future advancement of Video-LLMs in various egocentric environments.
CLJul 16, 2025Code
A Survey of Deep Learning for Geometry Problem SolvingJianzhe Ma, Wenxuan Wang, Qin Jin
Geometry problem solving, a crucial aspect of mathematical reasoning, is vital across various domains, including education, the assessment of AI's mathematical abilities, and multimodal capability evaluation. The recent surge in deep learning technologies, particularly the emergence of multimodal large language models, has significantly accelerated research in this area. This paper provides a survey of the applications of deep learning in geometry problem solving, including (i) a comprehensive summary of the relevant tasks in geometry problem solving; (ii) a thorough review of related deep learning methods; (iii) a detailed analysis of evaluation metrics and methods; and (iv) a critical discussion of the current challenges and future directions that can be explored. Our objective is to offer a comprehensive and practical reference of deep learning for geometry problem solving, thereby fostering further advancements in this field. We create a continuously updated list of papers on GitHub: https://github.com/majianz/dl4gps.
MMNov 19, 2025
ChartEditor: A Reinforcement Learning Framework for Robust Chart EditingLiangyu Chen, Yichen Xu, Jianzhe Ma et al.
Chart editing reduces manual effort in visualization design. Typical benchmarks limited in data diversity and assume access to complete chart code, which is seldom in real-world scenarios. To address this gap, we present ChartEditVista, a comprehensive benchmark consisting of 7,964 samples spanning 31 chart categories. It encompasses diverse editing instructions and covers nearly all editable chart elements. The inputs in ChartEditVista include only the original chart image and natural language editing instructions, without the original chart codes. ChartEditVista is generated through a fully automated pipeline that produces, edits, and verifies charts, ensuring high-quality chart editing data. Besides, we introduce two novel fine-grained, rule-based evaluation metrics: the layout metric, which evaluates the position, size and color of graphical components; and the text metric, which jointly assesses textual content and font styling. Building on top of ChartEditVista, we present ChartEditor, a model trained using a reinforcement learning framework that incorporates a novel rendering reward to simultaneously enforce code executability and visual fidelity. Through extensive experiments and human evaluations, we demonstrate that ChartEditVista provides a robust evaluation, while ChartEditor consistently outperforms models with similar-scale and larger-scale on chart editing tasks.