Heeseung Yun


2025

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Can LLMs Deceive CLIP? Benchmarking Adversarial Compositionality of Pre-trained Multimodal Representation via Text Updates
Jaewoo Ahn | Heeseung Yun | Dayoon Ko | Gunhee Kim
Proceedings of the 63rd Annual Meeting of the Association for Computational Linguistics (Volume 1: Long Papers)

While pre-trained multimodal representations (e.g., CLIP) have shown impressive capabilities, they exhibit significant compositional vulnerabilities leading to counterintuitive judgments. We introduce Multimodal Adversarial Compositionality (MAC), a benchmark that leverages large language models (LLMs) to generate deceptive text samples to exploit these vulnerabilities across different modalities and evaluates them through both sample-wise attack success rate and group-wise entropy-based diversity. To improve zero-shot methods, we propose a self-training approach that leverages rejection-sampling fine-tuning with diversity-promoting filtering, which enhances both attack success rate and sample diversity. Using smaller language models like Llama-3.1-8B, our approach demonstrates superior performance in revealing compositional vulnerabilities across various multimodal representations, including images, videos, and audios.

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FlashAdventure: A Benchmark for GUI Agents Solving Full Story Arcs in Diverse Adventure Games
Jaewoo Ahn | Junseo Kim | Heeseung Yun | Jaehyeon Son | Dongmin Park | Jaewoong Cho | Gunhee Kim
Proceedings of the 2025 Conference on Empirical Methods in Natural Language Processing

GUI agents powered by LLMs show promise in interacting with diverse digital environments. Among these, video games offer a valuable testbed due to their varied interfaces, with adventure games posing additional challenges through complex, narrative-driven interactions. Existing game benchmarks, however, lack diversity and rarely evaluate agents on completing entire storylines. To address this, we introduce FlashAdventure, a benchmark of 34 Flash-based adventure games designed to test full story arc completion and tackle the observation-behavior gap—the challenge of remembering and acting on earlier gameplay information. We also propose CUA-as-a-judge, an automated gameplay evaluator, and COAST, an agentic framework leveraging long-term clue memory to better plan and solve sequential tasks. Experiments show current GUI agents struggle with full story arcs, while COAST improves milestone completion by bridging the observation-behavior gap. Nonetheless, a marked discrepancy between humans and best-performing agents warrants continued research efforts to narrow this divide.