Papers for

simulation 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.

Efficient method detects sharp regime changes in simulation models

Efficient regime boundary detection in discontinuous simulation models

Abstract: Many computational models exhibit multiple operating regimes separated by abrupt or non-smooth transitions as the input parameters vary. Such regime transitions complicate the construction of global parametric reduced-order models, often necessitating large training datasets to capture the distinct system behaviors. Accurate regime boundary detection instead enables localized modeling strategies by partitioning the parameter space into regions of qualitatively distinct behavior. In many cases, regime switching corresponds to the excursion set of a simulator output. When such a quantity is discontinuous or non-smooth, regression-based algorithms for level set estimation can struggle to correctly approximate the boundary. In this work, we show that solving a resulting binary classification problem can improve sample efficiency and we further propose a novel adaptive sampling strategy for support vector machines. Unlike uncertainty-based sampling schemes, the proposed approach uses a continuous search space and efficiently explores the currently estimated boundary in its tangential directions by gradient-based dynamic sampling. Because the decision function admits analytical gradients, this exploration incurs negligible computational overhead relative to the underlying model evaluations. Then, a space-filling subset of the generated samples is selected as the next batch to be queried. We demonstrate improved sample efficiency compared to existing active learning algorithms on analytical and numerical examples. The proposed method provides a sample-efficient framework for regime boundary detection in a broad class of discontinuous simulation-driven problems.

Mon 26 OctComputational Engineering, Finance, and Science
The gist
Simulations often change behavior suddenly when input values shift, making it hard to predict overall patterns. The authors show that treating these changes as a yes-or-no classification problem helps find where the changes happen more efficiently. They created a way to pick new test points smartly around the estimated boundary using gradients, which makes exploring the change area faster and costs less computing time. Their approach works better with fewer samples compared to older methods, helping model complex systems more effectively.
Open → 2610.36092v1

Vision language action policies improved without teacher scoring

TAD: Distilling Vision-Language-Action Policies from Teacher Trajectories Alone

Abstract: Online distillation of vision-language-action (VLA) policies commonly relies on teacher action scores that an inference-only interface may not expose. Trajectory-only Adversarial Distillation (\gad{}) instead turns a fixed bank of teacher joint-position features into adaptive feedback: a discriminator compares feature marginals from teacher and student rollouts and supplies rewards for on-policy learning. The student interacts with the environment without online teacher queries or environment task rewards. On ManiSkill \texttt{PutOnPlateInScene25Main}, \gad{} improves OpenVLA-OFT (7B) from $26.2\%$ to $76.6\%$ \successonce{} ($+50.4$ percentage points) and from $20.3\%$ to $58.6\%$ \successend{}. It trails white-box on-policy distillation (OPD) at $81.6\%$ / $59.4\%$ by $5.0$ / $0.8$ percentage points ($n{=}256$ evaluation trajectories per checkpoint). The tested four-epoch continuation achieves the highest \gad{} result without additional teacher data. This best run uses $5\times$ OPD's student interaction budget and $12.5\times$ its complete-rollout batch-passes. The comparison demonstrates online VLA improvement without teacher scoring while quantifying unequal interaction and optimization budgets.

Sat 24 OctArtificial Intelligence
The gist
Teaching robots to understand vision and language often needs access to detailed teacher signals, which may not always be available. The authors present a method that learns from recorded teacher behavior alone, using a system that rewards the student based on how similar its actions look compared to the teacher’s, without needing explicit teacher feedback during learning. Their approach greatly improves the student robot’s ability to complete tasks in a simulated environment, coming close to methods that do require more teacher information. This method learns more efficiently by relying solely on previously recorded teacher demonstrations.
Open → 2610.33650v1

Bayesian optimization runs faster and more accurate on cube regions

Acquisition for Spherical-Linear Bayesian Optimization on the Cube

Abstract: Recent work demonstrated that executing Bayesian Optimization (BO) using simply a linear surrogate with a clever transformation is enough to approximate the performance of the standard Gaussian-Process (GP) based version on high-dimensional test functions. When the decision region is a sphere, this strategy admits rapid exact acquisition. However, it is the unit cube we encounter most often in the BO literature, and in this setting a standard approach, namely a multi-start quasi-Newton method, is employed for solving the acquisition subproblem. In this article, we will discuss a series of results, both positive and negative, regarding the complexity of global resolution of various acquisition subproblems over the unit cube. On the basis of this discussion, we will propose a new acquisition function which is globally optimizable using significantly less execution time than the incumbent approach while maintaining or improving performance. The resulting method is competitive with GP-based BO in terms of accuracy per evaluation, and is superior in terms of accuracy per walltime on black-boxes of low to moderate computational intensity.

Fri 23 OctMachine Learning
The gist
Optimizing complex systems often requires picking the best settings within certain boundaries, like a box shape (cube). The authors studied ways to speed up a popular method called Bayesian optimization when working inside a cube-shaped space. They found new ways to choose where to look next that are much faster while still being as accurate or better. Their method works well especially when tests take a moderate amount of time, making it a better choice in many practical situations.
Open → 2610.32628v1

Hierarchical graph world model improves zero-shot object navigation success

HGWM: Hierarchical Graph-Guided World Model for Zero-Shot Object Navigation via Graph Matching

Abstract: Zero-shot object navigation requires an embodied agent to choose where to search while retaining evidence from previous observations. HGWM couples an LLM-generated room-anchor prior with persistent spatial-semantic memory. A coarse stage assigns visual-semantic scores to candidate headings on a 0-10 scale; a fine stage measures symbolic compatibility between observed objects, room context, and the goal prior. Phase-dependent fusion combines these scores with an LLM direction recommendation before local action selection. On HM3D v0.1, the reported HGWM configuration achieves 62.6% success rate (SR) and 31.5% success weighted by path length (SPL), compared with 58.1% and 31.2% for WMNav. On MP3D, the corresponding values are 46.8% and 17.9%, compared with 45.4% and 17.2%. The results indicate higher success point estimates and modest path-efficiency gains. On HM3D v0.2, the full model obtains 74.4% SR and 31.9% SPL. Additional component ablations reduce SR by 0.9-2.3 percentage points and SPL by 0.6-1.5 points. These are author-reported aggregate measurements. The accompanying implementation repairs pass offline tests; episode-level rerun records are not available. Evaluation is confined to simulation.

Fri 23 OctRoboticsMultiagent Systems
The gist
Finding objects in new places without prior training is hard for robots. The authors created a method called HGWM that helps robots decide where to look by combining a rough guess of likely locations with detailed memory of what they’ve seen before. Their system scores possible directions and matches object and room information to improve search. Tests in simulated environments show it finds objects more successfully and sometimes more efficiently than previous methods.
Open → 2610.32554v1

Robot behavior priors learned from synthetic non-robot data improve prediction

Learning Robot Behavior Priors from Non-Robotic Synthetic Data

Abstract: Real robot data, rich across tasks and morphologies, is often treated as the bottleneck for training robot learning models, including embodied foundation models that aim for zero-shot physical transfer. In this paper, we investigate the degree to which such models can acquire necessary structure using data from systems without embodiment. To this end, we test if inexpensive, procedurally generated synthetic data can yield useful priors before a model observes any real-world behavior. We study this through robot action prediction, a natural pretraining objective and a direct test of whether structure learned from arbitrary synthetic tasks transfers to embodied settings. We introduce three data generation pipelines that model mathematical abstractions of robotic control, and use them as pretraining priors for a Transformer. We demonstrate that a model trained purely on this non-robotic data attains non-trivial zero-shot prediction performance on unseen physical robot tasks via an in-context learning mechanism, and that our specialized control priors notably improve upon generic causal priors. We also compare against a compute-matched baseline trained on real robot data, and find that it outperforms our model but only on the datasets it was trained on. These findings suggest that procedurally generated, mathematical abstractions can yield useful robotic priors, offering a potential complement to expensive embodied data collection.

Thu 22 OctRoboticsMachine Learning
The gist
Training robots to perform tasks usually requires lots of real robot data, which can be expensive and hard to gather. This paper shows that it is possible to train a model on simple, computer-generated data that doesn’t come from real robots but still learns useful patterns about robot behavior. The model can then predict robot actions on real tasks without having seen that exact robot data before. While real robot data still works better for familiar tasks, this approach offers a cheaper way to prepare robots to learn new things.
Open → 2610.31275v1

Robot-aware generation improves humanoid hand object interaction motions

EmbodyHOI: Embodiment-Aware Generation of Hand-Object Interactions for Humanoid Dexterous Manipulation

Abstract: Humanoid dexterous manipulation needs reference motions that are both semantically rich and kinematically feasible for the target robot. Text-conditioned hand-object interaction (HOI) generators supply diverse, language-specified demonstrations, but they synthesize motion in human (MANO) space. The embodiment gap is therefore deferred to post-hoc retargeting, where trajectories deployed on the robot can fail to maintain contact with objects and also degrade policy learning. Our key idea is that robot reachability should constrain the interaction trajectories while they are being generated. We present EmbodyHOI, which runs a differentiable inverse-kinematics (IK) solver for a specific humanoid embodiment inside the sampling loop of a frozen flow-matching HOI trajectory generator. We feed back gradients from the embodiment-aware IK solver into the HOI sampler and jointly optimize the position of the humanoid with respect to the object. Because guidance acts only at inference, one HOI trajectory generator trained on human hand poses transfers across humanoid embodiments without retraining. On ARCTIC trajectories with two contrasting humanoids (Unitree G1 and H1-2), our proposed guidance-based method cuts the retargeted wrist error from 8.9 cm to 0.6 cm while leaving text-to-HOI generation quality intact, and raises task success from 68% to 79% on 50 random G1 tasks and from 62% to 76% on a four-task H1-2 suite. Critically, cheaper alternatives for bridging the embodiment gap fail to beat EmbodyHOI. Post-hoc wrist refinement and compute-matched best-of-N selection both reach lower IK energy than our guidance yet train worse policies. For simulation results, see our website: https://embodyhoi.github.io/

Mon 19 OctRobotics
The gist
Making robots handle objects with their hands like humans do is hard because human hand motions don’t always match what robots can physically do. The authors designed a method called EmbodyHOI that adjusts hand-object motions during generation to fit the specific robot’s body and reach abilities. This approach improves how well the robot’s hand stays in contact with the object and helps when teaching robots to do tasks. The method works without needing to retrain for different robots and performs better than fixing motions after they’re made.
Open → 2610.27242v1

Sparse radiance voxels enable detailed scalable 3D maps from robot data

SpaRV: Sparse Radiance Voxels for Scalable Geometrically Consistent LiDAR-Visual Mapping and Rendering

Abstract: Robotic simulation, navigation, and inspection need photorealistic and geometrically accurate maps. Radiance fields achieve photorealism, but building them from robot data raises three challenges. A robot's trajectory serves its task, not reconstruction, so images from few viewpoints leave the geometry under-constrained. Residual errors in camera poses and intrinsics blur the map. The map's GPU memory grows with scene size, which limits its level of detail in large scenes. We present \textbf{SpaRV}, a \textbf{Spa}rse \textbf{R}adiance \textbf{V}oxel map rendered by differentiable ray marching, which lets irregular LiDAR scans supervise it alongside images. LiDAR depth and occupancy anchor the under-constrained geometry, and normal and smoothness regularizers keep it smooth between LiDAR points. To correct camera errors, SpaRV alternates map training with photometric optimization of the camera poses and focal lengths. To bound GPU memory in training and rendering, SpaRV holds one submap at a time at full resolution and the rest at coarser octree levels. Experiments show that SpaRV keeps the geometry consistent away from the captured trajectory and sharpens textures by optimizing the camera parameters. On one 24\,GB GPU, SpaRV reconstructs a university campus captured in 63{,}582 images and simulates other cameras and LiDARs. Our code will be released at \url{https://github.com/hku-mars/SpaRV}.

Mon 19 OctRoboticsComputer Vision and Pattern Recognition
The gist
Making realistic and accurate 3D maps from robot images and scans is hard because cameras don’t always capture every angle, and small errors blur the results. The authors created SpaRV, which combines sparse 3D points from LiDAR with images to build clearer and more consistent maps even far from where the robot moved. SpaRV also fixes small camera mistakes during map building and manages memory use to handle large areas. This method works well enough to reconstruct a whole university campus using thousands of images on a single GPU.
Open → 2610.25665v1

Low complexity method improves signal control in wireless surfaces

Discrete Phase-Shift Optimization of Reconfigurable Intelligent Surfaces using Uniform Reference Directions

Abstract: Reconfigurable Intelligent Surfaces (RISs) enable programmable control of the wireless propagation environment through adjustable reflecting elements. A fundamental challenge in RIS-assisted communications is the optimization of discrete phase shifts to maximize the received signal power. While recently developed algorithms can obtain optimal solutions with linear complexity, their computational cost may still be excessive in applications requiring large-scale simulations, real-time adaptation, or repeated optimization over numerous channel realizations. This paper proposes a low-complexity discrete phase-shift optimization algorithm based on multiple reference directions within the feasible optimality sector. By evaluating candidate phase configurations generated from uniformly distributed reference directions, the proposed method systematically improves upon existing approximation approaches that rely on a fixed set of reference directions. The number of reference directions serves as a design parameter that enables a controllable trade-off between computational complexity and optimality. Extensive simulations demonstrate that the proposed algorithm achieves substantial computational speedups while maintaining a small optimality gap relative to the optimal solution. The results further show that increasing the number of reference directions progressively reduces the optimality gap, providing flexible operating points that can be tailored to application-specific complexity and performance requirements.

Sat 17 OctPerformanceInformation Theory
The gist
Wireless signals can be controlled using smart surfaces that reflect signals in specific ways to improve reception. The authors address the challenge of setting these surfaces' settings—the phase shifts—to boost signal strength efficiently. They propose a new method that tries many possible directions evenly spaced out, balancing speed and accuracy. Their approach is much faster than older methods and can be adjusted to trade off between computation time and signal quality. Tests show it achieves nearly optimal results while running significantly faster.
Open → 2610.24560v1

Robot movement prediction improves control without complex models

Act4R: Action-conditioned 4D reconstruction for kinematics-free control

Abstract: Precise control of movement across various robotic embodiments is a longstanding challenge. Modeling complex robotic structures requires significant time, dedicated sensors, and manual labeling. Recent advancements in 4D representation learning offer an interesting alternative: can we leverage 4D features lifted from 2D observations to densely map a robot's spatial movement based on the action signal? To this end, we propose Act4R, a framework that builds on 3D foundation model to predict a robot's 3D scene flow with any given action. Act4R introduces a Spatial-Action Encoder, which encodes the current 2D robot state and its action signals into embeddings that represent future robot state in 3D. Then, both the current and future spatial embeddings are decoded into point maps to estimate action-conditioned scene flow. To effectively learn the mapping between action and future state, Act4R introduces spatial-action fusion in its transformer-based encoder, and a spatial alignment loss that guides the encoder for future flow prediction. After training on some samples of a given embodiment, Act4R can perform inverse control by optimizing the signal to achieve the desired scene flow. We evaluate Act4R on a public real-world dataset and synthetic data collected in simulator. Experiments on various robotic platforms show that Act4R outperforms the previous SoTA in scene flow prediction. Our method also performs better in inverse control, both on the action accuracy metric and in closed-loop control in simulation.

Mon 12 OctRobotics
The gist
Controlling robot movements precisely is hard because robots have complex shapes and models that take a lot of effort to make. The authors created Act4R, a new method that learns a robot's current shape and action signals from simple 2D views, then predicts how it will move in 3D. This prediction helps map the robot's motion without needing detailed physical models or extra sensors. After training on a few examples, Act4R can also find the right actions to make the robot move as desired.
Open → 2610.17462v1

LeWAM improves visual control planning success and speed dramatically

LeWAM: End-to-End World and Action Modeling with JEPAs

Abstract: Joint-embedding predictive architectures (JEPAs) learn compact latent world models without pixel reconstruction. Existing JEPA pipelines typically train visual representations and action-conditioned dynamics before adding a control policy or solver. We introduce LeWAM, an end-to-end JEPA for control with: (1) a joint training objective over next latent state prediction and action flow matching, and (2) an isotropic Gaussian constraint on the latent state, enabling a single model to support direct policy execution and efficient planning by evaluating sampled actions with its learned latent dynamics. Compared with prior JEPAs in visual planning, LeWAM improves success rate from 28.6% to 89.7% on contact-rich tasks and from 10.9% to 46.2% on long-horizon tasks, and plans 32.3 times faster. On behavior cloning tasks in simulation and physical robots, LeWAM is also competitive with established methods. Interpretability analyses show that LeWAM learns control-relevant representations and action distributions effectively guiding test-time planning and control.

Thu 8 OctRoboticsArtificial Intelligence
The gist
Planning how a robot should act by watching the world usually involves complex image processing. The team behind LeWAM developed a method that learns to predict future states and actions in a simplified, compact way without needing to reconstruct full images. This makes it much faster and more reliable at planning and controlling movements, especially in difficult or long tasks. Their approach works well both in simulations and on real robots, showing it can effectively guide actions.
Open → 2610.12818v1

Cloth physical properties and speed drive variability in dynamic cloth motions

Same Action, Different Outcome: Variability in Dynamic Cloth Manipulation

Abstract: Although cloth is known to exhibit different outcomes under repeated fast dynamic motions, even when the same trajectory is applied, this variability has not yet been systematically characterized. Quantifying it is essential to assess the reliability of learned manipulation policies and the extent to which simulation can reproduce real-world behavior. To study this, we execute the same trajectory ten times across four dynamic tasks, two of which are novel, each tested with three cloths of very different properties and at up to three execution speeds, with a total of 269 recorded rollouts. For all of them, we record small marker positions on the cloth and synchronized stereo camera. We then formalize different metrics to quantify variability, and our results show how it is significant in every test condition, in most cases one to three orders of magnitude above the repeatability inherent to the robot and sensing noise. Our results also show variability is driven mainly by the cloth physical properties but also grows with speed. By replaying all the rollouts in four calibrated modern cloth simulators, we show that none of them can reproduce the variability magnitude we observed in real cloth, nor its ordering. Together with our analysis, we publish the dataset with synchronized OptiTrack, vision and robot logs and their corresponding simulator twins.

Wed 7 OctRobotics
The gist
Cloth behaves unpredictably when moved quickly along the same path, and this paper studies how much the outcomes can differ. The authors measured how much cloth movement varies by repeating tasks many times with different cloth types and speeds. They found that the cloth's material and the speed of motion mainly cause this variability, which is much larger than robot or sensor inconsistencies. They also tested digital cloth simulators and found none can fully capture this real-world variability. The authors provide detailed data to help improve future cloth manipulation and simulation.
Open → 2610.10801v1

Controllable system generates road markings from maps and text

Controllable Road Marking Generation

Abstract: Lane and road markings provide critical guidance for vehicle navigation and multi-agent coordination, yet authoring them at scale remains a manual workflow that limits quantitative analysis and scenario testing. We introduce Controllable Road Marking Generation, which synthesizes a missing center-region marking layout from a drivable-area mask, optional outer-ring markings, and a textual description. Our benchmark uses deterministic, metadata-derived prompts and three output channels: lane dividers, road dividers, and pedestrian crossings. We develop a conditional bird's-eye-view (BEV) pipeline that combines (i) a text-conditioned latent rectified-flow DiT trained with a topology-aware auxiliary loss, (ii) Gaussian-blurred training targets that stabilize learning of thin, sparse markings, and (iii) Structured Gaussian Render (SGR), a training-free post-process that recovers crisp divider geometry by extracting polylines, fitting cubic Bézier curves, and re-rendering them as anisotropic super-Gaussian primitives. On 4,597 Argoverse~2 test tiles, our system achieves Buffered F1 of 80.8 and clDice of 50.2, compared with 38.8 and 24.6 for an adapted state-of-the-art mask-refinement baseline. On Waymo dataset, it yields 88.0 Buffered F1 and 66.2 clDice. Component ablations show complementary connectivity gains from topology-aware supervision and SGR. Text-editing experiments reveal that stronger guidance improves edit success but also increases changes to non-target structures. We see this framework as a step toward simulation-ready road-marking variation, automated map completion, and early-stage infrastructure design exploration.

Mon 5 OctComputer Vision and Pattern RecognitionRobotics
The gist
Road markings like lane dividers are important for vehicles to navigate safely, but drawing them by hand is slow and hard to scale. The authors present a system that can automatically create these road markings based on a simple map of drivable areas, optional markings on the edges, and even a text description. Their method combines computer vision and geometry techniques to create clear, accurate lane and pedestrian lines. Tests show it outperforms previous methods by a large margin and could help with map updates, traffic simulations, and road design.
Open → 2610.05771v1

General decision models show strengths and limits compared to large language models

General Decision Models: Benchmarking and Insights Beyond Jev

Abstract: General decision models, such as Jev, have recently emerged as efficient alternatives to LLMs for structured judgment and selection. But what kinds of decisions can these models reliably make, and how does their behavior change when individual decisions are composed into larger systems? To study this, we introduce JEVal, a bilingual benchmark comprising 11,257 instances from 36 datasets across 10 application domains, and evaluate 25 model configurations spanning general decision models and generative LLMs. Our results show that (1) general decision models are most competitive when decisions can be resolved from available evidence, but weaken when they require specialist knowledge or faithful uncertainty estimation: they can often identify the most likely outcome while substantially overstating its probability. (2) In more dynamic and realistic systems involving long-horizon, multi-step interactions, the advantages of fast local decision making are offset by reliability failures at the system level. on $τ$-bench, faster local decisions reduce median episode time but lower task success as decision errors accumulate over long trajectories. (3) In large-scale social simulation, decision models approach strong generative LLMs on individual response prediction at substantially lower inference cost, yet remain weaker in user profiling and exhibit larger aggregate estimation errors and systematic bias. Finally, we propose InnerJev-4B and InnerJev-27B, which internalize an open-weight LLM's own reasoning into a single-pass first-token decision through Reasoning-to-Readout Self-Distillation, with InnerJev-27B performing on par with Jev on JEVal while answering a typical query in about 0.1 s.

Fri 2 OctComputation and Language
The gist
The paper studies general decision models, which are faster alternatives to large language models for making structured decisions. The authors find these models work well when decisions can be clearly made from given information but struggle when expert knowledge or careful handling of uncertainty is needed. They also show that making quick decisions locally can cause more errors when chained over many steps in large systems. However, in social simulations, decision models can predict individual responses nearly as well as big language models but with some biases and larger errors overall. The authors introduce new hybrid models that combine fast decisions with reasoning, achieving similar performance to existing models but at much faster speeds.
Open → 2610.03935v1

Differentiable bisimulation metrics improve parametric markov chain fitting methods

Differentiating Bisimulation Metrics: A Framework for Parametric Markov Chain Fitting via Bicausal Optimal Transport

Abstract: Many problems in sequential decision-making, such as imitation learning from observations, state-space compression, world-model learning, and sim-to-real transfer, can be reduced to learning a model such that a notion of distance with respect to the target process is minimized. We consider this general framework and consider the bisimulation metric, equivalently Bicausal Optimal Transport (BOT), as the notion of distance to minimize. We show that BOT, since it can be formulated as a linear program (LP), is differentiable with respect to the model dynamics. We then derive an exact closed-form gradient via the envelope theorem applied to the LP saddle point. The result is a general algorithm, Differentiable Bicausal Optimal Transport (D-BOT), that can be applied to each of the problems above. The proposed algorithm learns the best model by alternating between distance computation and gradient steps. We apply D-BOT for three different settings: state-space compression, parametric model learning, and imitation learning from observations (ILfO). We show empirical results that confirm the viability of all three instantiations.

Tue 29 SeptMachine Learning
The gist
Many tasks like teaching robots by showing examples, simplifying complex systems, and matching models to real-world behaviors need a way to measure how close a model is to the reality it tries to mimic. The authors focus on a special kind of distance called the bisimulation metric, which can also be seen as a way to optimally compare processes step-by-step. They show this measurement can be differentiated mathematically with respect to the model's rules, enabling better model training. Their approach, called Differentiable Bicausal Optimal Transport (D-BOT), alternates between calculating this distance and updating the model to improve it. They demonstrate this method helps in simplifying models, learning model parameters, and imitation learning from observations.
Open → 2609.37239v1

Text2Sim generates editable physics simulations from text requests

Text2Sim: Agentic Physics-Based Simulation Generation with Distilled Expertise

Abstract: Creating diverse physical simulations remains labor-intensive because assets, layout, physical parameters, motion, control, and rendering must be designed and debugged jointly. We present Text2Sim, a simulation-specialized agentic pipeline that converts a text-only request into an executable, editable dynamic case. Built on Genesis, Text2Sim uses a hierarchical agentic structure that combines a Planner with specialized Writers, asset-generation tools, and an independent Critic. Compact skills (Debug Cards) distilled from graphics demonstrations provide role-specific physical guidance for execution-based repair. We evaluate physical quality, visual quality, and human preference on 42 held-out prompts spanning rigid, articulated, deformable, and cloth phenomena, with a paper-level split between experience construction and evaluation. We design automatic physical and visual scorers to evaluate the quality of the results, and Text2Sim achieves higher scores than all four state-of-the-art baselines on both metrics. In blinded user studies with these baselines, significantly more participants prefer Text2Sim than prefer the baselines, which is consistent with the results from our automatic scorers. The pipeline also supports a broad range of downstream applications; we select dataset construction and extension to multimodal input as two representative examples. We will release the code, the Debug Card library, and a dataset of generated cases, each pairing the text prompt and rendered video with the executable program, assets, physical parameters, controls, and recorded states.

Tue 29 SeptGraphicsArtificial Intelligence
The gist
Creating detailed physical simulations is usually hard and takes a lot of time because many parts like objects, movements, and rules need to work together correctly. The authors designed Text2Sim, a tool that reads a text description and automatically builds a complete, working simulation that can be edited. It uses a special system that plans the simulation, creates assets, checks for errors, and fixes problems with expert knowledge. When tested, Text2Sim produced simulations that looked and behaved better than other recent methods, and more people preferred its results.
Open → 2609.36593v1

DiagGen generates simulation-ready soft objects from single images

DiagGen: Agentic Generation of Deformable Assets with Sim-based Diagnostics for Robotic Simulation

Abstract: While simulation-ready deformable assets are essential for in-silico robotic manipulation tasks, existing generation frameworks typically assess physical plausibility after generation, leaving an object's simulated response unused as feedback for repairing upstream errors. We present DiagGen, an agentic framework that turns a single in-the-wild image into a simulation-ready deformable asset through a generate--simulate--diagnose--refine loop. DiagGen constructs part-aware geometry and material parameters, then uses a VLM (vision-language model)-based agent to select semantically informative regions, probe them in a physics simulator, observe material responses, and route evidence-backed repair cues to the responsible generation stage. Experiments on 40 assets show that diagnostics provides useful repair cues and can moderately improve the quality of generated deformable assets. Finally, we show that unlike assets generated from visual foundation models which may not be simulatable, DiagGen-generated deformables can be directly dropped into a high-fidelity physical simulator for the planning and simulation of contact-rich pick-and-place tasks. The project's website is https://diaggen.github.io/.

Sat 19 SeptRoboticsArtificial Intelligence
The gist
Simulating objects that bend and squish correctly is important for robots to practice tasks like picking things up. Usually, models create these objects and check if they behave right later, which wastes chances to fix mistakes early. The authors developed DiagGen, a system that looks at one picture, makes a 3D soft object, tests it in a simulator, spots problems, and then improves it step-by-step. This approach helps create realistic soft objects robots can use directly for planning tasks.
Open → 2609.23103v1

Bayesian belief layer enables controlled opinion shifts in AI agents

Bayesian Belief Layer for Controllable Opinion Dynamics in LLM Agents

Abstract: LLM agents in social simulation revise their opinions implicitly, in context: how open an agent is to persuasion can neither be specified nor verified, and collective outcomes inherit the model's training prior. We introduce Bayesian Chronicle Agents (BCA), a minimal belief layer separating \emph{what} an agent believes from \emph{how} it speaks. Each stance is a probability, updated by one Bayesian step per utterance heard. A single prior-strength parameter $κ$ encodes stubbornness, modeled after its role in Friedkin--Johnsen (FJ) opinion dynamics. We then sweep this parameter to yield three canonical regimes of opinion dynamics on demand (consensus, persistent disagreement, committed-minority influence), with persistent disagreement matching the FJ closed-form fixed points at $R^2\!=\!0.93$--$0.99$. We further show that prescribed $κ$ remains recoverable after the language round-trip, with perfect rank-order recovery across all four models. Explicit belief also makes simulation auditable: the layer surfaces systematic per-model stance biases that end-to-end simulation would silently absorb.

Fri 18 SeptMultiagent SystemsArtificial Intelligence
The gist
It's hard to know how AI agents change their opinions when they talk, because those changes happen inside their 'black box' brains. The authors introduce a simple system that keeps track of what each AI agent truly believes, separately from how it talks. This system uses probabilities that update logically every time the agent hears something new, and a stubbornness setting that controls how easily opinions change. This helps simulations show different group behaviors like agreement or persistent disagreement and lets people see hidden biases in the AI agents’ thinking.
Open → 2609.21997v1

Language models mimic farmer averages but miss individual decisions

The average-farmer illusion in language-model simulations of agricultural decisions

Abstract: Language-model agents are increasingly used as synthetic people in surveys and social simulations, yet their apparent realism is often judged from population averages or distributional similarity. We tested what such evidence actually establishes by comparing Claude, Codex and Kimi under four prespecified prompt designs with matched farmer decisions from China and four African countries. Some configurations reproduced observed means and adoption rates. However, their person-level predictions were weak; their decisions clustered around typical values and policy-relevant extremes were largely missing. Most strikingly, a simple generator fitted only to the observed marginal dis- tribution, and given no information about any farmer, achieved greater distributional similarity than every language-model configuration. Prompt additions produced conditional gains rather than uni- versal improvement: results varied with model, outcome, population and validation target. We call this the average-farmer illusion: a synthetic population can look realistic while failing to repro- duce who does what or how behaviour varies. We provide a claim-matched validation framework and reusable modular prompts that turn prompt construction into an auditable experimental process. Population-level resemblance should therefore be treated as the start of validation, not as evidence of individual simulation.

Mon 14 SeptArtificial IntelligenceComputation and Language
The gist
Language models are often used to simulate how people make choices, like farmers deciding to adopt farming practices. This paper shows that while these models can match overall averages seen in real farmers, they fail to predict what individual farmers actually do. In fact, a simple random model that only looks at overall data distribution can sometimes do better. The authors introduce a way to test models more carefully, so simulations can better reflect both group trends and individual behaviors.
Open → 2609.15038v1

World models show inconsistent predictions across video and text outputs

One Model, Two Physical Stories: Auditing Misalignment in Multi-Modal World Modeling

Abstract: World models, systems that generate what happens next given current environmental conditions, are increasingly being implemented with multi-modal generation in mind. However, generating multiple modalities simultaneously, such as visual simulations alongside physical state predictions in the form of text, introduces the risk of cross-modal inconsistency. Tested separately, both outputs may look convincing while still disagreeing: a model can calculate that a ball should rebound in one modality, then generate no rebound in another modality, to say nothing of diverging from real-world dynamics entirely. In this work we focus on two failures explicitly: \emph{Internal misalignment}, the disagreement between the world model's generated video and the same world model's prediction in a different modalities, and \emph{external misalignment} the disagreement between the world model's generation and an analytic physical environment. We derive common contracts of event, magnitude, timing, and construct a physics grounded pipeline to make comparisons measurable in both external and internal settings. We then ask whether progressively supplying the model's own contract (the A ladder for the internal setting) or a corrected physical contract (the B ladder for the external setting) closes the respective gaps. Across four mechanisms and 20 settings, we find that while language answers all 22 text probes correctly with respect to the true environment, the neutral video is often in disagreement, suggesting that the current unified backbones may not be capable of correct reasoning, internal consistency, and external physical fidelity all at once.

Sun 13 SeptArtificial Intelligence
The gist
World models try to predict what will happen next in an environment using different kinds of outputs like videos and text descriptions. This paper finds that sometimes the video and text predictions from the same model don’t match each other or real-world physics. The authors studied these mismatches and developed ways to measure them. Their results suggest current models struggle to be consistent across all types of output while staying physically accurate.
Open → 2609.14833v1