Yunzhe Wang

AI
h-index56
9papers
13citations
Novelty47%
AI Score52

9 Papers

CLMar 25
GameplayQA: A Benchmarking Framework for Decision-Dense POV-Synced Multi-Video Understanding of 3D Virtual Agents

Yunzhe Wang, Runhui Xu, Kexin Zheng et al.

Multimodal LLMs are increasingly deployed as perceptual backbones for autonomous agents in 3D environments, from robotics to virtual worlds. These applications require agents to perceive rapid state changes, attribute actions to the correct entities, and reason about concurrent multi-agent behaviors from a first-person perspective, capabilities that existing benchmarks do not adequately evaluate. We introduce GameplayQA, a framework for evaluating agentic-centric perception and reasoning through video understanding. Specifically, we densely annotate multiplayer 3D gameplay videos at 1.22 labels/second, with time-synced, concurrent captions of states, actions, and events structured around a triadic system of Self, Other Agents, and the World, a natural decomposition for multi-agent environments. From these annotations, we refined 2.4K diagnostic QA pairs organized into three levels of cognitive complexity, accompanied by a structured distractor taxonomy that enables fine-grained analysis of where models hallucinate. Evaluation of frontier MLLMs reveals a substantial gap from human performance, with common failures in temporal and cross-video grounding, agent-role attribution, and handling the decision density of the game. We hope GameplayQA stimulates future research at the intersection of embodied AI, agentic perception, and world modeling.

LGJan 28
GraphAllocBench: A Flexible Benchmark for Preference-Conditioned Multi-Objective Policy Learning

Zhiheng Jiang, Yunzhe Wang, Ryan Marr et al.

Preference-Conditioned Policy Learning (PCPL) in Multi-Objective Reinforcement Learning (MORL) aims to approximate diverse Pareto-optimal solutions by conditioning policies on user-specified preferences over objectives. This enables a single model to flexibly adapt to arbitrary trade-offs at run-time by producing a policy on or near the Pareto front. However, existing benchmarks for PCPL are largely restricted to toy tasks and fixed environments, limiting their realism and scalability. To address this gap, we introduce GraphAllocBench, a flexible benchmark built on a novel graph-based resource allocation sandbox environment inspired by city management, which we call CityPlannerEnv. GraphAllocBench provides a rich suite of problems with diverse objective functions, varying preference conditions, and high-dimensional scalability. We also propose two new evaluation metrics -- Proportion of Non-Dominated Solutions (PNDS) and Ordering Score (OS) -- that directly capture preference consistency while complementing the widely used hypervolume metric. Through experiments with Multi-Layer Perceptrons (MLPs) and graph-aware models, we show that GraphAllocBench exposes the limitations of existing MORL approaches and paves the way for using graph-based methods such as Graph Neural Networks in complex, high-dimensional combinatorial allocation tasks. Beyond its predefined problem set, GraphAllocBench enables users to flexibly vary objectives, preferences, and allocation rules, establishing it as a versatile and extensible benchmark for advancing PCPL. Code: https://anonymous.4open.science/r/GraphAllocBench

CVOct 22, 2025Code
X-Ego: Acquiring Team-Level Tactical Situational Awareness via Cross-Egocentric Contrastive Video Representation Learning

Yunzhe Wang, Soham Hans, Volkan Ustun

Human team tactics emerge from each player's individual perspective and their ability to anticipate, interpret, and adapt to teammates' intentions. While advances in video understanding have improved the modeling of team interactions in sports, most existing work relies on third-person broadcast views and overlooks the synchronous, egocentric nature of multi-agent learning. We introduce X-Ego-CS, a benchmark dataset consisting of 124 hours of gameplay footage from 45 professional-level matches of the popular e-sports game Counter-Strike 2, designed to facilitate research on multi-agent decision-making in complex 3D environments. X-Ego-CS provides cross-egocentric video streams that synchronously capture all players' first-person perspectives along with state-action trajectories. Building on this resource, we propose Cross-Ego Contrastive Learning (CECL), which aligns teammates' egocentric visual streams to foster team-level tactical situational awareness from an individual's perspective. We evaluate CECL on a teammate-opponent location prediction task, demonstrating its effectiveness in enhancing an agent's ability to infer both teammate and opponent positions from a single first-person view using state-of-the-art video encoders. Together, X-Ego-CS and CECL establish a foundation for cross-egocentric multi-agent benchmarking in esports. More broadly, our work positions gameplay understanding as a testbed for multi-agent modeling and tactical learning, with implications for spatiotemporal reasoning and human-AI teaming in both virtual and real-world domains. Code and dataset are available at https://github.com/HATS-ICT/x-ego.

ASApr 16
SongBench: A Fine-Grained Multi-Aspect Benchmark for Song Quality Assessment

Dapeng Wu, Shun Lei, Wei Tan et al.

Recent advancements in Text-to-Song generation have enabled realistic musical content production, yet existing evaluation benchmarks lack the professional granularity to capture multi-dimensional aesthetic nuances. In this paper, we propose SongBench, a specialized framework for fine-grained song assessment across seven key dimensions: Vocal, Instrument, Melody, Structure, Arrangement, Mixing, and Musicality. Utilizing this framework, we construct an expert-annotated database comprising 11,717 samples from state-of-the-art models, labeled by music professionals. Extensive experimental results demonstrate that SongBench achieves high correlation with expert ratings. By revealing fine-grained performance gaps in current state-of-the-art models, SongBench serves as a diagnostic benchmark to steer the development toward more professional and musically coherent song generation.

AIOct 23, 2025
Individualized Cognitive Simulation in Large Language Models: Evaluating Different Cognitive Representation Methods

Tianyi Zhang, Xiaolin Zhou, Yunzhe Wang et al.

Individualized cognitive simulation (ICS) aims to build computational models that approximate the thought processes of specific individuals. While large language models (LLMs) convincingly mimic surface-level human behavior such as role-play, their ability to simulate deeper individualized cognitive processes remains poorly understood. To address this gap, we introduce a novel task that evaluates different cognitive representation methods in ICS. We construct a dataset from recently published novels (later than the release date of the tested LLMs) and propose an 11-condition cognitive evaluation framework to benchmark seven off-the-shelf LLMs in the context of authorial style emulation. We hypothesize that effective cognitive representations can help LLMs generate storytelling that better mirrors the original author. Thus, we test different cognitive representations, e.g., linguistic features, concept mappings, and profile-based information. Results show that combining conceptual and linguistic features is particularly effective in ICS, outperforming static profile-based cues in overall evaluation. Importantly, LLMs are more effective at mimicking linguistic style than narrative structure, underscoring their limits in deeper cognitive simulation. These findings provide a foundation for developing AI systems that adapt to individual ways of thinking and expression, advancing more personalized and human-aligned creative technologies.

AISep 8, 2025
A Data-Driven Discretized CS:GO Simulation Environment to Facilitate Strategic Multi-Agent Planning Research

Yunzhe Wang, Volkan Ustun, Chris McGroarty

Modern simulation environments for complex multi-agent interactions must balance high-fidelity detail with computational efficiency. We present DECOY, a novel multi-agent simulator that abstracts strategic, long-horizon planning in 3D terrains into high-level discretized simulation while preserving low-level environmental fidelity. Using Counter-Strike: Global Offensive (CS:GO) as a testbed, our framework accurately simulates gameplay using only movement decisions as tactical positioning -- without explicitly modeling low-level mechanics such as aiming and shooting. Central to our approach is a waypoint system that simplifies and discretizes continuous states and actions, paired with neural predictive and generative models trained on real CS:GO tournament data to reconstruct event outcomes. Extensive evaluations show that replays generated from human data in DECOY closely match those observed in the original game. Our publicly available simulation environment provides a valuable tool for advancing research in strategic multi-agent planning and behavior generation.

CLSep 19, 2025
Implicit Behavioral Alignment of Language Agents in High-Stakes Crowd Simulations

Yunzhe Wang, Gale M. Lucas, Burcin Becerik-Gerber et al.

Language-driven generative agents have enabled large-scale social simulations with transformative uses, from interpersonal training to aiding global policy-making. However, recent studies indicate that generative agent behaviors often deviate from expert expectations and real-world data--a phenomenon we term the Behavior-Realism Gap. To address this, we introduce a theoretical framework called Persona-Environment Behavioral Alignment (PEBA), formulated as a distribution matching problem grounded in Lewin's behavior equation stating that behavior is a function of the person and their environment. Leveraging PEBA, we propose PersonaEvolve (PEvo), an LLM-based optimization algorithm that iteratively refines agent personas, implicitly aligning their collective behaviors with realistic expert benchmarks within a specified environmental context. We validate PEvo in an active shooter incident simulation we developed, achieving an 84% average reduction in distributional divergence compared to no steering and a 34% improvement over explicit instruction baselines. Results also show PEvo-refined personas generalize to novel, related simulation scenarios. Our method greatly enhances behavioral realism and reliability in high-stakes social simulations. More broadly, the PEBA-PEvo framework provides a principled approach to developing trustworthy LLM-driven social simulations.

HCSep 9, 2025
BREATH: A Bio-Radar Embodied Agent for Tonal and Human-Aware Diffusion Music Generation

Yunzhe Wang, Xinyu Tang, Zhixun Huang et al.

We present a multimodal system for personalized music generation that integrates physiological sensing, LLM-based reasoning, and controllable audio synthesis. A millimeter-wave radar sensor non-invasively captures heart rate and respiration rate. These physiological signals, combined with environmental state, are interpreted by a reasoning agent to infer symbolic musical descriptors, such as tempo, mood intensity, and traditional Chinese pentatonic modes, which are then expressed as structured prompts to guide a diffusion-based audio model in synthesizing expressive melodies. The system emphasizes cultural grounding through tonal embeddings and enables adaptive, embodied music interaction. To evaluate the system, we adopt a research-creation methodology combining case studies, expert feedback, and targeted control experiments. Results show that physiological variations can modulate musical features in meaningful ways, and tonal conditioning enhances alignment with intended modal characteristics. Expert users reported that the system affords intuitive, culturally resonant musical responses and highlighted its potential for therapeutic and interactive applications. This work demonstrates a novel bio-musical feedback loop linking radar-based sensing, prompt reasoning, and generative audio modeling.

LGMar 25, 2025
Abstracting Geo-specific Terrains to Scale Up Reinforcement Learning

Volkan Ustun, Soham Hans, Rajay Kumar et al.

Multi-agent reinforcement learning (MARL) is increasingly ubiquitous in training dynamic and adaptive synthetic characters for interactive simulations on geo-specific terrains. Frameworks such as Unity's ML-Agents help to make such reinforcement learning experiments more accessible to the simulation community. Military training simulations also benefit from advances in MARL, but they have immense computational requirements due to their complex, continuous, stochastic, partially observable, non-stationary, and doctrine-based nature. Furthermore, these simulations require geo-specific terrains, further exacerbating the computational resources problem. In our research, we leverage Unity's waypoints to automatically generate multi-layered representation abstractions of the geo-specific terrains to scale up reinforcement learning while still allowing the transfer of learned policies between different representations. Our early exploratory results on a novel MARL scenario, where each side has differing objectives, indicate that waypoint-based navigation enables faster and more efficient learning while producing trajectories similar to those taken by expert human players in CSGO gaming environments. This research points out the potential of waypoint-based navigation for reducing the computational costs of developing and training MARL models for military training simulations, where geo-specific terrains and differing objectives are crucial.