Bias Behind the Wheel: Fairness Testing of Autonomous Driving SystemsXinyue Li, Zhenpeng Chen, Jie M. Zhang et al.
This paper conducts fairness testing of automated pedestrian detection, a crucial but under-explored issue in autonomous driving systems. We evaluate eight state-of-the-art deep learning-based pedestrian detectors across demographic groups on large-scale real-world datasets. To enable thorough fairness testing, we provide extensive annotations for the datasets, resulting in 8,311 images with 16,070 gender labels, 20,115 age labels, and 3,513 skin tone labels. Our findings reveal significant fairness issues, particularly related to age. The proportion of undetected children is 20.14% higher compared to adults. Furthermore, we explore how various driving scenarios affect the fairness of pedestrian detectors. We find that pedestrian detectors demonstrate significant gender biases during night time, potentially exacerbating the prevalent societal issue of female safety concerns during nighttime out. Moreover, we observe that pedestrian detectors can demonstrate both enhanced fairness and superior performance under specific driving conditions, which challenges the fairness-performance trade-off theory widely acknowledged in the fairness literature. We publicly release the code, data, and results to support future research on fairness in autonomous driving.
9.7CYNov 1, 2024
Benchmarking Bias in Large Language Models during Role-PlayingXinyue Li, Zhenpeng Chen, Jie M. Zhang et al.
Large Language Models (LLMs) have become foundational in modern language-driven applications, profoundly influencing daily life. A critical technique in leveraging their potential is role-playing, where LLMs simulate diverse roles to enhance their real-world utility. However, while research has highlighted the presence of social biases in LLM outputs, it remains unclear whether and to what extent these biases emerge during role-playing scenarios. In this paper, we introduce BiasLens, a fairness testing framework designed to systematically expose biases in LLMs during role-playing. Our approach uses LLMs to generate 550 social roles across a comprehensive set of 11 demographic attributes, producing 33,000 role-specific questions targeting various forms of bias. These questions, spanning Yes/No, multiple-choice, and open-ended formats, are designed to prompt LLMs to adopt specific roles and respond accordingly. We employ a combination of rule-based and LLM-based strategies to identify biased responses, rigorously validated through human evaluation. Using the generated questions as the benchmark, we conduct extensive evaluations of six advanced LLMs released by OpenAI, Mistral AI, Meta, Alibaba, and DeepSeek. Our benchmark reveals 72,716 biased responses across the studied LLMs, with individual models yielding between 7,754 and 16,963 biased responses, underscoring the prevalence of bias in role-playing contexts. To support future research, we have publicly released the benchmark, along with all scripts and experimental results.
29.8CVSep 15, 2025
OmniWorld: A Multi-Domain and Multi-Modal Dataset for 4D World ModelingYang Zhou, Yifan Wang, Jianjun Zhou et al.
The field of 4D world modeling - aiming to jointly capture spatial geometry and temporal dynamics - has witnessed remarkable progress in recent years, driven by advances in large-scale generative models and multimodal learning. However, the development of truly general 4D world models remains fundamentally constrained by the availability of high-quality data. Existing datasets and benchmarks often lack the dynamic complexity, multi-domain diversity, and spatial-temporal annotations required to support key tasks such as 4D geometric reconstruction, future prediction, and camera-control video generation. To address this gap, we introduce OmniWorld, a large-scale, multi-domain, multi-modal dataset specifically designed for 4D world modeling. OmniWorld consists of a newly collected OmniWorld-Game dataset and several curated public datasets spanning diverse domains. Compared with existing synthetic datasets, OmniWorld-Game provides richer modality coverage, larger scale, and more realistic dynamic interactions. Based on this dataset, we establish a challenging benchmark that exposes the limitations of current state-of-the-art (SOTA) approaches in modeling complex 4D environments. Moreover, fine-tuning existing SOTA methods on OmniWorld leads to significant performance gains across 4D reconstruction and video generation tasks, strongly validating OmniWorld as a powerful resource for training and evaluation. We envision OmniWorld as a catalyst for accelerating the development of general-purpose 4D world models, ultimately advancing machines' holistic understanding of the physical world.