CLFeb 11, 2023
MTTM: Metamorphic Testing for Textual Content Moderation SoftwareWenxuan Wang, Jen-tse Huang, Weibin Wu et al. · pku, tencent-ai
The exponential growth of social media platforms such as Twitter and Facebook has revolutionized textual communication and textual content publication in human society. However, they have been increasingly exploited to propagate toxic content, such as hate speech, malicious advertisement, and pornography, which can lead to highly negative impacts (e.g., harmful effects on teen mental health). Researchers and practitioners have been enthusiastically developing and extensively deploying textual content moderation software to address this problem. However, we find that malicious users can evade moderation by changing only a few words in the toxic content. Moreover, modern content moderation software performance against malicious inputs remains underexplored. To this end, we propose MTTM, a Metamorphic Testing framework for Textual content Moderation software. Specifically, we conduct a pilot study on 2,000 text messages collected from real users and summarize eleven metamorphic relations across three perturbation levels: character, word, and sentence. MTTM employs these metamorphic relations on toxic textual contents to generate test cases, which are still toxic yet likely to evade moderation. In our evaluation, we employ MTTM to test three commercial textual content moderation software and two state-of-the-art moderation algorithms against three kinds of toxic content. The results show that MTTM achieves up to 83.9%, 51%, and 82.5% error finding rates (EFR) when testing commercial moderation software provided by Google, Baidu, and Huawei, respectively, and it obtains up to 91.2% EFR when testing the state-of-the-art algorithms from the academy. In addition, we leverage the test cases generated by MTTM to retrain the model we explored, which largely improves model robustness (0% to 5.9% EFR) while maintaining the accuracy on the original test set.
SESep 17, 2024
Grounded GUI Understanding for Vision-Based Spatial Intelligent Agent: Exemplified by Extended Reality AppsShuqing Li, Binchang Li, Yepang Liu et al.
In recent years, spatial computing a.k.a. Extended Reality (XR) has emerged as a transformative technology, offering users immersive and interactive experiences across diversified virtual environments. Users can interact with XR apps through interactable GUI elements (IGEs) on the stereoscopic three-dimensional (3D) graphical user interface (GUI). The accurate recognition of these IGEs is instrumental, serving as the foundation of many software engineering tasks, including automated testing and effective GUI search. The most recent IGE detection approaches for 2D mobile apps typically train a supervised object detection model based on a large-scale manually-labeled GUI dataset, usually with a pre-defined set of clickable GUI element categories like buttons and spinners. Such approaches can hardly be applied to IGE detection in XR apps, due to a multitude of challenges including complexities posed by open-vocabulary and heterogeneous IGE categories, intricacies of context-sensitive interactability, and the necessities of precise spatial perception and visual-semantic alignment for accurate IGE detection results. Thus, it is necessary to embark on the IGE research tailored to XR apps. In this paper, we propose the first zero-shot cOntext-sensitive inteRactable GUI ElemeNT dEtection framework for virtual Reality apps, named Orienter. By imitating human behaviors, Orienter observes and understands the semantic contexts of XR app scenes first, before performing the detection. The detection process is iterated within a feedback-directed validation and reflection loop. Specifically, Orienter contains three components, including (1) Semantic context comprehension, (2) Reflection-directed IGE candidate detection, and (3) Context-sensitive interactability classification. Extensive experiments demonstrate that Orienter is more effective than the state-of-the-art GUI element detection approaches.
SEJan 18, 2025Code
How Should We Build A Benchmark? Revisiting 274 Code-Related Benchmarks For LLMsJialun Cao, Yuk-Kit Chan, Zixuan Ling et al.
Various benchmarks have been proposed to assess the performance of large language models (LLMs) in different coding scenarios. We refer to them as code-related benchmarks. However, there are no systematic guidelines by which such a benchmark should be developed to ensure its quality, reliability, and reproducibility. We propose How2Bench, which is comprised of a 55-criteria checklist as a set of guidelines to govern the development of code-related benchmarks comprehensively. Using HOW2BENCH, we profiled 274 benchmarks released within the past decade and found concerning issues. Nearly 70% of the benchmarks did not take measures for data quality assurance; over 10% did not even open source or only partially open source. Many highly cited benchmarks have loopholes, including duplicated samples, incorrect reference codes/tests/prompts, and unremoved sensitive/confidential information. Finally, we conducted a human study involving 49 participants, which revealed significant gaps in awareness of the importance of data quality, reproducibility, and transparency.
AISep 30, 2025Code
90% Faster, 100% Code-Free: MLLM-Driven Zero-Code 3D Game DevelopmentRunxin Yang, Yuxuan Wan, Shuqing Li et al.
Developing 3D games requires specialized expertise across multiple domains, including programming, 3D modeling, and engine configuration, which limits access to millions of potential creators. Recently, researchers have begun to explore automated game development. However, existing approaches face three primary challenges: (1) limited scope to 2D content generation or isolated code snippets; (2) requirement for manual integration of generated components into game engines; and (3) poor performance on handling interactive game logic and state management. While Multimodal Large Language Models (MLLMs) demonstrate potential capabilities to ease the game generation task, a critical gap still remains in translating these outputs into production-ready, executable game projects based on game engines such as Unity and Unreal Engine. To bridge the gap, this paper introduces UniGen, the first end-to-end coordinated multi-agent framework that automates zero-coding development of runnable 3D games from natural language requirements. Specifically, UniGen uses a Planning Agent that interprets user requirements into structured blueprints and engineered logic descriptions; after which a Generation Agent produces executable C# scripts; then an Automation Agent handles engine-specific component binding and scene construction; and lastly a Debugging Agent provides real-time error correction through conversational interaction. We evaluated UniGen on three distinct game prototypes. Results demonstrate that UniGen not only democratizes game creation by requiring no coding from the user, but also reduces development time by 91.4%. We release UniGen at https://github.com/yxwan123/UniGen. A video demonstration is available at https://www.youtube.com/watch?v=xyJjFfnxUx0.
LGAug 15, 2019Code
Temporal Collaborative Ranking Via Personalized TransformerLiwei Wu, Shuqing Li, Cho-Jui Hsieh et al.
The collaborative ranking problem has been an important open research question as most recommendation problems can be naturally formulated as ranking problems. While much of collaborative ranking methodology assumes static ranking data, the importance of temporal information to improving ranking performance is increasingly apparent. Recent advances in deep learning, especially the discovery of various attention mechanisms and newer architectures in addition to widely used RNN and CNN in natural language processing, have allowed us to make better use of the temporal ordering of items that each user has engaged with. In particular, the SASRec model, inspired by the popular Transformer model in natural languages processing, has achieved state-of-art results in the temporal collaborative ranking problem and enjoyed more than 10x speed-up when compared to earlier CNN/RNN-based methods. However, SASRec is inherently an un-personalized model and does not include personalized user embeddings. To overcome this limitation, we propose a Personalized Transformer (SSE-PT) model, outperforming SASRec by almost 5% in terms of NDCG@10 on 5 real-world datasets. Furthermore, after examining some random users' engagement history and corresponding attention heat maps used during the inference stage, we find our model is not only more interpretable but also able to focus on recent engagement patterns for each user. Moreover, our SSE-PT model with a slight modification, which we call SSE-PT++, can handle extremely long sequences and outperform SASRec in ranking results with comparable training speed, striking a balance between performance and speed requirements. Code and data are open sourced at https://github.com/wuliwei9278/SSE-PT.
SEDec 9, 2024
XRZoo: A Large-Scale and Versatile Dataset of Extended Reality (XR) ApplicationsShuqing Li, Chenran Zhang, Cuiyun Gao et al.
The rapid advancement of Extended Reality (XR, encompassing AR, MR, and VR) and spatial computing technologies forms a foundational layer for the emerging Metaverse, enabling innovative applications across healthcare, education, manufacturing, and entertainment. However, research in this area is often limited by the lack of large, representative, and highquality application datasets that can support empirical studies and the development of new approaches benefiting XR software processes. In this paper, we introduce XRZoo, a comprehensive and curated dataset of XR applications designed to bridge this gap. XRZoo contains 12,528 free XR applications, spanning nine app stores, across all XR techniques (i.e., AR, MR, and VR) and use cases, with detailed metadata on key aspects such as application descriptions, application categories, release dates, user review numbers, and hardware specifications, etc. By making XRZoo publicly available, we aim to foster reproducible XR software engineering and security research, enable cross-disciplinary investigations, and also support the development of advanced XR systems by providing examples to developers. Our dataset serves as a valuable resource for researchers and practitioners interested in improving the scalability, usability, and effectiveness of XR applications. XRZoo will be released and actively maintained.
CVJul 24, 2025
3D Software Synthesis Guided by Constraint-Expressive Intermediate RepresentationShuqing Li, Anson Y. Lam, Yun Peng et al.
Graphical user interface (UI) software has undergone a fundamental transformation from traditional two-dimensional (2D) desktop/web/mobile interfaces to spatial three-dimensional (3D) environments. While existing work has made remarkable success in automated 2D software generation, such as HTML/CSS and mobile app interface code synthesis, the generation of 3D software still remains under-explored. Current methods for 3D software generation usually generate the 3D environments as a whole and cannot modify or control specific elements in the software. Furthermore, these methods struggle to handle the complex spatial and semantic constraints inherent in the real world. To address the challenges, we present Scenethesis, a novel requirement-sensitive 3D software synthesis approach that maintains formal traceability between user specifications and generated 3D software. Scenethesis is built upon ScenethesisLang, a domain-specific language that serves as a granular constraint-aware intermediate representation (IR) to bridge natural language requirements and executable 3D software. It serves both as a comprehensive scene description language enabling fine-grained modification of 3D software elements and as a formal constraint-expressive specification language capable of expressing complex spatial constraints. By decomposing 3D software synthesis into stages operating on ScenethesisLang, Scenethesis enables independent verification, targeted modification, and systematic constraint satisfaction. Our evaluation demonstrates that Scenethesis accurately captures over 80% of user requirements and satisfies more than 90% of hard constraints while handling over 100 constraints simultaneously. Furthermore, Scenethesis achieves a 42.8% improvement in BLIP-2 visual evaluation scores compared to the state-of-the-art method.
CLOct 28, 2025
ComboBench: Can LLMs Manipulate Physical Devices to Play Virtual Reality Games?Shuqing Li, Jiayi Yan, Chenyu Niu et al. · pku, tencent-ai
Virtual Reality (VR) games require players to translate high-level semantic actions into precise device manipulations using controllers and head-mounted displays (HMDs). While humans intuitively perform this translation based on common sense and embodied understanding, whether Large Language Models (LLMs) can effectively replicate this ability remains underexplored. This paper introduces a benchmark, ComboBench, evaluating LLMs' capability to translate semantic actions into VR device manipulation sequences across 262 scenarios from four popular VR games: Half-Life: Alyx, Into the Radius, Moss: Book II, and Vivecraft. We evaluate seven LLMs, including GPT-3.5, GPT-4, GPT-4o, Gemini-1.5-Pro, LLaMA-3-8B, Mixtral-8x7B, and GLM-4-Flash, compared against annotated ground truth and human performance. Our results reveal that while top-performing models like Gemini-1.5-Pro demonstrate strong task decomposition capabilities, they still struggle with procedural reasoning and spatial understanding compared to humans. Performance varies significantly across games, suggesting sensitivity to interaction complexity. Few-shot examples substantially improve performance, indicating potential for targeted enhancement of LLMs' VR manipulation capabilities. We release all materials at https://sites.google.com/view/combobench.
SESep 29, 2025
Metamorphic Testing for Audio Content Moderation SoftwareWenxuan Wang, Yongjiang Wu, Junyuan Zhang et al.
The rapid growth of audio-centric platforms and applications such as WhatsApp and Twitter has transformed the way people communicate and share audio content in modern society. However, these platforms are increasingly misused to disseminate harmful audio content, such as hate speech, deceptive advertisements, and explicit material, which can have significant negative consequences (e.g., detrimental effects on mental health). In response, researchers and practitioners have been actively developing and deploying audio content moderation tools to tackle this issue. Despite these efforts, malicious actors can bypass moderation systems by making subtle alterations to audio content, such as modifying pitch or inserting noise. Moreover, the effectiveness of modern audio moderation tools against such adversarial inputs remains insufficiently studied. To address these challenges, we propose MTAM, a Metamorphic Testing framework for Audio content Moderation software. Specifically, we conduct a pilot study on 2000 audio clips and define 14 metamorphic relations across two perturbation categories: Audio Features-Based and Heuristic perturbations. MTAM applies these metamorphic relations to toxic audio content to generate test cases that remain harmful while being more likely to evade detection. In our evaluation, we employ MTAM to test five commercial textual content moderation software and an academic model against three kinds of toxic content. The results show that MTAM achieves up to 38.6%, 18.3%, 35.1%, 16.7%, and 51.1% error finding rates (EFR) when testing commercial moderation software provided by Gladia, Assembly AI, Baidu, Nextdata, and Tencent, respectively, and it obtains up to 45.7% EFR when testing the state-of-the-art algorithms from the academy.
CVJul 29, 2025
Runtime Failure Hunting for Physics Engine Based Software Systems: How Far Can We Go?Shuqing Li, Qiang Chen, Xiaoxue Ren et al.
Physics Engines (PEs) are fundamental software frameworks that simulate physical interactions in applications ranging from entertainment to safety-critical systems. Despite their importance, PEs suffer from physics failures, deviations from expected physical behaviors that can compromise software reliability, degrade user experience, and potentially cause critical failures in autonomous vehicles or medical robotics. Current testing approaches for PE-based software are inadequate, typically requiring white-box access and focusing on crash detection rather than semantically complex physics failures. This paper presents the first large-scale empirical study characterizing physics failures in PE-based software. We investigate three research questions addressing the manifestations of physics failures, the effectiveness of detection techniques, and developer perceptions of current detection practices. Our contributions include: (1) a taxonomy of physics failure manifestations; (2) a comprehensive evaluation of detection methods including deep learning, prompt-based techniques, and large multimodal models; and (3) actionable insights from developer experiences for improving detection approaches. To support future research, we release PhysiXFails, code, and other materials at https://sites.google.com/view/physics-failure-detection.
SEJun 24, 2024
Automatically Generating UI Code from Screenshot: A Divide-and-Conquer-Based ApproachYuxuan Wan, Chaozheng Wang, Yi Dong et al.
Websites are critical in today's digital world, with over 1.11 billion currently active and approximately 252,000 new sites launched daily. Converting website layout design into functional UI code is a time-consuming yet indispensable step of website development. Manual methods of converting visual designs into functional code present significant challenges, especially for non-experts. To explore automatic design-to-code solutions, we first conduct a motivating study on GPT-4o and identify three types of issues in generating UI code: element omission, element distortion, and element misarrangement. We further reveal that a focus on smaller visual segments can help multimodal large language models (MLLMs) mitigate these failures in the generation process. In this paper, we propose DCGen, a divide-and-conquer-based approach to automate the translation of webpage design to UI code. DCGen starts by dividing screenshots into manageable segments, generating code for each segment, and then reassembling them into complete UI code for the entire screenshot. We conduct extensive testing with a dataset comprised of real-world websites and various MLLMs and demonstrate that DCGen achieves up to a 15% improvement in visual similarity and 8% in code similarity for large input images. Human evaluations show that DCGen can help developers implement webpages significantly faster and more similar to the UI designs. To the best of our knowledge, DCGen is the first segment-aware MLLM-based approach for generating UI code directly from screenshots.
SEJun 13, 2024
Less Cybersickness, Please: Demystifying and Detecting Stereoscopic Visual Inconsistencies in Virtual Reality AppsShuqing Li, Cuiyun Gao, Jianping Zhang et al.
The quality of Virtual Reality (VR) apps is vital, particularly the rendering quality of the VR Graphical User Interface (GUI). Different from traditional 2D apps, VR apps create a 3D digital scene for users, by rendering two distinct 2D images for the user's left and right eyes, respectively. Stereoscopic visual inconsistency (denoted as "SVI") issues, however, undermine the rendering process of the user's brain, leading to user discomfort and even adverse health effects. Such issues commonly exist but remain underexplored. We conduct an empirical analysis on 282 SVI bug reports from 15 VR platforms, summarizing 15 types of manifestations. The empirical analysis reveals that automatically detecting SVI issues is challenging, mainly because: (1) lack of training data; (2) the manifestations of SVI issues are diverse, complicated, and often application-specific; (3) most accessible VR apps are closed-source commercial software. Existing pattern-based supervised classification approaches may be inapplicable or ineffective in detecting the SVI issues. To counter these challenges, we propose an unsupervised black-box testing framework named StereoID to identify the stereoscopic visual inconsistencies, based only on the rendered GUI states. StereoID generates a synthetic right-eye image based on the actual left-eye image and computes distances between the synthetic right-eye image and the actual right-eye image to detect SVI issues. We propose a depth-aware conditional stereo image translator to power the image generation process, which captures the expected perspective shifts between left-eye and right-eye images. We build a large-scale unlabeled VR stereo screenshot dataset with larger than 171K images from 288 real-world VR apps for experiments. After substantial experiments, StereoID demonstrates superior performance for detecting SVI issues in both user reports and wild VR apps.
SEDec 23, 2021
Revisiting, Benchmarking and Exploring API Recommendation: How Far Are We?Yun Peng, Shuqing Li, Wenwei Gu et al.
Application Programming Interfaces (APIs), which encapsulate the implementation of specific functions as interfaces, greatly improve the efficiency of modern software development. As numbers of APIs spring up nowadays, developers can hardly be familiar with all the APIs, and usually need to search for appropriate APIs for usage. So lots of efforts have been devoted to improving the API recommendation task. However, it has been increasingly difficult to gauge the performance of new models due to the lack of a uniform definition of the task and a standardized benchmark. For example, some studies regard the task as a code completion problem; while others recommend relative APIs given natural language queries. To reduce the challenges and better facilitate future research, in this paper, we revisit the API recommendation task and aim at benchmarking the approaches. Specifically, the paper groups the approaches into two categories according to the task definition, i.e., query-based API recommendation and code-based API recommendation. We study 11 recently-proposed approaches along with 4 widely-used IDEs. One benchmark named as APIBench is then built for the two respective categories of approaches. Based on APIBench, we distill some actionable insights and challenges for API recommendation. We also achieve some implications and directions for improving the performance of recommending APIs, including data source selection, appropriate query reformulation, low resource setting, and cross-domain adaptation.
SEJun 17, 2021
ÐArcher: Detecting On-Chain-Off-Chain Synchronization Bugs in Decentralized ApplicationsWuqi Zhang, Lili Wei, Shuqing Li et al.
Since the emergence of Ethereum, blockchain-based decentralized applications (DApps) have become increasingly popular and important. To balance the security, performance, and costs, a DApp typically consists of two layers: an on-chain layer to execute transactions and store crucial data on the blockchain and an off-chain layer to interact with users. A DApp needs to synchronize its off-chain layer with the on-chain layer proactively. Otherwise, the inconsistent data in the off-chain layer could mislead users and cause undesirable consequences, e.g., loss of transaction fees. However, transactions sent to the blockchain are not guaranteed to be executed and could even be reversed after execution due to chain reorganization. Such non-determinism in the transaction execution is unique to blockchain. DApp developers may fail to perform the on-chain-off-chain synchronization accurately due to their lack of familiarity with the complex transaction lifecycle. In this work, we investigate the challenges of synchronizing on-chain and off-chain data in Ethereum-based DApps. We present two types of bugs that could result in inconsistencies between the on-chain and off-chain layers. To help detect such on-chain-off-chain synchronization bugs, we introduce a state transition model to guide the testing of DApps and propose two effective oracles to facilitate the automatic identification of bugs. We build the first testing framework, DArcher, to detect on-chain-off-chain synchronization bugs in DApps. We have evaluated DArcher on 11 popular real-world DApps. DArcher achieves high precision (99.3%), recall (87.6%), and accuracy (89.4%) in bug detection and significantly outperforms the baseline methods. It has found 15 real bugs in the 11 DApps. So far, six of the 15 bugs have been confirmed by the developers, and three have been fixed. These promising results demonstrate the usefulness of DArcher.
LGMay 25, 2019
Stochastic Shared Embeddings: Data-driven Regularization of Embedding LayersLiwei Wu, Shuqing Li, Cho-Jui Hsieh et al.
In deep neural nets, lower level embedding layers account for a large portion of the total number of parameters. Tikhonov regularization, graph-based regularization, and hard parameter sharing are approaches that introduce explicit biases into training in a hope to reduce statistical complexity. Alternatively, we propose stochastically shared embeddings (SSE), a data-driven approach to regularizing embedding layers, which stochastically transitions between embeddings during stochastic gradient descent (SGD). Because SSE integrates seamlessly with existing SGD algorithms, it can be used with only minor modifications when training large scale neural networks. We develop two versions of SSE: SSE-Graph using knowledge graphs of embeddings; SSE-SE using no prior information. We provide theoretical guarantees for our method and show its empirical effectiveness on 6 distinct tasks, from simple neural networks with one hidden layer in recommender systems, to the transformer and BERT in natural languages. We find that when used along with widely-used regularization methods such as weight decay and dropout, our proposed SSE can further reduce overfitting, which often leads to more favorable generalization results.