Beyond Prototypes: Semantic Anchor Regularization for Better Representation LearningYanqi Ge, Qiang Nie, Ye Huang et al.
One of the ultimate goals of representation learning is to achieve compactness within a class and well-separability between classes. Many outstanding metric-based and prototype-based methods following the Expectation-Maximization paradigm, have been proposed for this objective. However, they inevitably introduce biases into the learning process, particularly with long-tail distributed training data. In this paper, we reveal that the class prototype is not necessarily to be derived from training features and propose a novel perspective to use pre-defined class anchors serving as feature centroid to unidirectionally guide feature learning. However, the pre-defined anchors may have a large semantic distance from the pixel features, which prevents them from being directly applied. To address this issue and generate feature centroid independent from feature learning, a simple yet effective Semantic Anchor Regularization (SAR) is proposed. SAR ensures the interclass separability of semantic anchors in the semantic space by employing a classifier-aware auxiliary cross-entropy loss during training via disentanglement learning. By pulling the learned features to these semantic anchors, several advantages can be attained: 1) the intra-class compactness and naturally inter-class separability, 2) induced bias or errors from feature learning can be avoided, and 3) robustness to the long-tailed problem. The proposed SAR can be used in a plug-and-play manner in the existing models. Extensive experiments demonstrate that the SAR performs better than previous sophisticated prototype-based methods. The implementation is available at https://github.com/geyanqi/SAR.
14.2CVApr 9
PokeGym: A Visually-Driven Long-Horizon Benchmark for Vision-Language ModelsRuizhi Zhang, Ye Huang, Yuangang Pan et al.
While Vision-Language Models (VLMs) have achieved remarkable progress in static visual understanding, their deployment in complex 3D embodied environments remains severely limited. Existing benchmarks suffer from four critical deficiencies: (1) passive perception tasks circumvent interactive dynamics; (2) simplified 2D environments fail to assess depth perception; (3) privileged state leakage bypasses genuine visual processing; and (4) human evaluation is prohibitively expensive and unscalable. We introduce PokeGym, a visually-driven long-horizon benchmark instantiated within Pokemon Legends: Z-A, a visually complex 3D open-world Role-Playing Game. PokeGym enforces strict code-level isolation: agents operate solely on raw RGB observations while an independent evaluator verifies success via memory scanning, ensuring pure vision-based decision-making and automated, scalable assessment. The benchmark comprises 30 tasks (30-220 steps) spanning navigation, interaction, and mixed scenarios, with three instruction granularities (Visual-Guided, Step-Guided, Goal-Only) to systematically deconstruct visual grounding, semantic reasoning, and autonomous exploration capabilities. Our evaluation reveals a key limitation of current VLMs: physical deadlock recovery, rather than high-level planning, constitutes the primary bottleneck, with deadlocks showing a strong negative correlation with task success. Furthermore, we uncover a metacognitive divergence: weaker models predominantly suffer from Unaware Deadlocks (oblivious to entrapment), whereas advanced models exhibit Aware Deadlocks (recognizing entrapment yet failing to recover). These findings highlight the need to integrate explicit spatial intuition into VLM architectures. The code and benchmark will be available on GitHub.
11.0SEMar 14
Coding with Eyes: Visual Feedback Unlocks Reliable GUI Code Generating and DebuggingZhilin Liu, Ye Huang, Ting Xie et al.
Recent advances in Large Language Model (LLM)-based agents have shown remarkable progress in code generation. However, current agent methods mainly rely on text-output-based feedback (e.g. command-line outputs) for multi-round debugging and struggle in graphical user interface (GUI) that involve visual information. This is mainly due to two limitations: 1) GUI programs are event-driven, yet existing methods cannot simulate user interactions to trigger GUI element logic 2) GUI programs possess visual attributes, making it difficult for text-based approaches to assess whether the rendered interface meets user needs. To systematically address these challenges, we first introduce InteractGUI Bench, a novel benchmark comprising 984 commonly used real-world desktop GUI application tasks designed for fine-grained evaluation of both interaction logic and visual structure. Furthermore, we propose VF-Coder, a vision-feedback-based multi-agent system for debugging GUI code. By perceiving visual information and directly interacting with program interfaces, VF-Coder can identify potential logic and layout issues in a human-like manner. On InteractGUI Bench, our VF-Coder approach increases the success rate of Gemini-3-Flash from 21.68% to 28.29% and raises the visual score from 0.4284 to 0.5584, indicating the effectiveness of visual feedback in GUI debugging.