20.4CVSep 16, 2025
Hunyuan3D Studio: End-to-End AI Pipeline for Game-Ready 3D Asset GenerationBiwen Lei, Yang Li, Xinhai Liu et al.
The creation of high-quality 3D assets, a cornerstone of modern game development, has long been characterized by labor-intensive and specialized workflows. This paper presents Hunyuan3D Studio, an end-to-end AI-powered content creation platform designed to revolutionize the game production pipeline by automating and streamlining the generation of game-ready 3D assets. At its core, Hunyuan3D Studio integrates a suite of advanced neural modules (such as Part-level 3D Generation, Polygon Generation, Semantic UV, etc.) into a cohesive and user-friendly system. This unified framework allows for the rapid transformation of a single concept image or textual description into a fully-realized, production-quality 3D model complete with optimized geometry and high-fidelity PBR textures. We demonstrate that assets generated by Hunyuan3D Studio are not only visually compelling but also adhere to the stringent technical requirements of contemporary game engines, significantly reducing iteration time and lowering the barrier to entry for 3D content creation. By providing a seamless bridge from creative intent to technical asset, Hunyuan3D Studio represents a significant leap forward for AI-assisted workflows in game development and interactive media.
6.4LGNov 11, 2024
Beating Adversarial Low-Rank MDPs with Unknown Transition and Bandit FeedbackHaolin Liu, Zakaria Mhammedi, Chen-Yu Wei et al.
We consider regret minimization in low-rank MDPs with fixed transition and adversarial losses. Previous work has investigated this problem under either full-information loss feedback with unknown transitions (Zhao et al., 2024), or bandit loss feedback with known transition (Foster et al., 2022). First, we improve the $poly(d, A, H)T^{5/6}$ regret bound of Zhao et al. (2024) to $poly(d, A, H)T^{2/3}$ for the full-information unknown transition setting, where d is the rank of the transitions, A is the number of actions, H is the horizon length, and T is the number of episodes. Next, we initiate the study on the setting with bandit loss feedback and unknown transitions. Assuming that the loss has a linear structure, we propose both model based and model free algorithms achieving $poly(d, A, H)T^{2/3}$ regret, though they are computationally inefficient. We also propose oracle-efficient model-free algorithms with $poly(d, A, H)T^{4/5}$ regret. We show that the linear structure is necessary for the bandit case without structure on the reward function, the regret has to scale polynomially with the number of states. This is contrary to the full-information case (Zhao et al., 2024), where the regret can be independent of the number of states even for unstructured reward function.
3.2ROAug 9, 2025
An Evolutionary Game-Theoretic Merging Decision-Making Considering Social Acceptance for Autonomous DrivingHaolin Liu, Zijun Guo, Yanbo Chen et al.
Highway on-ramp merging is of great challenge for autonomous vehicles (AVs), since they have to proactively interact with surrounding vehicles to enter the main road safely within limited time. However, existing decision-making algorithms fail to adequately address dynamic complexities and social acceptance of AVs, leading to suboptimal or unsafe merging decisions. To address this, we propose an evolutionary game-theoretic (EGT) merging decision-making framework, grounded in the bounded rationality of human drivers, which dynamically balances the benefits of both AVs and main-road vehicles (MVs). We formulate the cut-in decision-making process as an EGT problem with a multi-objective payoff function that reflects human-like driving preferences. By solving the replicator dynamic equation for the evolutionarily stable strategy (ESS), the optimal cut-in timing is derived, balancing efficiency, comfort, and safety for both AVs and MVs. A real-time driving style estimation algorithm is proposed to adjust the game payoff function online by observing the immediate reactions of MVs. Empirical results demonstrate that we improve the efficiency, comfort and safety of both AVs and MVs compared with existing game-theoretic and traditional planning approaches across multi-object metrics.
3.6CRFeb 11, 2025
RoMA: Robust Malware Attribution via Byte-level Adversarial Training with Global Perturbations and Adversarial Consistency RegularizationYuxia Sun, Huihong Chen, Jingcai Guo et al.
Attributing APT (Advanced Persistent Threat) malware to their respective groups is crucial for threat intelligence and cybersecurity. However, APT adversaries often conceal their identities, rendering attribution inherently adversarial. Existing machine learning-based attribution models, while effective, remain highly vulnerable to adversarial attacks. For example, the state-of-the-art byte-level model MalConv sees its accuracy drop from over 90% to below 2% under PGD (projected gradient descent) attacks. Existing gradient-based adversarial training techniques for malware detection or image processing were applied to malware attribution in this study, revealing that both robustness and training efficiency require significant improvement. To address this, we propose RoMA, a novel single-step adversarial training approach that integrates global perturbations to generate enhanced adversarial samples and employs adversarial consistency regularization to improve representation quality and resilience. A novel APT malware dataset named AMG18, with diverse samples and realistic class imbalances, is introduced for evaluation. Extensive experiments show that RoMA significantly outperforms seven competing methods in both adversarial robustness (e.g., achieving over 80% robust accuracy-more than twice that of the next-best method under PGD attacks) and training efficiency (e.g., more than twice as fast as the second-best method in terms of accuracy), while maintaining superior standard accuracy in non-adversarial scenarios.
16.0LGSep 2, 2023
Bypassing the Simulator: Near-Optimal Adversarial Linear Contextual BanditsHaolin Liu, Chen-Yu Wei, Julian Zimmert
We consider the adversarial linear contextual bandit problem, where the loss vectors are selected fully adversarially and the per-round action set (i.e. the context) is drawn from a fixed distribution. Existing methods for this problem either require access to a simulator to generate free i.i.d. contexts, achieve a sub-optimal regret no better than $\widetilde{O}(T^{\frac{5}{6}})$, or are computationally inefficient. We greatly improve these results by achieving a regret of $\widetilde{O}(\sqrt{T})$ without a simulator, while maintaining computational efficiency when the action set in each round is small. In the special case of sleeping bandits with adversarial loss and stochastic arm availability, our result answers affirmatively the open question by Saha et al. [2020] on whether there exists a polynomial-time algorithm with $poly(d)\sqrt{T}$ regret. Our approach naturally handles the case where the loss is linear up to an additive misspecification error, and our regret shows near-optimal dependence on the magnitude of the error.