Questionnaire & Opinion Survey
When Surveys Become Conversations: Adaptive Matrix Validation for AI-Assisted Interviews
AI-assisted interviews promise to reduce respondent burden in surveys by allowing respondents to describe experiences naturally while an AI system noisily maps those accounts into structured survey variables. That mapping is a measurement process that is fallible, versioned, adaptive, and potentially behaves differently across subgroups. This paper proposes Adaptive Matrix Validation (AMV), a design in which each respondent completes an AI-assisted interview, which is then mapped into tabular data by the AI. Respondents are also asked a small, randomized set of structured questions, which are used for statistical adjustment. The estimator first calibrates the mapped values using validation answers from other respondents, then corrects the remaining error with the validation answers observed for the target respondent. The paper develops estimators for item means, subgroup estimates, and regression coefficients when outcomes, predictors, or both are mapped from interviews. It also gives planning formulas the number of validation questions required and the sample size. A design-calibration simulation, an American Time Use Survey emulation, and a CHAMPS verbal-autopsy narrative study show when sparse validation can improve precision and when it cannot
Grounded Reinforcement Learning for Visual Reasoning
While reinforcement learning (RL) over chains of thought has significantly advanced language models in tasks such as mathematics and coding, visual reasoning introduces added complexity by requiring models to direct visual attention, interpret perceptual inputs, and ground abstract reasoning in spatial evidence. We introduce ViGoRL (Visually Grounded Reinforcement Learning), a vision-language model trained with RL to explicitly anchor each reasoning step to specific visual coordinates. Inspired by human visual decision-making, ViGoRL learns to produce spatially grounded reasoning traces, guiding visual attention to task-relevant regions at each step. When fine-grained exploration is required, our novel multi-turn RL framework enables the model to dynamically zoom into predicted coordinates as reasoning unfolds. Across a diverse set of visual reasoning benchmarks--including SAT-2 and BLINK for spatial reasoning, V bench for visual search, and ScreenSpot and VisualWebArena for web-based grounding--ViGoRL consistently outperforms both supervised fine-tuning and conventional RL baselines that lack explicit grounding mechanisms. Incorporating multi-turn RL with zoomed-in visual feedback significantly improves ViGoRL's performance on localizing small GUI elements and visual search, achieving 86.4% on V Bench. Additionally, we find that grounding amplifies other visual behaviors such as region exploration, grounded subgoal setting, and visual verification. Finally, human evaluations show that the model's visual references are not only spatially accurate but also helpful for understanding model reasoning steps. Our results show that visually grounded RL is a strong paradigm for imbuing models with general-purpose visual reasoning.
Results on FAVOR Bench
Prompt Template: Generating QAPairs for Camera Motion (CM) Task You are a professional question designer focusing on temporal dynamics in videos, including camera movements, motions, activities, and interactions, rather than static content. You will receive detailed annotations about the temporal details of the entire video, with duration markers in parentheses after "camera_motion" and "motion_list". Based on these annotations, design 3 multiple-choice questions around the "Camera Motion" theme to test models' fine-grained video motion understanding, particularly: Understanding camera movement direction and focus changes in the video. Additionally, follow these question design guidelines: 1. If a video's "camera_motion" has only one element, such as "camera_motion": "static", or "camera_motion": "camera shaking (0-22)", skip this video and don't generate any content.
BenchmarkCards: Standardized Documentation for Large Language Model Benchmarks
Large language models (LLMs) are powerful tools capable of handling diverse tasks. Comparing and selecting appropriate LLMs for specific tasks requires systematic evaluation methods, as models exhibit varying capabilities across different domains. However, finding suitable benchmarks is difficult given the many available options. This complexity not only increases the risk of benchmark misuse and misinterpretation but also demands substantial effort from LLM users, seeking the most suitable benchmarks for their specific needs. To address these issues, we introduce BenchmarkCards, an intuitive and validated documentation framework that standardizes critical benchmark attributes such as objectives, methodologies, data sources, and limitations. Through user studies involving benchmark creators and users, we show that BenchmarkCardscan simplify benchmark selection and enhance transparency, facilitating informed decision-making in evaluating LLMs.
Direct Alignment with Heterogeneous Preferences
Alignment with human preferences is commonly framed using a universal reward function, even though human preferences are inherently heterogeneous. We formalize this heterogeneity by introducing user types and examine the limits of the homogeneity assumption. We show that aligning to heterogeneous preferences with a single policy is best achieved using the average reward across user types. However, this requires additional information about annotators. We examine improvements under different information settings, focusing on direct alignment methods. We find that minimal information can yield first-order improvements, while full feedback from each user type leads to consistent learning of the optimal policy. Surprisingly, however, no sample-efficient consistent direct loss exists in this latter setting. These results reveal a fundamental tension between consistency and sample efficiency in direct policy alignment.
Epic Games details how it's embracing generative AI in Unreal Engine
Just over half of game developers think gen AI is bad for the industry, according to a report published earlier this year. During The State of Unreal keynote at Unreal Fest on Wednesday, Epic Games revealed just how it's embracing generative AI in Unreal Engine (UE). Along with offering the first details on Unreal Engine 6 (UE6), the company discussed new features for Unreal Engine 5.8, which it also released on Wednesday. As part of the latest update, Epic is offering an experimental Model Context Protocol (MCP) plugin that will allow developers to hook gen AI models such as Claude and Gemini into Unreal Engine. It's looking to make the MCP an integral part of UE6.
Ranking-based Preference Optimization for Diffusion Models from Implicit User Feedback
Direct preference optimization (DPO) methods have shown strong potential in aligning text-to-image diffusion models with human preferences by training on paired comparisons. These methods improve training stability by avoiding the REINFORCE algorithm but still struggle with challenges such as accurately estimating image probabilities due to the non-linear nature of the sigmoid function and the limited diversity of offline datasets. In this paper, we introduce Diffusion Denoising Ranking Optimization (Diffusion-DRO), a new preference learning framework grounded in inverse reinforcement learning. Diffusion-DRO removes the dependency on a reward model by casting preference learning as a ranking problem, thereby simplifying the training objective into a denoising formulation and overcoming the non-linear estimation issues found in prior methods. Moreover, Diffusion-DRO uniquely integrates offline expert demonstrations with online policy-generated negative samples, enabling it to effectively capture human preferences while addressing the limitations of offline data. Comprehensive experiments show that Diffusion-DRO delivers improved generation quality across a range of challenging and unseen prompts, outperforming state-of-the-art baselines in both both quantitative metrics and user studies.