Zhixiang Wang
Zhixiang Wang — researcher or builder tracked in the Angestrom contributor network.
Papers · 3
Inside the Unfair Judge: A Mechanistic Interpretability Account of LLM-as-Judge Bias
Existing studies of LLM-as-judge scoring bias work predominantly at the input-output level: they perturb inputs, measure score deltas, and propose prompt-level mitigations. We argue that the same biases admit a representation-level account in the judge's hidden state, complementary to the input-output view and operationally useful in ways it does not afford. We report three findings, across seven judges, seven bias types, and nine benchmarks. Geometry: baseline judging inputs occupy a tight activation manifold while biased inputs are displaced along a low-dimensional, type-specific subspace th
AlayaWorld: Long-Horizon and Playable Video World Generation
Game worlds have traditionally been built through labor-intensive production pipelines, making them costly to develop, difficult to customization, and expensive to modify after deployment. Recent advances in video world models offer a fundamentally different paradigm. Rather than explicitly authoring every component of a virtual environment, these models autoregressively synthesize future observations conditioned on the current world state and user interactions, enabling playable worlds to be generated online. Trained on both gameplay recordings and real-world videos, they can capture diverse
AlayaWorld: Interactive Long-Horizon World Modeling - Full Technical Report (v1.1)
This report presents an improved version of AlayaWorld. While the backbone architecture, chunk-wise autoregressive generation scheme, and training data remain unchanged from the previous release, we substantially revise how conditioning signals are represented and integrated into the model. The new design is guided by a simple principle: conditioning signals should match the generated content as closely as possible in both latent representation and temporal structure. To this end, we make two major changes. First, we replace the previous depth-warping-based spatial memory with a streaming 3D p
