Wenxin Li

AI
h-index16
4papers
34citations
Novelty50%
AI Score41

4 Papers

6.2CVSep 20, 2025Code
Segment-to-Act: Label-Noise-Robust Action-Prompted Video Segmentation Towards Embodied Intelligence

Wenxin Li, Kunyu Peng, Di Wen et al.

Embodied intelligence relies on accurately segmenting objects actively involved in interactions. Action-based video object segmentation addresses this by linking segmentation with action semantics, but it depends on large-scale annotations and prompts that are costly, inconsistent, and prone to multimodal noise such as imprecise masks and referential ambiguity. To date, this challenge remains unexplored. In this work, we take the first step by studying action-based video object segmentation under label noise, focusing on two sources: textual prompt noise (category flips and within-category noun substitutions) and mask annotation noise (perturbed object boundaries to mimic imprecise supervision). Our contributions are threefold. First, we introduce two types of label noises for the action-based video object segmentation task. Second, we build up the first action-based video object segmentation under a label noise benchmark ActiSeg-NL and adapt six label-noise learning strategies to this setting, and establish protocols for evaluating them under textual, boundary, and mixed noise. Third, we provide a comprehensive analysis linking noise types to failure modes and robustness gains, and we introduce a Parallel Mask Head Mechanism (PMHM) to address mask annotation noise. Qualitative evaluations further reveal characteristic failure modes, including boundary leakage and mislocalization under boundary perturbations, as well as occasional identity substitutions under textual flips. Our comparative analysis reveals that different learning strategies exhibit distinct robustness profiles, governed by a foreground-background trade-off where some achieve balanced performance while others prioritize foreground accuracy at the cost of background precision. The established benchmark and source code will be made publicly available at https://github.com/mylwx/ActiSeg-NL.

1.2DCNov 1, 2025
EPARA: Parallelizing Categorized AI Inference in Edge Clouds

Yubo Wang, Yubo Cui, Tuo Shi et al.

With the increasing adoption of AI applications such as large language models and computer vision AI, the computational demands on AI inference systems are continuously rising, making the enhancement of task processing capacity using existing hardware a primary objective in edge clouds. We propose EPARA, an end-to-end AI parallel inference framework in edge, aimed at enhancing the edge AI serving capability. Our key idea is to categorize tasks based on their sensitivity to latency/frequency and requirement for GPU resources, thereby achieving both request-level and service-level task-resource allocation. EPARA consists of three core components: 1) a task-categorized parallelism allocator that decides the parallel mode of each task, 2) a distributed request handler that performs the calculation for the specific request, and 3) a state-aware scheduler that periodically updates service placement in edge clouds. We implement a EPARA prototype and conduct a case study on the EPARA operation for LLMs and segmentation tasks. Evaluation through testbed experiments involving edge servers, embedded devices, and microcomputers shows that EPARA achieves up to 2.1$\times$ higher goodput in production workloads compared to prior frameworks, while adapting to various edge AI inference tasks.

10.4SEJul 14, 2021
FAPR: Fast and Accurate Program Repair for Introductory Programming Courses

Yunlong Lu, Na Meng, Wenxin Li

In introductory programming courses, it is challenging for instructors to provide debugging feedback on students' incorrect programs. Some recent tools automatically offer program repair feedback by identifying any differences between incorrect and correct programs, but suffer from issues related to scalability, accuracy, and cross-language portability. This paper presents FAPR -- our novel approach that suggests repairs based on program differences in a fast and accurate manner. FAPR is different from current tools in three aspects. First, it encodes syntactic information into token sequences to enable high-speed comparison between incorrect and correct programs. Second, to accurately extract program differences, FAPR adopts a novel matching algorithm that maximizes token-level matches and minimizes statement-level differences. Third, FAPR relies on testing instead of static/dynamic analysis to validate and refine candidate repairs, so it eliminates the language dependency or high runtime overhead incurred by complex program analysis. We implemented FAPR to suggest repairs for both C and C++ programs; our experience shows the great cross-language portability of FAPR. More importantly, we empirically compared FAPR with a state-of-the-art tool Clara. FAPR suggested repairs for over 95.5% of incorrect solutions. We sampled 250 repairs among FAPR's suggestions, and found 89.6% of the samples to be minimal and correct. FAPR outperformed Clara by suggesting repairs for more cases, creating smaller repairs, producing higher-quality fixes, and causing lower runtime overheads. Our results imply that FAPR can potentially help instructors or TAs to effectively locate bugs in incorrect code, and to provide debugging hints/guidelines based on those generated repairs.

9.2AIJul 5, 2017
Learning to Design Games: Strategic Environments in Reinforcement Learning

Haifeng Zhang, Jun Wang, Zhiming Zhou et al.

In typical reinforcement learning (RL), the environment is assumed given and the goal of the learning is to identify an optimal policy for the agent taking actions through its interactions with the environment. In this paper, we extend this setting by considering the environment is not given, but controllable and learnable through its interaction with the agent at the same time. This extension is motivated by environment design scenarios in the real-world, including game design, shopping space design and traffic signal design. Theoretically, we find a dual Markov decision process (MDP) w.r.t. the environment to that w.r.t. the agent, and derive a policy gradient solution to optimizing the parametrized environment. Furthermore, discontinuous environments are addressed by a proposed general generative framework. Our experiments on a Maze game design task show the effectiveness of the proposed algorithms in generating diverse and challenging Mazes against various agent settings.