Demo Data from VLDB 2026 / reviewers in the wild / expert
Seungwon Lim
dblp:349/7859
· DBLP profile ↗
4ranked-venue papers
2as first author
4since 2021 · last 2025
—ORCID · unresolved
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 4 · 2 first-author · 4 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 since 2021
Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.
| Artificial intelligence
4 papers |
Vision and language · 46% Multi-agent systems · 16% Trustworthy machine learning · 12% | |
| Human-computer interaction and pervasive computing
1 paper |
Games and playful interaction · 100% |
Topics — the 6 heaviest of 10, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Knowledge, reasoning and agents › Multi-agent systems
agent behavior |
0.9 | 1 | 2025 | Persona Dynamics: Unveiling the Impact of Persona Traits on Agents in Text-Based Games · ACL (1) 2025 |
Computer vision › Vision and language › cross-modal matching
image-text matching |
0.9 | 1 | 2025 | MASS: Overcoming Language Bias in Image-Text Matching · AAAI 2025 |
Computer vision › Vision and language
image-text retrieval |
0.9 | 1 | 2025 | MASS: Overcoming Language Bias in Image-Text Matching · AAAI 2025 |
Machine learning › Trustworthy machine learning › fairness › bias in language models
language bias |
0.9 | 1 | 2025 | MASS: Overcoming Language Bias in Image-Text Matching · AAAI 2025 |
Computer vision › Vision and language
multimodal understanding |
0.8 | 1 | 2024 | Can visual language models resolve textual ambiguity with visual cues? Let visual puns tell you! · EMNLP 2024 |
Knowledge, reasoning and agents › Multi-agent systems › autonomous agents
embodied agent |
0.3 | 1 | 2025 | VisEscape: A Benchmark for Evaluating Exploration-driven Decision-making in Virtual Escape Rooms · EMNLP 2025 |
Methods — techniques the papers use, named apart from their topics
policy learning · 1.7personality classifier · 1.7multimodal reasoning · 0.9multimodal association score · 0.9memory management · 0.9contrastive pre-training · 0.9visual language model · 0.8socratic models · 0.8
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | MASS: Overcoming Language Bias in Image-Text MatchingabstractPretrained visual-language models have made significant advancements in multimodal tasks, including image-text retrieval. However, a major challenge in image-text matching lies in language bias, where models predominantly rely on language priors and neglect to adequately consider the visual content. We thus present Multimodal ASsociation Score (MASS), a framework that reduces the reliance on language priors for better visual accuracy in image-text matching problems. It can be seamlessly incorporated into existing visual-language models without necessitating additional training. Our experiments have shown that \modelname effectively lessens language bias without losing an understanding of linguistic compositionality. Overall, MASS offers a promising solution for enhancing image-text matching performance in visual-language models. Jiwan Chung, Seungwon Lim, Sangkyu Lee, Youngjae Yu |
AAAI | 2 |
| 2025 | Persona Dynamics: Unveiling the Impact of Persona Traits on Agents in Text-Based GamesabstractArtificial agents are increasingly central to complex interactions and decision-making tasks, yet aligning their behaviors with desired human values remains an open challenge.In this work, we investigate how human-like personality traits influence agent behavior and performance within text-based interactive environments.We introduce PANDA: Personality-Adapted Neural Decision Agents, a novel method for projecting human personality traits onto agents to guide their behavior.To induce personality in a text-based game agent, (i) we train a personality classifier to identify what personality type the agent's actions exhibit, and (ii) we integrate the personality profiles directly into the agent's policy-learning pipeline.By deploying agents embodying 16 distinct personality types across 25 text-based games and analyzing their trajectories, we demonstrate that an agent's action decisions can be guided toward specific personality profiles.Moreover, certain personality types, such as those characterized by higher levels of Openness, display marked advantages in performance.These findings underscore the promise of personality-adapted agents for fostering more aligned, effective, and human-centric decision-making in interactive environments.1 Seungwon Lim, Seungbeen Lee, Dongjun Min, Youngjae Yu |
ACL (1) | 1 |
| 2025 | VisEscape: A Benchmark for Evaluating Exploration-driven Decision-making in Virtual Escape RoomsabstractEscape rooms present a unique cognitive challenge that demands exploration-driven planning: with the sole instruction to escape the room, players must actively search their environment, collecting information, and finding solutions through repeated trial and error. Motivated by this, we introduce VisEscape, a benchmark of 20 virtual escape rooms specifically designed to evaluate AI models under these challenging conditions, where success depends not only on solving isolated puzzles but also on iteratively constructing and refining spatial-temporal knowledge of a dynamically changing environment. On VisEscape, we observe that even state-of-the-art multi-modal models generally fail to escape the rooms, showing considerable variation in their progress and problem-solving approaches. We find that integrating memory management and reasoning contributes to efficient exploration and enables successive hypothesis formulation and testing, thereby leading to significant improvements in dynamic and exploration-driven environments. Seungwon Lim, Sungwoong Kim, Jihwan Yu, Sungjae Lee 0003, Jiwan Chung, Youngjae Yu |
EMNLP | 1 |
| 2024 | Can visual language models resolve textual ambiguity with visual cues? Let visual puns tell you!abstractHumans possess multimodal literacy, allowing them to actively integrate information from various modalities to form reasoning.Faced with challenges like lexical ambiguity in text, we supplement this with other modalities, such as thumbnail images or textbook illustrations.Is it possible for machines to achieve a similar multimodal understanding capability?In response, we present Understanding Pun with Image Explanations ( UNPIE) 1 , a novel benchmark designed to assess the impact of multimodal inputs in resolving lexical ambiguities.Puns serve as the ideal subject for this evaluation due to their intrinsic ambiguity.Our dataset includes 1,000 puns, each accompanied by an image that explains both meanings.We pose three multimodal challenges with the annotations to assess different aspects of multimodal literacy; Pun Grounding, Disambiguation, and Reconstruction.The results 2 indicate that various Socratic Models and Visual-Language Models improve over the text-only models when given visual context, particularly as the complexity of the tasks increases. Jiwan Chung, Seungwon Lim, Jaehyun Jeon 0002, Seungbeen Lee, Youngjae Yu |
EMNLP | 2 |