Abstract:Knowledge Graph Question Answering (KGQA) systems rely on high-quality benchmarks to evaluate complex multi-hop reasoning. However, despite their widespread use, popular datasets such as WebQSP and CWQ suffer from critical quality issues, including inaccurate or incomplete ground-truth annotations, poorly constructed questions that are ambiguous, trivial, or unanswerable, and outdated or inconsistent knowledge. Through a manual audit of 16 popular KGQA datasets, including WebQSP and CWQ, we find that the average factual correctness rate is only 57 %. To address these issues, we introduce KGQAGen, an LLM-in-the-loop framework that systematically resolves these pitfalls. KGQAGen combines structured knowledge grounding, LLM-guided generation, and symbolic verification to produce challenging and verifiable QA instances. Using KGQAGen, we construct KGQAGen-10k, a ten-thousand scale benchmark grounded in Wikidata, and evaluate a diverse set of KG-RAG models. Experimental results demonstrate that even state-of-the-art systems struggle on this benchmark, highlighting its ability to expose limitations of existing models. Our findings advocate for more rigorous benchmark construction and position KGQAGen as a scalable framework for advancing KGQA evaluation.
Abstract:With the rapid advancement of game and film production, generating interactive motion from texts has garnered significant attention due to its potential to revolutionize content creation processes. In many practical applications, there is a need to impose strict constraints on the motion range or trajectory of virtual characters. However, existing methods that rely solely on textual input face substantial challenges in accurately capturing the user's intent, particularly in specifying the desired trajectory. As a result, the generated motions often lack plausibility and accuracy. Moreover, existing trajectory - based methods for customized motion generation rely on retraining for single - actor scenarios, which limits flexibility and adaptability to different datasets, as well as interactivity in two-actor motions. To generate interactive motion following specified trajectories, this paper decouples complex motion into a Leader - Follower dynamic, inspired by role allocation in partner dancing. Based on this framework, this paper explores the motion range refinement process in interactive motion generation and proposes a training-free approach, integrating a Pace Controller and a Kinematic Synchronization Adapter. The framework enhances the ability of existing models to generate motion that adheres to trajectory by controlling the leader's movement and correcting the follower's motion to align with the leader. Experimental results show that the proposed approach, by better leveraging trajectory information, outperforms existing methods in both realism and accuracy.
Abstract:Ride-hailing platforms have been facing the challenge of balancing demand and supply. Existing vehicle reposition techniques often treat drivers as homogeneous agents and relocate them deterministically, assuming compliance with the reposition. In this paper, we consider a more realistic and driver-centric scenario where drivers have unique cruising preferences and can decide whether to take the recommendation or not on their own. We propose i-Rebalance, a personalized vehicle reposition technique with deep reinforcement learning (DRL). i-Rebalance estimates drivers' decisions on accepting reposition recommendations through an on-field user study involving 99 real drivers. To optimize supply-demand balance and enhance preference satisfaction simultaneously, i-Rebalance has a sequential reposition strategy with dual DRL agents: Grid Agent to determine the reposition order of idle vehicles, and Vehicle Agent to provide personalized recommendations to each vehicle in the pre-defined order. This sequential learning strategy facilitates more effective policy training within a smaller action space compared to traditional joint-action methods. Evaluation of real-world trajectory data shows that i-Rebalance improves driver acceptance rate by 38.07% and total driver income by 9.97%.