82.2LGMar 16Code
The PokeAgent Challenge: Competitive and Long-Context Learning at ScaleSeth Karten, Jake Grigsby, Tersoo Upaa et al.
We present the PokeAgent Challenge, a large-scale benchmark for decision-making research built on Pokemon's multi-agent battle system and expansive role-playing game (RPG) environment. Partial observability, game-theoretic reasoning, and long-horizon planning remain open problems for frontier AI, yet few benchmarks stress all three simultaneously under realistic conditions. PokeAgent targets these limitations at scale through two complementary tracks: our Battling Track, which calls for strategic reasoning and generalization under partial observability in competitive Pokemon battles, and our Speedrunning Track, which requires long-horizon planning and sequential decision-making in the Pokemon RPG. Our Battling Track supplies a dataset of 20M+ battle trajectories alongside a suite of heuristic, RL, and LLM-based baselines capable of high-level competitive play. Our Speedrunning Track provides the first standardized evaluation framework for RPG speedrunning, including an open-source multi-agent orchestration system for modular, reproducible comparisons of harness-based LLM approaches. Our NeurIPS 2025 competition validates both the quality of our resources and the research community's interest in Pokemon, with over 100 teams competing across both tracks and winning solutions detailed in our paper. Participant submissions and our baselines reveal considerable gaps between generalist (LLM), specialist (RL), and elite human performance. Analysis against the BenchPress evaluation matrix shows that Pokemon battling is nearly orthogonal to standard LLM benchmarks, measuring capabilities not captured by existing suites and positioning Pokemon as an unsolved benchmark that can drive RL and LLM research forward. We transition to a living benchmark with a live leaderboard for Battling and self-contained evaluation for Speedrunning at https://pokeagentchallenge.com.
CLFeb 4Code
VILLAIN at AVerImaTeC: Verifying Image-Text Claims via Multi-Agent CollaborationJaeyoon Jung, Yejun Yoon, Seunghyun Yoon et al.
This paper describes VILLAIN, a multimodal fact-checking system that verifies image-text claims through prompt-based multi-agent collaboration. For the AVerImaTeC shared task, VILLAIN employs vision-language model agents across multiple stages of fact-checking. Textual and visual evidence is retrieved from the knowledge store enriched through additional web collection. To identify key information and address inconsistencies among evidence items, modality-specific and cross-modal agents generate analysis reports. In the subsequent stage, question-answer pairs are produced based on these reports. Finally, the Verdict Prediction agent produces the verification outcome based on the image-text claim and the generated question-answer pairs. Our system ranked first on the leaderboard across all evaluation metrics. The source code is publicly available at https://github.com/ssu-humane/VILLAIN.
ASJan 31, 2024Code
EnCLAP: Combining Neural Audio Codec and Audio-Text Joint Embedding for Automated Audio CaptioningJaeyeon Kim, Jaeyoon Jung, Jinjoo Lee et al.
We propose EnCLAP, a novel framework for automated audio captioning. EnCLAP employs two acoustic representation models, EnCodec and CLAP, along with a pretrained language model, BART. We also introduce a new training objective called masked codec modeling that improves acoustic awareness of the pretrained language model. Experimental results on AudioCaps and Clotho demonstrate that our model surpasses the performance of baseline models. Source code will be available at https://github.com/jaeyeonkim99/EnCLAP . An online demo is available at https://huggingface.co/spaces/enclap-team/enclap .
80.8CVMar 17
WorldCam: Interactive Autoregressive 3D Gaming Worlds with Camera Pose as a Unifying Geometric RepresentationJisu Nam, Yicong Hong, Chun-Hao Paul Huang et al.
Recent advances in video diffusion transformers have enabled interactive gaming world models that allow users to explore generated environments over extended horizons. However, existing approaches struggle with precise action control and long-horizon 3D consistency. Most prior works treat user actions as abstract conditioning signals, overlooking the fundamental geometric coupling between actions and the 3D world, whereby actions induce relative camera motions that accumulate into a global camera pose within a 3D world. In this paper, we establish camera pose as a unifying geometric representation to jointly ground immediate action control and long-term 3D consistency. First, we define a physics-based continuous action space and represent user inputs in the Lie algebra to derive precise 6-DoF camera poses, which are injected into the generative model via a camera embedder to ensure accurate action alignment. Second, we use global camera poses as spatial indices to retrieve relevant past observations, enabling geometrically consistent revisiting of locations during long-horizon navigation. To support this research, we introduce a large-scale dataset comprising 3,000 minutes of authentic human gameplay annotated with camera trajectories and textual descriptions. Extensive experiments show that our approach substantially outperforms state-of-the-art interactive gaming world models in action controllability, long-horizon visual quality, and 3D spatial consistency.
CLOct 16, 2024Code
HerO at AVeriTeC: The Herd of Open Large Language Models for Verifying Real-World ClaimsYejun Yoon, Jaeyoon Jung, Seunghyun Yoon et al.
To tackle the AVeriTeC shared task hosted by the FEVER-24, we introduce a system that only employs publicly available large language models (LLMs) for each step of automated fact-checking, dubbed the Herd of Open LLMs for verifying real-world claims (HerO). For evidence retrieval, a language model is used to enhance a query by generating hypothetical fact-checking documents. We prompt pretrained and fine-tuned LLMs for question generation and veracity prediction by crafting prompts with retrieved in-context samples. HerO achieved 2nd place on the leaderboard with the AVeriTeC score of 0.57, suggesting the potential of open LLMs for verifying real-world claims. For future research, we make our code publicly available at https://github.com/ssu-humane/HerO.
88.6CLApr 6Code
Is a Picture Worth a Thousand Words? Adaptive Multimodal Fact-Checking with Visual Evidence NecessityJaeyoon Jung, Yejun Yoon, Kunwoo Park
Automated fact-checking is a crucial task not only in journalism but also across web platforms, where it supports a responsible information ecosystem and mitigates the harms of misinformation. While recent research has progressed from text-only to multimodal fact-checking, a prevailing assumption is that incorporating visual evidence universally improves performance. In this work, we challenge this assumption and show that indiscriminate use of multimodal evidence can reduce accuracy. To address this challenge, we propose AMuFC, a multimodal fact-checking framework that employs two collaborative agents with distinct roles for the adaptive use of visual evidence: An Analyzer determines whether visual evidence is necessary for claim verification, and a Verifier predicts claim veracity conditioned on both the retrieved evidence and the Analyzer's assessment. Experimental results on three datasets show that incorporating the Analyzer's assessment of visual evidence necessity into the Verifier's prediction yields substantial improvements in verification performance. In addition to all code, we release WebFC, a newly constructed dataset for evaluating fact-checking modules in a more realistic scenario, available at https://github.com/ssu-humane/AMuFC.
CLJul 15, 2025Code
Team HUMANE at AVeriTeC 2025: HerO 2 for Efficient Fact VerificationYejun Yoon, Jaeyoon Jung, Seunghyun Yoon et al.
This paper presents HerO 2, Team HUMANE's system for the AVeriTeC shared task at the FEVER-25 workshop. HerO 2 is an enhanced version of HerO, the best-performing open-source model from the previous year's challenge. It improves evidence quality through document summarization and answer reformulation, optimizes veracity prediction via post-training quantization under computational constraints, and enhances overall system performance by integrating updated language model (LM) backbones. HerO 2 ranked second on the leaderboard while achieving the shortest runtime among the top three systems, demonstrating both high efficiency and strong potential for real-world fact verification. The code is available at https://github.com/ssu-humane/HerO2.
AINov 25, 2025Code
CostNav: A Navigation Benchmark for Real-World Economic-Cost Evaluation of Physical AI AgentsHaebin Seong, Sungmin Kim, Yongjun Cho et al.
While current navigation benchmarks prioritize task success in simplified settings, they neglect the multidimensional economic constraints essential for the real-world commercialization of autonomous delivery systems. We introduce CostNav, an Economic Navigation Benchmark that evaluates physical AI agents through comprehensive economic cost-revenue analysis aligned with real-world business operations. By integrating industry-standard data - such as SEC filings and AIS injury reports - with Isaac Sim's detailed collision and cargo dynamics, CostNav transcends simple task completion to accurately evaluate business value in complex, real-world scenarios. To our knowledge, CostNav is the first work to quantitatively expose the gap between navigation research metrics and commercial viability, revealing that optimizing for task success on a simplified task fundamentally differs from optimizing for real-world economic deployment. Our evaluation of rule-based Nav2 navigation shows that current approaches are not economically viable: the contribution margin is -22.81/run (AMCL) and -12.87/run (GPS), resulting in no break-even point. We challenge the community to develop navigation policies that achieve economic viability on CostNav. We remain method-agnostic, evaluating success solely on the metric of cost rather than the underlying architecture. All resources are available at https://github.com/worv-ai/CostNav.
CVMar 31, 2025Code
KOFFVQA: An Objectively Evaluated Free-form VQA Benchmark for Large Vision-Language Models in the Korean LanguageYoonshik Kim, Jaeyoon Jung
The recent emergence of Large Vision-Language Models(VLMs) has resulted in a variety of different benchmarks for evaluating such models. Despite this, we observe that most existing evaluation methods suffer from the fact that they either require the model to choose from pre-determined responses, sacrificing open-endedness, or evaluate responses using a judge model, resulting in subjective and unreliable evaluation. In addition, we observe a lack of benchmarks for VLMs in the Korean language, which are necessary as a separate metric from more common English language benchmarks, as the performance of generative language models can differ significantly based on the language being used. Therefore, we present KOFFVQA, a general-purpose free-form visual question answering benchmark in the Korean language for the evaluation of VLMs. Our benchmark consists of 275 carefully crafted questions each paired with an image and grading criteria covering 10 different aspects of VLM performance. The grading criteria eliminate the problem of unreliability by allowing the judge model to grade each response based on a pre-determined set of rules. By defining the evaluation criteria in an objective manner, even a small open-source model can be used to evaluate models on our benchmark reliably. In addition to evaluating a large number of existing VLMs on our benchmark, we also experimentally verify that our method of using pre-existing grading criteria for evaluation is much more reliable than existing methods. Our evaluation code is available at https://github.com/maum-ai/KOFFVQA
ASSep 2, 2024
EnCLAP++: Analyzing the EnCLAP Framework for Optimizing Automated Audio Captioning PerformanceJaeyeon Kim, Minjeon Jeon, Jaeyoon Jung et al.
In this work, we aim to analyze and optimize the EnCLAP framework, a state-of-the-art model in automated audio captioning. We investigate the impact of modifying the acoustic encoder components, explore pretraining with different dataset scales, and study the effectiveness of a reranking scheme. Through extensive experimentation and quantitative analysis of generated captions, we develop EnCLAP++, an enhanced version that significantly surpasses the original.
ASSep 2, 2024
Expanding on EnCLAP with Auxiliary Retrieval Model for Automated Audio CaptioningJaeyeon Kim, Jaeyoon Jung, Minjeong Jeon et al.
In this technical report, we describe our submission to DCASE2024 Challenge Task6 (Automated Audio Captioning) and Task8 (Language-based Audio Retrieval). We develop our approach building upon the EnCLAP audio captioning framework and optimizing it for Task6 of the challenge. Notably, we outline the changes in the underlying components and the incorporation of the reranking process. Additionally, we submit a supplementary retriever model, a byproduct of our modified framework, to Task8. Our proposed systems achieve FENSE score of 0.542 on Task6 and mAP@10 score of 0.386 on Task8, significantly outperforming the baseline models.
CLApr 19, 2025
Hypothetical Documents or Knowledge Leakage? Rethinking LLM-based Query ExpansionYejun Yoon, Jaeyoon Jung, Seunghyun Yoon et al.
Query expansion methods powered by large language models (LLMs) have demonstrated effectiveness in zero-shot retrieval tasks. These methods assume that LLMs can generate hypothetical documents that, when incorporated into a query vector, enhance the retrieval of real evidence. However, we challenge this assumption by investigating whether knowledge leakage in benchmarks contributes to the observed performance gains. Using fact verification as a testbed, we analyze whether the generated documents contain information entailed by ground-truth evidence and assess their impact on performance. Our findings indicate that, on average, performance improvements consistently occurred for claims whose generated documents included sentences entailed by gold evidence. This suggests that knowledge leakage may be present in fact-verification benchmarks, potentially inflating the perceived performance of LLM-based query expansion methods.
AIOct 7, 2025
D2E: Scaling Vision-Action Pretraining on Desktop Data for Transfer to Embodied AISuwhan Choi, Jaeyoon Jung, Haebin Seong et al.
Large language models leverage internet-scale text data, yet embodied AI remains constrained by the prohibitive costs of physical trajectory collection. Desktop environments -- particularly gaming -- offer a compelling alternative: they provide rich sensorimotor interactions at scale while maintaining the structured observation-action coupling essential for embodied learning. We present D2E (Desktop to Embodied AI), a framework that demonstrates desktop interactions can serve as an effective pretraining substrate for robotics embodied AI tasks. Unlike prior work that remained domain-specific (e.g., VPT for Minecraft) or kept data proprietary (e.g., SIMA), D2E establishes a complete pipeline from scalable desktop data collection to verified transfer in embodied domains. Our framework comprises three components: (1) the OWA Toolkit that unifies diverse desktop interactions into a standardized format with 152x compression, (2) the Generalist-IDM that achieves strong zero-shot generalization across unseen games through timestamp-based event prediction, enabling internet-scale pseudo-labeling, and (3) VAPT that transfers desktop-pretrained representations to physical manipulation and navigation. Using 1.3K+ hours of data (259 hours of human demonstrations, and 1K+ hours of pseudo-labeled gameplay), we achieve a total of 96.6% success rate on LIBERO manipulation and 83.3% on CANVAS navigation benchmarks. This validates that sensorimotor primitives in digital interactions exhibit sufficient invariance to transfer meaningfully to physical embodied tasks, establishing desktop pretraining as a practical paradigm for robotics. We will make all our work public, including the OWA toolkit, datasets of human-collected and pseudo-labeled, and VAPT-trained models available at https://worv-ai.github.io/d2e/
SDSep 18, 2025
Exploring Fine-Tuning of Large Audio Language Models for Spoken Language Understanding under Limited Speech dataYoungwon Choi, Jaeyoon Jung, Hyeonyu Kim et al.
Large Audio Language Models (LALMs) have emerged as powerful tools for speech-related tasks but remain underexplored for fine-tuning, especially with limited speech data. To bridge this gap, we systematically examine how different fine-tuning schemes including text-only, direct mixing, and curriculum learning affect spoken language understanding (SLU), focusing on scenarios where text-label pairs are abundant while paired speech-label data are limited. Results show that LALMs already achieve competitive performance with text-only fine-tuning, highlighting their strong generalization ability. Adding even small amounts of speech data (2-5%) yields substantial further gains, with curriculum learning particularly effective under scarce data. In cross-lingual SLU, combining source-language speech data with target-language text and minimal target-language speech data enables effective adaptation. Overall, this study provides practical insights into the LALM fine-tuning under realistic data constraints.