Papers for
interactive media developers
Papers whose findings have a practical use for this group, as judged from the abstract. Open a paper to read what it means in practice.
ChoreoStudio plans music driven group dance formations and moves
ChoreoStudio: Planning What, When, and Who in Music-Driven Group Choreography
Abstract: Music-driven group dance generation must decide not only how each dancer moves, but also what formation the group should form, when it should change, and who should execute each transition. Existing methods can generate orderly and rhythmically synchronized group motion, but remain limited in formation evolution and inter-dancer interaction. In human choreography, formation transitions often align with changes in high-level musical structure, such as the progression from an introduction to a chorus or from a chorus to a climax. We present ChoreoStudio, which makes choreography planning explicit. A music disentangler first decomposes the audio into frame-level rhythmic features and segment-level structural features. Given the segment-level features and sparse labels, a frozen omni-modal model acts as a scriptwriter, producing a global semantic description that guides the Director's choreography planning. Based on this context, the Director produces three coupled interaction decisions: a centroid-relative point set specifies what formation to produce, a transition gate determines when it should change, and a mobility allocation indicates who should execute the transition. The transition gate and mobility allocation are further conditioned on the planned geometric change, coupling formation targets with their temporal and dancer-specific execution. At a finer temporal scale, frame-aligned music features condition the diffusion generator to control detailed body motion and preserve beat-level alignment. The segment-level interaction plan is injected in parallel through frame-aligned instruction tokens and cross-dancer attention biases, coordinating how the generator realizes each transition. Experiments on AIOZ-GDance demonstrate that ChoreoStudio follows the planned interactions while achieving state-of-the-art performance in motion quality, group organization, and formation dynamics.
Real-time autoregressive video generation balances quality and speed
TriTD: Tri-Partite Trajectory-Distribution Distillation for Real-Time Autoregressive Video Generation
Abstract: Autoregressive (AR) video diffusion has emerged as a leading paradigm for efficient video generation, yet its practical deployment remains bottlenecked by the trade-off between generation quality and inference efficiency. We attribute this bottleneck to three error sources in AR rollouts: the base model error, the train-inference distribution mismatch, and the upstream error propagation. Building on this decomposition, we derive closed-form upper bounds on the per-step and cumulative errors, providing a principled basis for jointly optimizing generation quality and inference efficiency. Guided by this analysis, we propose TriTD, a Tri-Partite Trajectory-Distribution co-optimized distillation framework with three complementary modules. First, for ODE initialization, we adopt a Next-Node Trajectory Distillation (NTD) objective, which shortens the supervision horizon and admits a lower regression-error floor. Second, we introduce Chunk-Graded Noising (CGN), a monotonically non-decreasing per-chunk noising schedule that helps narrow the expected train-inference noise mismatch and removes redundant KV-cache updates, yielding substantial speedups at no quality cost. Third, we propose Orthogonal-Parallel DMD (OP-DMD), a distribution-matching loss that retains the original DMD supervision while introducing an additional regression constraint in the orthogonal subspace to suppress off-axis drift, improving both training stability and final generation quality. Extensive experiments show that TriTD consistently surpasses existing baselines in visual quality while reaching a real-time throughput of 26.8 FPS on a single H100 GPU, delivering a balanced quality-efficiency solution for interactive streaming video generation.
Video motion tokens improve language guided video generation accuracy
ViMoLa: Discrete Motion Tokens for Language-Guided Video Generation
Abstract: Language-guided video generation often captures scene content while missing the requested motion. We present ViMoLa (Video Motion Language), which predicts a motion prior from language and injects it into a frozen image-to-video backbone. A spatial vector-quantized autoencoder compresses dense trajectories into 64 tokens from a 512-entry codebook; a 28M-parameter transformer predicts the tokens from text; and zero-gated cross-attention adapters condition every frozen Wan~2.2 DiT block through forward hooks. Trained on 462K videos from Something-Something~v2 and Kinetics-400, ViMoLa raises directional accuracy from 0.287 to 0.442 (chance 0.250), with similar measured generative quality. Across-prompt shuffled codes achieve 0.283, supporting the importance of prompt-matched token content. A low-rank adapter reaches 0.428 at 1.45% additional forward-pass FLOPs, and reusing the tokenizer and language model with newly trained CogVideoX adapters raises accuracy from 0.301 to 0.398. Control remains imperfect: oracle codes reach 0.531, compound-motion gains are smaller, and the adapter does not explicitly preserve token-to-patch assignments.
BluePixel enables fast precise 4K image editing with an intelligent agent
BluePixel: Toward Native 4K Agentic Image Editing
Abstract: Instruction-driven image editing has reached native 4K, yet how such editors are trained remains undisclosed, and pretraining one from scratch is beyond most teams. The task itself compounds the difficulty: a single end-to-end editor cannot make precise parametric adjustments, match specialized experts, or interpret the vague instructions users actually write. We argue that 4K editing is a system problem rather than a single-model problem, and present BluePixel, which couples a native-4K editing model with an agent harness; the complete training recipe is disclosed in this paper. The model makes 4K training practical: it turns a 1K-pretrained editor into a native-4K one through progressive VAE adaptation that keeps 4K training as affordable as 1K, absorbs a long tail of vertical editing skills through continual learning, and refines the aesthetic-fidelity trade-off with reinforcement learning. Distillation via source-anchored target projection (SATP) then compresses 50 denoising steps to 4, completing a 4K edit in 8.7 s on a single Kunlunxin P800 XPU while preserving task success rate and background consistency. The harness, BluePixel Agent, makes editing controllable: it decomposes user instructions into specialist and general operations, verifies every result with the same reward model that guided training, and retries within bounded attempts. On VINS-4KEval++ (3,305 native-4K cases), BluePixel ranks second among seven models, behind only GPT Image 2 in non-edited-region consistency.
LLM guided game tuning improves player experience ratings significantly
PREFER: From Player Experience to Personalized Game Refinement
Abstract: Understanding how large language models (LLMs) evaluate gameplay experience is important for using their feedback to guide game design. However, overall ratings alone provide limited insight into which aspects of experience are associated with these judgments and how they can inform concrete game changes. We introduce PREFER, a framework that uses a shared set of experience dimensions adapted from established psychometric questionnaires to benchmark how models evaluate gameplay and to guide persona-specific game refinement. Through these dimensions, we characterize the perspectives models offer as virtual playtesters by examining how their overall assessments relate to specific aspects of experience and to the gameplay they produce. To examine how the same dimensions can guide refinement for players with different preferences, we use personas to simulate distinct player profiles. For each persona, PREFER uses experience-preference relationships to select refinement objectives, revises game rules and their implementations, and playtests candidate games to assess experience changes and predicted preference gains. Experiments with five personas show that PREFER achieves 9.2% higher mean post-play preference ratings than the strongest evaluated baseline.
Adaptive patch-wise denoising speeds up video diffusion models
ForcingBooster: Adaptive Patch-wise Denoising for Fast Autoregressive Video Diffusion
Abstract: Autoregressive video diffusion models have become a leading approach to real-time interactive video generation and video world modeling. However, existing methods typically allocate computation uniformly across space when generating the next video chunk, updating all patches with the same denoising schedule and number of function evaluations. This ignores the spatial heterogeneity of video content: static, simple, or recurring regions are often easier to denoise, while other regions require further refinement or additional context. A uniform budget thus leads to redundant computation on easy patches, whereas reducing the fixed step count can leave difficult patches insufficiently refined. We introduce \methodname{}, a general framework that dynamically allocates denoising steps to individual patches: easy patches stop early to improve efficiency, while difficult patches receive more refinement steps. This design accelerates generation with negligible quality degradation. Our method is compatible with most existing few-step autoregressive diffusion models, requiring only a lightweight routing module with modest training. Experiments demonstrate that \methodname{} reduces the total number of denoising steps applied across video patches by about 50\% while maintaining visual quality comparable to the four-step baseline.
Interactive video storytelling improves by linking viewer intent and context
VIS-Ground: Video Interactive Storytelling with Contextual Grounding
Abstract: Video interactive storytelling enables viewers to actively steer how a video unfolds. However, once we allow viewers to intervene during generation, a new challenge arises: The viewer's request can have latent dependencies on both the grounding source and the current rendered video state. These dependencies may not be explicitly stated in any individual input, but emerge only when the source, rendered history, and new viewer intent are considered jointly. Existing interactive video generation systems primarily emphasize following viewer instructions, while source-grounded video generation methods focus on aligning generated content with an external narrative or knowledge source. This leaves a fundamental question underexplored: What context should a generation model ground on during interactive continuation, and how can heterogeneous, unstructured inputs be transformed into such grounding context? In this work, we formulate contextual grounding as the process of transforming heterogeneous input context into an executable constraint model for video generation. To address this challenge, we introduce VIS-Ground, which performs Structured Context Abstraction to recover grounded states and cross-context dependencies, Generation Constraints Induction to project relevant dependencies into candidate-specific constraints, and Constrained Video Generation to enforce these constraints through planning, verification, revision, and rendering. Across three video generation backbones, VIS-Ground consistently achieves the highest overall composite score, reaching an average absolute improvement of 10.3 points over the strongest per-backbone baselines. Detailed analysis further shows gains across both narrative and knowledge grounding, and reveals remaining challenges in dependency extraction, and faithful realization during video rendering.
Generative AI evaluated for creating interactive digital stories
The GenAI4IDN Benchmark 3.0 - a Public Tool to Assess Generative AI Tools for the Design of Interactive Digital Narratives
Abstract: This paper presents GENAI4IDN Benchmark 3.0, the third iteration of an evaluation framework to assess Generative AI tools for creating Interactive Digital Narratives (IDNs). Moving beyond manual testing, this iteration introduces AI-assisted evaluation through a publicly accessible web application (https://genai4idn.com), enabling the community to run benchmarks on demand, add new models, and propose new tasks. The revised evaluation framework is "blinded" to avoid model-bias, and can handle complex media such as music, videos, and full IDNs that previously required human raters. A significant addition - responding to concerns raised during ICIDS 2025 - is the addition of fact-checking and bias detection with dedicated tasks and rubrics, validated by human raters with lived experience in the depicted contexts. Findings from a diverse range of models report on maturing creative capabilities while observing runaway thinking and overzealous safety filters as limitations. Fact-checking reliably caught subtle historical inaccuracies, anachronisms, and fabricated claims while the bias rater consistently exposed structural assumptions, tropes, and marginalized group erasures.
Weave Forcing improves memory use for consistent long interactive videos
Weave Forcing: Compositional Memory Routing for Interactive Long Video Generation
Abstract: Recent advances in autoregressive video generation have improved temporal consistency over extended durations, yet interactive storytelling requires more than continuous scene extension: a new shot may combine characters and backgrounds from different historical shots. Whole prompt retrieval can overlook the distinct reference needs of individual components, while directly combining all historical memories may introduce unrelated visual content. To address these problems, we present Weave Forcing, a training-free framework for compositional memory reuse in interactive long video generation. First, we use an LLM for semantic slot routing to decompose user prompts into character and background descriptions and explicitly select suitable historical references for each component. To isolate the required content, masked memory weaving uses contrasting attention maps conditioned on semantic slots to construct refined semantic masks, selectively exposing relevant tokens from compressed historical KV memories to guide the generation of the current shot. We further introduce coverage adaptive RoPE to adjust temporal offsets and memory retention according to no, partial, or full reference coverage, addressing visual artifacts observed when incomplete historical references are positioned close to the current generation. Extensive experiments demonstrate that Weave Forcing improves cross-shot subject and background consistency while maintaining competitive visual quality and text alignment.
ChromaGS enables real-time language color editing of 3D avatars
ChromaGS: Text-Driven Semantic Editing of 4D Gaussian Avatars
Abstract: We present ChromaGS, a method for real-time, language-guided color editing of animatable 3D Gaussian head avatars. Given a trained animatable avatar, users can instantly modify the color of semantic regions through natural language, with edits applied at render time and no retraining required. Our key insight is to augment each Gaussian primitive with learned soft assignments to semantic regions and decompose colors into region-level base colors and Gaussian-level residuals. This decomposition enables coherent color transfer: modifying a region's base color propagates naturally through all associated Gaussians while preserving fine appearance details encoded in residuals. A two-stage language pipeline translates text instructions into target colors, supporting both absolute specifications and relative adjustments. Unlike generative editing methods that may introduce unintended modifications, our approach provides deterministic, precisely localized semantic control. Experiments demonstrate faithful appearance preservation and intuitive interaction across diverse subjects. Project page and code are available at: https://a-canela.github.io/chromags/
LayerIt combines music scores and timing in one interactive view
LayerIt: Towards a Framework for Time-Aligned, Composable Music Visualizations
Abstract: Music information retrieval often relates signal-derived, algorithmic, and symbolic information across different coordinate systems. Existing visualizations typically leave notation separate from physical time, while composites that combine them are assembled by hand. We present LayerIt, an open-source Python library for composing independent representations with notation on a shared performance-time axis. Given a score warped into performance time and a note-level alignment, LayerIt emits a single SVG that preserves the score's MEI structure and keeps added components identifiable and restylable. We demonstrate this through a challenging beat-tracking analysis, in which tracker output, signal representations, and notation can be inspected together to locate metrical disagreement and other errors against both notated structure and performed time.
Video generation method improves reasoning using task specific guidance
VR-JEPA: Learning Contrastive-State Latent Guidance for Generation-based Video Reasoning
Abstract: Reasoning through video generation offers a promising path toward visual intelligence by modeling latent visual states and their dynamics. However, current video generation models often lack explicit guidance on how these states should evolve, leaving generated trajectories prone to physical and structural inconsistencies that undermine reasoning reliability. While the Video Joint-Embedding Predictive Architecture (V-JEPA) provides rich spatiotemporal priors learned through latent prediction, these general priors do not naturally adapt to the logical reasoning capabilities required for complex visual tasks. To bridge this gap, we propose VR-JEPA, a framework that aligns the V-JEPA predictor with task-specific reasoning logic through localized contrastive-state learning and uses its predicted latent trajectories to guide video generation for visual reasoning. Specifically, (i) we pair successful trajectories with generated alternatives under the same input conditions and use discrepancies in their V-JEPA representations to identify informative states and tokens for localized contrastive supervision. (ii) We further equip the V-JEPA predictor with skill-specific experts trained on anchor-task data, allowing the model to adaptively specialize its shared spatiotemporal priors across diverse cognitive domains. Together with skill-specific experts, this contrastive supervision enables VR-JEPA to predict latent trajectories that provide task-specific logical guidance for video generation. Comprehensive experiments on the large-scale VBVR-Pro-Bench dataset demonstrate that VR-JEPA achieves an $11.33\%$ relative improvement over the cutting-edge generation-based reasoning baseline, significantly mitigating physical artifacts and enhancing logical consistency.
Game sound effects completed with event-level redesign guidance
Game Sound-Effect Completion with Event-Level Transformation Hints
Abstract: Creating sound effects for a new game-character skin requires a distinct acoustic identity while preserving gameplay-event roles. The challenge is to complete a coherent set of related sounds whose required degrees of redesign differ. We formulate this task as completion conditioned on base-skin audio, completed target assets, and a textual design description. We develop a pipeline to collect, process, and align corresponding events across League of Legends skins. Building on Stable Audio 3's pretrained audio prior, we fine-tune a latent inpainting model to jointly complete missing events. A signed soft retention mask encodes available audio and an adjustable transformation hint for each missing event, specifying the requested balance between retention and redesign. Experiments on held-out skins show improved reconstruction over the evaluated general-purpose audio editors. Target-derived hints further improve paired similarity, with three-level hints retaining most of the benefit of continuous guidance.
MaLiang harness bridges code and visuals for better image and video generation
MaLiang-Harness: A Programmable Path to Image and Video Generation
Abstract: Executable programs offer explicit control over how images and videos are constructed, but generating runnable code is only the beginning of visual creation. A program can execute correctly while violating the requested composition, appearance, or motion. We define this discrepancy as the Program-to-Visual (P2V) gap and introduce MaLiang-Harness, a unified framework for organizing MLLM-driven visual generation into a persistent process of construction, inspection, and revision. Its central design is to make the evolving visual program, its construction history, and its verification share a common revision reference. We define the Persistent Executable Generation (PEG) state as preserving programs and task context. Traceable Generation Process (TGP) connects edits to rendered evidence, and Revision-aware Editing and Verification (REV) supports restoration and checks the current revision before completion. Together, these mechanisms coordinate planning, execution, and visual feedback across rendering backends. We evaluate 11 powerful closed-source MLLMs on MaLiang-IBench and four on MaLiang-VBench, measuring generation success, visual quality, and computational cost. GPT-6-Astra achieves 100% generation success on both benchmarks, with 96.0% of image tasks and 76.9% of video tasks meeting all quality thresholds. The comparison also reveals a mismatch between general capability scores and visual generation performance, with similarly scored models differing substantially in their ability to satisfy visual requirements. MaLiang-Harness provides a systematic basis for studying how MLLMs translate executable code into visual outcomes, exposing both the potential of programmable generation and the limitations of general benchmarks as predictors of this ability. The project is available at https://github.com/gulucaptain/MaLiang-Harness.
Carnator speeds up text to video generation by reusing previous work
Carnator: Fast Text-to-Video Generation with Generation-Native Compatibility-Guided Cross-Request Reuse
Abstract: Video diffusion transformers produce high-quality videos, yet iterative denoising incurs substantial inference latency, limiting interactive and large-scale serving. Most existing acceleration methods focus on individual requests, thereby restricting efficiency gains to redundancy within a single generation trajectory. Recent cross-request reuse offers an additional source of savings, but existing approaches often infer reusability from coarse semantic similarity. This conflates semantic relatedness with generation-level computational compatibility, so aggressive reuse may accept incompatible historical computation while conservative reuse leaves substantial acceleration unrealized. We present \emph{Carnator}, a cross-request acceleration framework that addresses this challenge by extracting and using generation-native compatibility evidence directly from the model's evolving internal states. Specifically, \emph{Carnator} performs a lightweight early probe to construct an Early Signature from internal diffusion states, assessing reuse validity through risk-aware compatibility decisions. The same evidence characterizes reuse scope by localizing target-specific computation and guiding joint reuse of historical latent trajectories and sparse attention connectivity. Across three text-to-video backbones, Carnator consistently achieves higher cache-hit end-to-end acceleration than the evaluated cross-request baselines despite more selective cache acceptance, reaching up to 2.17$\times$ speedup while maintaining competitive generation quality.
Text structures transformed into unique dance movements revealing hidden patterns
The Choreographic Genome: Amplifying the Silent Structure of Text into Dance
Abstract: Recent advances in generative artificial intelligence have enabled the synthesis of complex human motion with unprecedented fidelity. However, current text-to-motion systems rely strictly on linguistic semantics: if an input reads "I put my hands up", the model searches for a pose with raised hands, and every non-semantic property of the text is discarded as noise. In this work, we treat that discarded structure as the signal. We present an embodied visualization instrument that amplifies not what a text means, but how it is built. Our method first quantizes dance kinematics into a motion codebook of 256 stylistic "regions" using Principal Component Analysis and K-Means clustering, and orders those regions along the dominant axis of movement. We then map the raw byte representation of any input text directly onto this codebook, producing a deterministic sequence of regions that we call the text's "choreographic genome". A precomputed plausibility graph and a set of physics smoothing routines turn this genome into fluid, full-body movement, so that the dancing body becomes a display surface for the byte-level structure that semantic systems ignore. Through a series of artistic case studies, including a Shakespeare sonnet, a machine error log, source code, an abolitionist's question, and Indigenous and Devanagari scripts, we show that each text produces a visibly distinct dance, and that scripts marginalized by ASCII-centric computing are amplified into close to three times as much movement per character. We frame this not as a motion-synthesis benchmark, but as a critical and poetic visualization that asks what we choose to count as signal, and what we allow to go unheard.
Interacting with historical ai changes perceptions of moral decline
Time Machine Experiments: Using Historically-Bounded AI for Inquiry into the Human Mind
Abstract: Can interacting with someone from 1930, with no knowledge of what happened after, influence a person's perception of the past? People reason about the present against a picture of the past without observing it. The past is reconstructed from memory and testimony, but this reconstruction has been filtered through everything that happened since. Historically-bounded large language models (LLMs) make that past available for interaction. As a proof-of-concept for the impact of interacting with historical minds, we ran a preregistered randomized experiment ($N=240$), where participants interacted with an LLM trained on pre-1930 text. The interaction reduced the illusion of moral decline, the tendency to view the past as more moral than the present, compared to the contemporary-model control. This Time Machine Experiment paradigm informs new forms of interactive experiments, where temporal knowledge boundaries become experimental variables, and expands the realm of science fiction science, which turns thought experiments into actual experiments.
Text to image generation gain new control over styles and concepts
AcFlow: Controlling Text-to-Image Diffusion Transformers via Learned Conditional Activation Flow
Abstract: Text-to-image diffusion transformers (DiTs) are powerful generators, yet direct prompting provides limited control interface for style intensity and can fail to suppress unwanted concepts. To enable these controls, we introduce AcFlow, an inference-time controller that transports intermediate layer image-token activations through a learned concept-conditioned velocity field while keeping the base DiT frozen. A textual concept description specifies the desired intervention, while the integration horizon provides a continuous control parameter. The field produces token-varying, activation-dependent updates. With parameters shared across concepts within each task family, the field supports fine-grained descriptions and generalizes to concepts unseen during training without per-concept fitting. On style control, AcFlow achieves the best style--content trade-off among the evaluated baselines in the high-style-alignment regime. At a fixed operating point, AcFlow attains style--content alignment of 0.5365/0.2860, compared with 0.4397/0.2684 for the baseline with the highest style alignment. Qualitative results demonstrate suppression of diverse concepts, including cases where direct prompting fails. Our analyses support the learned velocity field as an adaptive control mechanism, with update directions varying across tokens and depend on their activation states. Our code is available at https://github.com/Nove1yst/AcFlow.