Also published as: Zitong Li


2026

Mental health research on social media has been dominated by English-language datasets and DSM-5-centered resources, limiting cross-lingual and cross-cultural understanding of online mental health expression. We introduce MATCHA, the first Chinese multi-disorder mental health dataset that links disorder-specific Weibo Super-Topic communities with users’ broader public timelines. MATCHA covers seven DSM-5 disorders and a control group, comprising 46,025 cohort-level users and 1.8 million posts. The dataset distinguishes users with explicit self-disclosure evidence from broader disorder-related participants through an LLM-assisted annotation pipeline, and is released in a rigorously de-identified, controlled-access format. Using MATCHA, we analyze behavioral, linguistic, symptom-related, and life-event-related patterns across disorders, and conduct cross-lingual comparisons with Twitter-STMHD. Our analyses show that Weibo Super-Topics function as concentrated spaces for affective and health-related expression, while cross-platform differences between Weibo and Twitter often exceed cross-disorder variation. MATCHA provides a new resource for community-aware and cross-lingual mental health NLP research.
Affordance reasoning, the inference of an object’s action possibilities from its physical properties (e.g., shape and material), is fundamental to human physical understanding and increasingly critical for Large Language Models (LLMs). However, existing affordance benchmarks largely expose explicit object identities in the evaluation setup, allowing models to rely on memorized object-affordance mappings rather than reasoning over physical properties. To address this gap, we introduce Affordance20Q, a novel affordance reasoning benchmark formulated as a 20-Questions game without exposing the object’s identity. In each game, the model identifies a hidden object’s affordance from a candidate set by asking yes/no questions about its physical properties. Affordance20Q comprises 1,009 games over 454 objects and 59 affordances, all manually filtered, refined, and annotated. We conduct comprehensive experiments with 15 state-of-the-art LLMs and find a substantial gap (~20 points) compared to human performance. A KL-based information-gain (IG) analysis further shows that models fail to ask discriminating questions as the game progresses. To close the gap, we develop KB-Anchored Rule Induction (KARI), a pipeline based on LLMs that generates affordance rules grounded in evidence from knowledge bases (KBs). KARI improves open-source LLMs by up to 15.2 points, while the limited coverage of KBs hinders further gains. We release all our code and data at https://github.com/1171-jpg/Affordance20Q.git.
Although machine unlearning is essential for removing private, harmful, or copyrighted content from LLMs, current benchmarks often fail to faithfully represent the true “forgetting scope” learned by the model. We formalize two distinct unlearning granularities, domain-level and instance-level, and propose , an automated framework for synthesizing high-quality forget sets.Unlike prior work relying on external generators, exploits the target model per se to elicit data that matches its internal knowledge distribution through seed-guided and adversarial prompting. Our experiments across diverse benchmarks show that it achieves a superior balance of relevance, diversity, and efficiency. Quantitatively, in the Harry Potter domain, it improves relevance by ∼20 and diversity by ∼0.05 while halving the total data size compared to SOTAs. Ultimately, it facilitates more robust forgetting and better utility preservation, providing a more rigorous foundation for evaluating LLM unlearning.

2023

Rewriting incomplete and ambiguous utterances can improve dialogue models’ understanding of the context and help them generate better results. However, the existing end-to-end models will have the problem of too large search space, resulting in poor quality of rewriting results. We propose a 2-phase rewriting framework which first predicts the empty slots in the utterance that need to be completed, and then generate the part to be filled into each positions. Our framework is simple to implement, fast to run, and achieves the state-of-the-art results on several public rewriting datasets.

2022

Existing automatic evaluation systems of chatbots mostly rely on static chat scripts as ground truth, which is hard to obtain, and requires access to the models of the bots as a form of “white-box testing”. Interactive evaluation mitigates this problem but requires human involvement. In our work, we propose an interactive chatbot evaluation framework in which chatbots compete with each other like in a sports tournament, using flexible scoring metrics. This framework can efficiently rank chatbots independently from their model architectures and the domains for which they are trained.