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Danrui Li

dblp:359/1459 · DBLP profile ↗
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4ranked-venue papers
2as first author
4since 2021 · last 2025
0000-0001-5041-2079ORCID · verified

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 · 3 · 1 first-author · 3 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
2 papers
Face, body and person analysis · 38% Video understanding and tracking · 38% Language models and text generation · 13%
Human-computer interaction and pervasive computing
1 paper
Games and playful interaction · 100%

Topics — the 3 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer vision › Face, body and person analysis
human-centric computer vision
0.812024
Learning from Synthetic Human Group Activities · CVPR 2024
Computer vision › Video understanding and tracking › multi-object tracking
multi-person tracking
0.812024
Learning from Synthetic Human Group Activities · CVPR 2024
Natural language and speech › Language models and text generation
code generation
0.312025
Cardiverse: Harnessing LLMs for Novel Card Game Prototyping · EMNLP 2025

Methods — techniques the papers use, named apart from their topics

self-play · 1.7large language model · 1.7ensemble heuristics · 1.7unity engine · 0.8synthetic data generation · 0.8
YearPublicationVenuePosition
2025 Cardiverse: Harnessing LLMs for Novel Card Game Prototyping
abstract
The prototyping of computer games, particularly card games, requires extensive human effort in creative ideation and gameplay evaluation.Recent advances in Large Language Models (LLMs) offer opportunities to automate and streamline these processes.However, it remains challenging for LLMs to design novel game mechanics beyond existing databases, generate consistent gameplay environments, and develop scalable gameplay AI for large-scale evaluations.This paper addresses these challenges by introducing a comprehensive automated card game prototyping framework.The approach highlights a graph-based indexing method for generating novel game variations, an LLM-driven system for consistent game code generation validated by gameplay records, and a gameplay AI constructing method that uses an ensemble of LLM-generated heuristic functions optimized through self-play.These contributions aim to accelerate card game prototyping, reduce human labor, and lower barriers to entry for game developers.
Danrui Li, Samuel S. Sohn, Kaidong Hu, Muhammad Usman 0010, Mubbasir Kapadia
EMNLP1
2024 Learning from Synthetic Human Group Activities
abstract
The study of complex human interactions and group activities has become a focal point in human-centric computer vision. However, progress in related tasks is often hindered by the challenges of obtaining large-scale labeled datasets from real-world scenarios. To address the limitation, we introduce M3 Act, a synthetic data generator for multi-view multi-group multi-person human atomic actions and group activities. Powered by Unity Engine, M3 Act features mul-tiple semantic groups, highly diverse and photorealistic images, and a comprehensive set of annotations, which facilitates the learning of human-centered tasks across single-person, multi-person, and multi-group conditions. We demonstrate the advantages of M3 Act across three core experiments. The results suggest our synthetic dataset can significantly improve the performance of several downstream methods and replace real-world datasets to reduce cost. Notably, M3 Act improves the state-of-the-art MOTRv2 on DanceTrack dataset, leading to a hop on the leaderboard from 10thto 2ndplace. Moreover, M3 Act opens new research for controllable 3D group activity generation. We define multiple metrics and propose a competitive baseline for the novel task. Our code and data are available at our project page: http://cjerry1243.github.io/M3Act.
Che-Jui Chang, Danrui Li, Deep Patel, Parth Goel, Honglu Zhou, Seonghyeon Moon, Samuel S. Sohn, Sejong Yoon, Vladimir Pavlovic 0001, Mubbasir Kapadia
CVPR2
2024 TrajDiffuse: A Conditional Diffusion Model for Environment-Aware Trajectory Prediction
Tony Qingze Liu, Danrui Li, Samuel S. Sohn, Sejong Yoon, Mubbasir Kapadia, Vladimir Pavlovic 0001
ICPR (29)2
2024 From Words to Worlds: Transforming One-line Prompts into Multi-modal Digital Stories with LLM Agents
abstract
Digital storytelling, essential in entertainment, education, and marketing, faces challenges in generation efficiency. The StoryAgent framework, introduced in this paper, utilizes Large Language Models and generative tools to automate and refine digital storytelling. Employing a top-down story drafting and bottom-up asset generation approach, StoryAgent tackles key issues such as manual intervention, interactive scene orchestration, and narrative consistency. This framework enables efficient production of interactive and consistent digital storytellings across multiple modalities, democratizing content creation and enhancing engagement.
Danrui Li, Samuel S. Sohn, Che-Jui Chang, Mubbasir Kapadia
MIG1