Lijuan Wang


2026

Recent advancements in Multimodal Large Language Models (MLLMs) have demonstrated impressive capabilities in visual-text processing. However, existing static image-text benchmarks are insufficient for evaluating their dynamic perception and interactive reasoning abilities. We introduce **V**ision-centric **M**ultiple **A**bilities **G**ame **E**valuation (**V-MAGE**), a novel game-based evaluation framework designed to systematically assess MLLMs’ visual reasoning in interactive, continuous-space environments. V-MAGE features five distinct video games comprising over 30 carefully constructed evaluation scenarios. These scenarios are set in free-form, visually complex environments that require models to interpret dynamic game states and make decisions based solely on visual input, thereby closely reflecting the conditions encountered by human players. To ensure robust and interpretable comparisons across models, V-MAGE employs a dynamic ELO-based ranking system that accounts for varying difficulty levels and task diversity. Benchmarking state-of-the-art MLLMs against human baselines reveals that while leading models approach human-level performance in simple tasks, their performance drops significantly in complex scenarios requiring advanced reasoning and task orchestration. This persistent performance gap highlights fundamental limitations in current MLLMs’ ability to perform vision-grounded, interactive frame-by-frame control in simulated continuous-time environments. Through extensive analyses, we demonstrate the utility of V-MAGE in uncovering these limitations and providing actionable insights for improving the visual and reasoning capabilities of MLLMs in dynamic, interactive settings. Code is publicly available at https://github.com/CSU-JPG/V-MAGE.
Current large language models (LLMs) and spoken language models (SLMs) begin thinking and taking actions only after the user has finished their turn. This prevents the model from interacting with the user during the user’s turn and can lead to high response latency when the model is thinking. To address this issue, we draw inspiration from the “think while listening” behavior of humans. In this paper, we propose SHANKS, a general inference framework that enables SLMs to generate unspoken chain-of-thought reasoning while listening to user input. SHANKS streams input speech in fixed-duration chunks and, as soon as a chunk is received, generates unspoken reasoning based on all previous speech and reasoning, while the user continues speaking. SHANKS uses unspoken reasoning to determine whether to interrupt the user and make tool calls to complete the task. We demonstrate that SHANKS enhances real-time user–SLM interaction in two scenarios: (1) SHANKS can listen to the user’s speech and interrupt when the user makes a mistake. (2) In a tool-augmented dialogue scenario, SHANKS can complete 56.9% of the tool calls before the user ends their turn. Overall, SHANKS is a step toward models that keep thinking throughout the conversation, not only after a turn ends. Demos can be found on the project page: https://d223302.github.io/SHANKS/.

2025

Existing video benchmarks often resemble image-based benchmarks, with question types like “What actions does the person perform throughout the video?” or “What color is the woman’s dress in the video?” For these, models can often answer by scanning just a few key frames, without deep temporal reasoning. This limits our ability to assess whether large vision-language models (LVLMs) can truly think with videos rather than perform superficial frame-level analysis. To address this, we introduce , a benchmark specifically designed to evaluate whether LVLMs can genuinely think with videos. Unlike prior benchmarks, emphasizes comprehensive video understanding beyond static image cues. It consists of 3,269 videos and over 4,342 highly visual-centric questions across 11 categories, including Trajectory Analysis, Temporal Reasoning, and Forensics Detection. All questions are carefully crafted by human annotators and require watching the entire video and reasoning over full video context—this is what we mean by thinking with video. These questions cannot be answered by scanning selected frames or relying on text alone. In human evaluations, achieves 94.82% accuracy, but current LVLMs face significant challenges. Even the best-performing model, GPT-o3, reaches only 66.43%, highlighting that LVLMs still struggle to move beyond surface-level reasoning to truly think with videos. We publicly release our benchmark and code at https://github.com/aiming-lab/GLIMPSE.
Audio-aware large language models (ALLMs) can understand the textual and non-textual information in the audio input. In this paper, we explore using ALLMs as an automatic judge to assess the speaking styles of speeches. We use ALLM judges to evaluate the speeches generated by SLMs on two tasks: voice style instruction following and role-playing. The speaking style we consider includes emotion, volume, speaking pace, word emphasis, pitch control, and non-verbal elements. We use four spoken language models (SLMs) to complete the two tasks and use humans and ALLMs to judge the SLMs’ responses. We compare two ALLM judges, GPT-4o-audio and Gemini-2.5-pro, with human evaluation results and show that the agreement between Gemini and human judges is comparable to the agreement between human evaluators. These promising results show that ALLMs can be used as a judge to evaluate SLMs. Our results also reveal that current SLMs, even GPT-4o-audio, still have room for improvement in controlling the speaking style and generating natural dialogues.

2023

In this paper, we propose NUWA-XL, a novel Diffusion over Diffusion architecture for eXtremely Long video generation. Most current work generates long videos segment by segment sequentially, which normally leads to the gap between training on short videos and inferring long videos, and the sequential generation is inefficient. Instead, our approach adopts a “coarse-to-fine” process, in which the video can be generated in parallel at the same granularity. A global diffusion model is applied to generate the keyframes across the entire time range, and then local diffusion models recursively fill in the content between nearby frames. This simple yet effective strategy allows us to directly train on long videos (3376 frames) to reduce the training-inference gap and makes it possible to generate all segments in parallel. To evaluate our model, we build FlintstonesHD dataset, a new benchmark for long video generation. Experiments show that our model not only generates high-quality long videos with both global and local coherence, but also decreases the average inference time from 7.55min to 26s (by 94.26%) at the same hardware setting when generating 1024 frames. The homepage link is [NUWA-XL](https://msra-nuwa.azurewebsites.net)
Model merging (e.g., via interpolation or task arithmetic) fuses multiple models trained on different tasks to generate a multi-task solution. The technique has been proven successful in previous studies, where the models are trained on similar tasks and with the same initialization. In this paper, we expand on this concept to a multimodal setup by merging transformers trained on different modalities. Furthermore, we conduct our study for a novel goal where we can merge vision, language, and cross-modal transformers of a modality-specific architecture to create a parameter-efficient modality-agnostic architecture. Through comprehensive experiments, we systematically investigate the key factors impacting model performance after merging, including initialization, merging mechanisms, and model architectures. We also propose two metrics that assess the distance between weights to be merged and can serve as an indicator of the merging outcomes. Our analysis leads to an effective training recipe for matching the performance of the modality-agnostic baseline (i.e., pre-trained from scratch) via model merging. Our method also outperforms naive merging significantly on various tasks, with improvements of 3% on VQA, 7% on COCO retrieval, 25% on NLVR2, 14% on Flickr30k and 3% on ADE20k.