Label Information Enhanced Fraud Detection against Low Homophily in GraphsYuchen Wang, Jinghui Zhang, Zhengjie Huang et al.
Node classification is a substantial problem in graph-based fraud detection. Many existing works adopt Graph Neural Networks (GNNs) to enhance fraud detectors. While promising, currently most GNN-based fraud detectors fail to generalize to the low homophily setting. Besides, label utilization has been proved to be significant factor for node classification problem. But we find they are less effective in fraud detection tasks due to the low homophily in graphs. In this work, we propose GAGA, a novel Group AGgregation enhanced TrAnsformer, to tackle the above challenges. Specifically, the group aggregation provides a portable method to cope with the low homophily issue. Such an aggregation explicitly integrates the label information to generate distinguishable neighborhood information. Along with group aggregation, an attempt towards end-to-end trainable group encoding is proposed which augments the original feature space with the class labels. Meanwhile, we devise two additional learnable encodings to recognize the structural and relational context. Then, we combine the group aggregation and the learnable encodings into a Transformer encoder to capture the semantic information. Experimental results clearly show that GAGA outperforms other competitive graph-based fraud detectors by up to 24.39% on two trending public datasets and a real-world industrial dataset from Anonymous. Even more, the group aggregation is demonstrated to outperform other label utilization methods (e.g., C&S, BoT/UniMP) in the low homophily setting.
7.9GRMay 10
CAGS: Color-Adaptive Volumetric Video Streaming with Dynamic 3D Gaussian SplattingDaheng Yin, Yili Jin, Jianxin Shi et al.
Volumetric video (VV) streaming enables real-time, immersive access to remote 3D environments, powering telepresence, ecological monitoring, and robotic teleoperation. These applications turn VV streaming into a real-time interface to remote physical environments, imposing new system-level demands for photorealistic scene representation, low-latency interaction, and robust performance under heterogeneous networks. 3D Gaussian Splatting (3DGS) has been widely used for real-time photorealistic rendering, offering superior visual quality and rendering performance, but it faces challenges due to bandwidth consumption. Furthermore, as the foundation of adaptive VV streaming, existing Levels of Detail (LoD) methods based on density are not well-suited to Gaussian representations, leading to visible gaps and severe quality degradation. Recent studies have also explored attribute compression techniques to reduce bandwidth consumption. Our preliminary studies reveal that aggressive attribute compression primarily causes color distortion, which can be effectively corrected in the rendered image using a reference image. Motivated by these findings, we propose a novel Color-Adaptive scheme for adaptive VV streaming that uses vector quantization (VQ) to establish LoDs and correct color distortions with low-resolution reference images. We further present CAGS, an adaptive VV streaming system compatible with diverse Gaussian representations, which integrates the Color-Adaptive scheme by rendering reference images on the streaming server and performing color restoration on the client. Extensive experiments on our prototype system demonstrate that CAGS outperforms the existing adaptive streaming systems in PSNR by 5$\sim$20 dB under fluctuating bandwidth, operates significantly faster than existing scalable Gaussian compression methods, and generalizes across different Gaussian representations.
RoboMatrix: A Skill-centric Hierarchical Framework for Scalable Robot Task Planning and Execution in Open-WorldWeixin Mao, Weiheng Zhong, Zhou Jiang et al.
Existing robot policies predominantly adopt the task-centric approach, requiring end-to-end task data collection. This results in limited generalization to new tasks and difficulties in pinpointing errors within long-horizon, multi-stage tasks. To address this, we propose RoboMatrix, a skill-centric hierarchical framework designed for scalable robot task planning and execution in open-world environments. RoboMatrix extracts general meta-skills from diverse complex tasks, enabling the completion of unseen tasks through skill composition. Its architecture consists of a high-level scheduling layer that utilizes large language models (LLMs) for task decomposition, an intermediate skill layer housing meta-skill models, and a low-level hardware layer for robot control. A key innovation of our work is the introduction of the first unified vision-language-action (VLA) model capable of seamlessly integrating both movement and manipulation within one model. This is achieved by combining vision and language prompts to generate discrete actions. Experimental results demonstrate that RoboMatrix achieves a 50% higher success rate than task-centric baselines when applied to unseen objects, scenes, and tasks. To advance open-world robotics research, we will open-source code, hardware designs, model weights, and datasets at https://github.com/WayneMao/RoboMatrix.
3.3AIDec 2, 2025
Beyond Playtesting: A Generative Multi-Agent Simulation System for Massively Multiplayer Online GamesRan Zhang, Kun Ouyang, Tiancheng Ma et al.
Optimizing numerical systems and mechanism design is crucial for enhancing player experience in Massively Multiplayer Online (MMO) games. Traditional optimization approaches rely on large-scale online experiments or parameter tuning over predefined statistical models, which are costly, time-consuming, and may disrupt player experience. Although simplified offline simulation systems are often adopted as alternatives, their limited fidelity prevents agents from accurately mimicking real player reasoning and reactions to interventions. To address these limitations, we propose a generative agent-based MMO simulation system empowered by Large Language Models (LLMs). By applying Supervised Fine-Tuning (SFT) and Reinforcement Learning (RL) on large-scale real player behavioral data, we adapt LLMs from general priors to game-specific domains, enabling realistic and interpretable player decision-making. In parallel, a data-driven environment model trained on real gameplay logs reconstructs dynamic in-game systems. Experiments demonstrate strong consistency with real-world player behaviors and plausible causal responses under interventions, providing a reliable, interpretable, and cost-efficient framework for data-driven numerical design optimization.