Papers for
video game 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.
Agent swarms learn to self-organize and coordinate actions
Learning Self-Orchestration in Decentralized Agent Swarms
Abstract: The capabilities of an agent swarm depend on both its individual members and how they coordinate. Yet existing multi-agent systems often train agents within fixed orchestration structures, separating the learning of individual capabilities from the organization of collective behavior. We introduce market-based post-training (MPT), a framework for jointly learning action policies and self-orchestration in decentralized agent swarms. Agents express their willingness to participate through bids, which determine who acts and how collective outcomes provide local training credit. Learning both action and bidding behavior allows individual capabilities and patterns of participation to adapt together without a central coordinating agent. We evaluate MPT on embodied crafting, robot navigation, and deep research. Results show gains over monolithic post-training and confirm that agent participation indeed evolves with learning. With the same post-trained action policies, learned self-orchestration outperforms alternative coordination strategies. Ablations show that both action and bidding benefit from learning, and that learned bids provide more effective action-training signals. Beyond the original training objectives, trained swarms adapt faster to related tasks and achieve better performance with larger populations at inference time. Larger populations also suffer smaller performance losses under agent dropout, demonstrating that learned self-orchestration supports reuse, scaling, and robustness in decentralized agent swarms. Code and trained models are available at https://github.com/Embodied-Minds-Lab/MPT.
Velox speeds up video simulation with memory and geometry tricks
Velox: Spatial Memory Makes World Models Efficient
Abstract: Video world models turn actions and camera motion into long visual rollouts, making video a natural interface for interactive simulation. Such interaction requires responsive generation, yet coherent rollouts must retain visual memory of what has already been generated. Chunked video diffusion models usually keep this context in growing KV caches, so later chunks become progressively slower. To address this bottleneck, we introduce Velox, a training-free attention router for region-level context selection using frustum slab correspondences from streaming geometry. Velox represents historical blocks as camera frustum slabs with depth intervals and obtains current-block depth through recency-priority multiwarp. For well-covered regions, frustum slab overlap softly modulates each layer's model-derived block importance. Uncovered regions retain the model-derived route without geometric bias. The fixed token-block granularity matches FlashAttention-style tiled execution and reduces the attention term that grows with rollout length. Frustum slab construction runs asynchronously with denoising on the same H200. At chunk 48, Velox accelerates attention by $4.36\times$ and denoising by $2.43\times$. On the full 158-case WBench navigation split, it remains within 0.15 API-free average points of dense LingBot-Fast-Cam. Please see our project page at https://velox-world.com/velox/ for more details.
Temporal logic improves order and timing in AI video generation
Temporal Specification Guidance for Text-to-Video Generation
Abstract: Text-to-video models often generate the visual concepts requested in natural language prompts but fail to satisfy their intended ordering, timing, and persistence requirements. We propose representing these requirements as specifications in a formal Temporal Logic, and introduce Temporal Specification Guidance (TSG), a training-free inference-time framework that turns temporal specifications into executable objectives for guiding video generation during sampling. TSG scores traces of visual concept evidence using differentiable quantitative semantics and uses the score's gradients to construct a specification-guided denoising direction. We instantiate this framework with video-text attention traces, efficient differentiable scores for Metric Temporal Logic, and gradient-derived attention biases. This instantiation requires neither an external concept classifier nor backpropagation through the video transformer. Its attention-steered forward pass yields a denoising direction that augments classifier-free guidance (CFG). On a benchmark of 220 prompts spanning 11 categories of temporal constraints, including ordered object entry and state transitions, this instantiation improves specification satisfaction accuracy over CFG by 9.5-20 percentage points across five models, with minimal memory overhead. These results demonstrate the potential of temporal specifications and differentiable satisfaction objectives as a flexible interface for controlling video generation.
Agentic video system improves spatial and temporal consistency
Any Time, Any Space: A World-State-Centric Framework for Agentic Video Generation
Abstract: Long-form agentic video generation must turn a screenplay into shots that remain spatially and temporally consistent across nonconsecutive requests. Passing prompts or recent frames between shots does not provide a shared spatial frame for revisiting a scene or a time-indexed record for replaying an earlier event. We present Any Time, Any Space (ATAS), which compiles a screenplay into shot requests with explicit location, camera, and event-time references. Before generation, it retrieves relevant evidence from a scene memory of registered static geometry and an event memory of dynamic observations indexed by scene, event, and time. After generation, ATAS reconstructs and registers the clip. It updates memory only when review and state checks accept the observation, while film delivery remains independent of memory admission. Across four video generators, ATAS improves all reported cross-shot consistency measures and achieves the highest aggregate benchmark score for each backbone. It also outperforms the compared agents and 3D-guided methods on target-image spatial revisit, leads three event-recapture criteria, and receives the highest human ratings on all six criteria. The video results and code are available on our project page: https://lhmd.top/atas/.
Kandinsky generates realistic talking avatar videos from speech
Kandinsky S2V 1.0: Audio-Driven Avatar Video Generation
Abstract: We present Kandinsky S2V 1.0, an open family of speech-to-video models for controllable audio-driven human animation, comprising Kandinsky S2V 1.0 Lite (2B parameters) and Kandinsky S2V 1.0 Pro (21B parameters). From a single reference image, a speech waveform, and a text prompt, the models generate long-form 25 FPS video in which lip motion, expression, pose, and gesture follow the speech. The architecture draws text and audio conditioning from one Qwen2.5-Omni model and adds a reference-aware three-scale visual memory. Training starts from the Kandinsky 5.0 Video foundation models [1] and combines mixed reference-memory layouts with an area-adaptive face loss. The training corpus contains 1.17M single-speaker clips selected by active-speaker detection, with captions generated directly in English and Russian. A side-by-side human evaluation against the strongest open-source baseline and two proprietary commercial models shows that Kandinsky S2V 1.0 Pro performs comparably to or better than these models on average and is also preferred for lip synchronization. On common speech to video benchmarks, Kandinsky S2V 1.0 Lite and Kandinsky S2V 1.0 Pro rank among the top performing models according to mean rank over five reported metrics. Beyond the base models, we provide π-Flow distilled variants of both Kandinsky S2V 1.0 Lite and Kandinsky S2V 1.0 Pro. The distilled Kandinsky S2V 1.0 Pro model generates video in 16 sampling steps without classifier-free guidance, achieving a 5.4 times end-to-end speedup over the base model, while matching or exceeding it on nearly all reported benchmark metrics. To accelerate open research and deployment in speech-to-video generation, we release the code, model checkpoints, and diffusers integration under the MIT license.
Benchmark measures memory and consistency of video world models
WorldMemBench: A Comprehensive Benchmark for Memory of Video World Models
Abstract: As video models enable longer and more realistic interactive experiences, maintaining a world consistent with its history becomes essential. This requires both preserving previously observed content and ensuring coherent world evolution over time. World memory is a critical capability to evaluate alongside visual fidelity and video duration. We introduce WorldMemBench, a benchmark for systematically evaluating world memory in video world models. Across 260 test cases, it assesses static memory through the retention of human identity and appearance, object appearance and geometry, and environmental content and geometry, and dynamic memory through event progression and state persistence. Using controlled camera departures and multi-revisit trajectories, the benchmark evaluates static content against fixed initial references and dynamic events against expected state transitions. It combines appearance and geometry metrics with event-specific assessments, and reports video quality and camera-following accuracy as complementary diagnostics. Evaluation of nine representative models shows that strong static retention does not imply reliable dynamic state evolution, while repeated revisits reveal memory degradation beyond the first return. Human studies support the alignment between our automatic evaluations and human judgments. WorldMemBench provides a systematic testbed for diagnosing memory failures and guiding the development of persistent, temporally coherent video worlds.
Geometry attention distillation improves video generation consistency
GAD: Geometry Attention Distillation for Consistent Video Generation
Abstract: Video diffusion models generate visually compelling short-term sequences but often struggle to preserve scene geometry and object structure over time. In this paper, we first demonstrate that current video attention cannot identify reliable correspondences across frames, with responses dispersed across multiple regions even after recognizable scene structure has emerged. We argue that reliable cross-frame associations are essential for information exchange as scene structure forms in video generation. Thus, we introduce Geometry Attention Distillation (GAD), which transfers correspondences from a frozen geometry model's attention to video attention. Extracted from clean videos, these correspondences link the same static surface or moving object across frames. Since structure formation begins in deeper layers at higher noise and shallower layers at lower noise, we apply attention distillation at a student layer selected according to the noise timestep. After training, video attention focuses more consistently on corresponding locations. Experiments across all three video backbones demonstrate improved long-range scene consistency and dynamic temporal consistency, with geometric gains across generation lengths. On Wan2.2 5B, GAD improves cross-frame matching accuracy by at least 30% over the Wan baseline on both long-range benchmarks. Notably, GAD achieves these gains without additional inference modules, offering a promising approach to efficient and consistent video-based world simulation. Project page: https://fantasy-amap.github.io/GAD/.
Video generation improves memory retrieval across long scenes
CineMem: Attention-Aligned Fine-grained Memory Retrieval for Multi-Shot Long Video Generation
Abstract: Autoregressive video generation relies on memory retrieval to model long-range dependencies. This capability becomes particularly critical for multi-shot generation, where models must reconcile substantial visual changes across shot transitions with persistent semantic continuity. Existing methods tend to perform memory retrieval at the frame level and share the same historical context across all query tokens, overlooking the heterogeneous information needs and leading to redundant retrieval and inefficient use of historical memory. To bridge this gap, we introduce CineMem, an attention-aligned fine-grained memory retrieval framework that combines online memory organization with query-adaptive retrieval for autoregressive multi-shot video generation. Specifically, guided by intrinsic memory-access patterns revealed through attention analysis, we propose an online-clustered KV cache as a memory organization strategy over all historical tokens, enabling semantic-aware memory grouping and more precise retrieval. In addition, we introduce a query-level retrieval mechanism that provides broader access to historical information under a fixed retrieval budget, thereby improving long-term memory utilization. Together, these designs enable the multi-shot video generator to preserve long-range consistency across shot transitions, particularly in revisitation scenarios, while approximating full-memory access under a constrained memory budget. To facilitate evaluation, we further introduce a suite of task-specific, VLM-assisted metrics for faithful inter-shot consistency assessment. Extensive experiments demonstrate the effectiveness of our framework.
Latent cache powers efficient video control in dynamic scenes
4LC: 4D Latent Cache for Efficient Conditioning in Dynamic World Modeling
Abstract: For video generation in dynamic world modeling, observed static and dynamic content should be efficiently reused to provide conditions for repeated generation at different times and viewpoints. We introduce 4LC, a 4D latent cache with composite visual representations and a flexible spatiotemporal access interface. As a latent cache, 4LC directly reuses visual representations of static and dynamic content to provide generation conditions, avoiding per-request RGB rendering and re-encoding. As a composite cache, 4LC binds visual representations from multiple visual encoders (e.g., VAE, DINO, V-JEPA, VGGT) to shared geometry and motion, allowing the composite representations to describe the dynamic world with rich information. Besides, we design a flexible spatiotemporal interface, which directly reads the cache at independently specified times and viewpoints and combines readouts across observations, providing a common conditioning format for diverse downstream tasks. Building on 4LC, we develop 4LC-Video to address multiple video generation tasks through different configurations of source observations, spatiotemporal requests, and historical reuse, including camera control, temporal control, novel-view synthesis, scene revisits, and long-term generation. Our experiments show more efficient condition acquisition, effective spatiotemporal controllability, and scene consistency across tasks using a single 4LC-Video model without task-specific fine-tuning.
DressAgent reconstructs layered 3D garments from single images fast
Inverse Garment Design with Visual Agents
Abstract: We study the problem of inverse garment design, reconstructing simulation-ready 3D outfits with arbitrary layers from a single image, with visual agents. Unlike differentiable optimization that is time-consuming, or feed-forward methods limited by training data, we introduce DressAgent, a hierarchical agentic system that recovers garment sewing patterns through planning and closed-loop refinement grounded in physical simulation. To this end, we first present an enhanced representation based on GarmentCode for diverse styles and arbitrary dressing layers, and build the first multi-layer sewing pattern dataset with over 15K outfits for supervision and benchmarking. Inverse design then proceeds coarse to fine: In layer planning and coarse estimation, agents infer layer order and relations, peel each layer into its own view, and estimate coarse patterns. In fine-grained refinement, an agentic trio of Tailor, Critic, and Orchestrator refines patterns in a closed loop of editing, simulating, and judging against the reference with visual and measured evidence. Carefully designed tools and an evolving memory make this refinement converge on the target geometry. We also design an agentic generation method for high-fidelity textures. DressAgent outperforms feed-forward methods by a large margin, surpasses or matches differentiable optimization in a fraction of the time, and generalizes to complex layering, diverse poses, and body shapes.
Diffusion models improve video background music by aligning representations
Self-Representation Alignment in Diffusion Models for Video Background Music Generation
Abstract: Diffusion models have been widely used for various generative tasks. However, recent studies have demonstrated that the internal representations learned in the diffusion models' denoising process are insufficiently meaningful, which can hinder the generation performance. To address this, we propose a novel diffusion U-Net architecture enhanced by explicitly aligning the weaker representation from the earlier layer conditioned on higher noise with the better representation from the later layer conditioned on lower noise during training, which we use for the challenging multimodal task of video background music generation. Our diffusion U-Net Self-Representation Alignment (U-SRA) employs an alignment loss to effectively guide our diffusion model to learn good internal representations, thereby enabling it to produce higher-quality symbolic music conditioned on video features. We employ a cross-attention mechanism to synchronize music with video segments. Experiments on a benchmark video-music dataset demonstrate that the proposed U-SRA approach for video background music generation surpasses the state-of-the-art across key evaluation metrics, including video-music alignment and overall music quality.
Video models struggle to generate physically causal futures in scenes
A Plausible Future Is Not a Causal Future: Can Video Models Generate How the World Unfolds?
Abstract: Large-scale video generation models are increasingly viewed as a promising path toward world models, yet their ability to capture causally coherent physical dynamics remains poorly understood. Existing evaluations largely emphasize visual quality, prompt adherence, or broad physical plausibility, leaving open whether a model can faithfully realize a complete causal cascade, in which an initiating event propagates through causally dependent interactions to a terminal outcome. We introduce CausalCascade, a simulator-grounded benchmark centered on 50 event-rich Blender scenes with structured event graphs, graph-grounded diagnostic VQA, three levels of future-event specification, and 2,832 controlled counterfactual variants, and use it to evaluate nine image-to-video models with complementary motion-, event-, and counterfactual-level diagnostics. Across the evaluated models, generated motion is more reliably localized spatially than realized with correct spatiotemporal evolution, while richer future-event specification improves event recovery but leaves physical realization limited. Counterfactual evaluation further reveals weak selective responsiveness to physical interventions, while most audited failures are foundational, arising at scene consistency or event occurrence. Together, these results position causal cascade generation as a process-level test of world modeling and highlight the need to jointly recover the intended future, faithfully realize its physical evolution, selectively respond to physical interventions, and maintain a coherent physical world over time. Code and dataset are available at https://github.com/SJTU-DeepDeltaLab/CausalCascade .
Framefold reduces memory and improves quality in long video generation
FrameFold: Response-Guided KV Cache Consolidation for Autoregressive Long Video Generation
Abstract: In autoregressive video generation, retaining all historical key-value (KV) states increases memory usage and per-step attention costs as videos grow longer. A fixed cache budget bounds these costs but raises the challenge of preserving historical content that supports consistent, high-quality generation. Existing methods control cache size through history selection or consolidation, yet deciding what to retain and how to limit the loss of useful content remains a shared challenge. Our analysis shows that spatial queries depend on different historical content and that higher current attention coverage does not necessarily yield better long-video quality. We introduce FrameFold, a training-free KV cache consolidation method that compares the content retrieved by the same recent historical queries before and after merging to guide both representative construction and merge selection. Exploiting temporal redundancy between adjacent historical entries, FrameFold merges their KV states into shared representatives while retaining complete spatial grids. It fits value-merging coefficients in closed form by matching conditional attention responses, then selects the merge with the lowest remaining response distortion. Under matched KV cache budgets, experiments on Self Forcing and Causal Forcing at 30 and 60 seconds and on LongLive at 120 seconds demonstrate improved consistency and visual quality. Continuous eight-minute Self Forcing rollouts further show less quality degradation than the baselines.
Video frame prediction improved by aligning motion and semantics
Destination-Conditioned Adaptation with Semantic-Geometric Alignment for Generative Inbetweening
Abstract: Generative inbetweening aims to synthesize temporally coherent intermediate frames between a start frame and a target frame. Although pretrained image-to-video diffusion models provide strong priors for large-motion inbetweening, they are not explicitly designed to reach a specified target frame. They may therefore generate realistic individual frames while drifting from the target or producing unstable motion under large displacements and non-rigid dynamics. We propose DSG-GI, a framework that adapts pretrained latent video diffusion models through \textbf{D}estination-Conditioned Adaptation and \textbf{S}emantic-\textbf{G}eometric Alignment. Destination-Conditioned Adaptation treats the target frame as the destination of the sequence and provides temporally progressive guidance along the generated trajectory. Semantic-Geometric Alignment aligns the token-wise spatio-temporal relational geometry of backbone features with that of a frozen video foundation encoder and applies a flow-matching-aware latent flow constraint to samples near the data endpoint of the probability path. Together, these components strengthen destination guidance and preserve coherent semantic-geometric motion structure. Extensive experiments on standard and large-motion inbetweening benchmarks demonstrate improvements in temporal stability, target-frame faithfulness, and perceptual quality. Our code will be made publicly available.
Mine odyssey benchmarks spatial agent intelligence in minecraft worlds
Mine Odyssey: Benchmarking Spatial Agentic Intelligence in the Wild
Abstract: Advances in foundation models are driving efforts to introduce agents to assist people in the physical world. Such agents require agentic spatial intelligence: exploring unfamiliar environments, updating spatial understanding through interaction, and adapting actions based on feedback to sustain progress toward a sequence of goals. Existing benchmarks cover only a limited range of spatial layouts, scales, and traversal requirements. We introduce Mine Odyssey, a benchmark for evaluating agentic spatial intelligence using Minecraft reconstructions of real-world locations. It comprises 180 tasks covering 30 such locations across 20 countries and regions on five continents, including 20 outdoor and 10 indoor settings. These settings span diverse spatial scales, layouts, terrains, and connectivity patterns, from Midtown Manhattan and rural Entrup to Santa Lucía Hill and Buckingham Palace. We select meaningful waypoints, such as landmarks, buildings, and rooms, and manually verify their accessibility. Each task provides a natural-language instruction specifying which waypoints to visit and in what order. Completing these tasks requires agents to find accessible routes and entrances, open doors, and move between levels using stairs and ladders, while monitoring their progress and recovering from navigation errors. Across eight evaluated state-of-the-art models, GPT-6 Astra achieves the highest success rate of 85.6%. However, the second-best model, Claude Opus 5.5, completes 73.9% of tasks, while the strongest evaluated open-weight model, DeepSeek-V4.1-Flash, reaches 23.9%, highlighting substantial room for improvement in the agentic spatial intelligence of current models. Comprehensive analyses and ablation studies on Mine Odyssey reveal current models' limitations and provide insights for advancing agentic spatial intelligence.
Intactworld improves video world modeling with uncompressed features
IntactWorld: Joint World Modeling with Intact Features
Abstract: While recent video generation models synthesize highly realistic visuals, they lack a genuine understanding of intrinsic real-world logic. Existing methods attempt to understand the world by internalizing diverse world knowledge, yet constrained by computational overhead or dimensionality alignment, their learning processes inevitably compress features, causing a severe loss of structural information. To address this, we propose \textbf{IntactWorld}, a \textbf{Joint World Modeling Architecture} utilizing uncompressed \textbf{Intact Features}. Since data naturally reside on a low-dimensional manifold within a high-dimensional space, predicting the flow velocity $v$ within this uncompressed high-dimensional space induces a severe manifold gap. To successfully eliminate this optimization bottleneck, our framework instead predicts the clean feature $x_0$ at intermediate layers. Furthermore, to mitigate the computational overhead of incorporating complete world knowledge, we introduce a \textit{Full-to-Compact Training Paradigm}. By replacing raw full features with highly refined CLS tokens, this paradigm enables efficient single-branch guidance, reducing spatial memory consumption by 11.4\% and cutting inference latency by 43.8\%. Extensive evaluations demonstrate the effectiveness of IntactWorld, outperforming established baselines by 2.46 points on the VBench 2.0 benchmark.
Parallel predictive models speed up and improve long-term planning
Parallel Predictive World Models for Accurate and Efficient Long-Horizon Planning
Abstract: Long-horizon world-model planning typically relies on autoregressive rollouts, where predicted states are repeatedly fed back into the model. This preserves temporal structure but creates a horizon-length sequential path and exposes later predictions to recursive decoded-state feedback. We introduce Parallel Predictive World Models (PPWM), which predict a finite-horizon trajectory in parallel while retaining causal interaction among future representations. Each horizon is conditioned on its causal action prefix, and future representations interact before decoding, separating temporal causality from state-by-state output recursion. We formalize this distinction by viewing autoregressive rollout as a causal trajectory map and identifying the decoded-state feedback pathway removed by PPWM. Across four visual-control tasks, PPWM achieves the lowest long-horizon prediction error and the highest Cross-Entropy Method (CEM) simulator success among the evaluated predictive interfaces. Meanwhile, PPWM achieves more than a 3$\times$ average CEM planning speedup over the autoregressive LeWM baseline. These results suggest that accurate and efficient long-horizon world-model planning does not require state-by-state autoregression, but can instead be achieved through parallel causal trajectory prediction.
Deep learning detects multiple video game bugs from gameplay footage
Multi-Label Perceptual Bug Detection in Video Games using Deep Learning on Gameplay Footage
Abstract: Traditional approaches for automated bug detection in video games, such as manual testing, can be beneficial for the improvement of quality assurance, but they can be expensive and time-consuming. The scarce number of tools available to detect multiple perceptual bugs in the same video frame introduces detection challenges for automated bug detection tools in real-world scenarios. We propose a deep learning model for multi-label perceptual bug detection and compare it against video classification models such as Inflated 3D ConvNet and 3D ResNet. Our proposed model, ResNet-BiLSTM, achieved an F1 score of 85.78% on the benchmark dataset. Our results demonstrated that temporal dependency modelling is beneficial for accurate video-based bug detection. We believe this work with multi-label perceptual bug detection on gameplay videos will help save resources spent on manual testing workloads in video games. Furthermore, we introduce a new dataset with multi-label perceptual bugs in this work. The dataset contains 77,969 video clips across different genres of games with approximately 1.2 million frames, containing combinations from 5 classes of bugs in the same video frame.
Language based trajectory prediction improved by numerical expert feedback
Revisiting Numerical Forecasting Models for Language-Based Trajectory Prediction
Abstract: Language-based trajectory predictors represent coordinates as discrete tokens and learn auxiliary tasks such as destination and group reasoning. This formulation enables the model to capture behavioral intent and social context beyond coordinate dynamics alone. However, token-level objectives provide only indirect guidance for continuous coordinate-space dynamics. To address this limitation, we introduce MoRE (Mixture of Reward Experts), a refinement framework that transfers numerical forecasting priors into a pretrained language-based predictor through reinforcement learning. Five frozen numerical predictors provide complementary coordinate-level knowledge of motion and interactions. Their predictions are converted into expert rewards and combined through an uncertainty-weighted consensus that penalizes disagreement. A ground-truth reward anchors the prediction to the target trajectory. To focus refinement on difficult cases, MoRE refines the policy using the top 1% of training samples ranked by predictive entropy. Expert predictions are computed once and cached before PPO training, so the experts are not run during policy updates or inference. In this way, MoRE combines the contextual modeling of the language-based predictor with coordinate-level feedback from numerical experts. On ETH-UCY, MoRE reduces ADE from 0.22 to 0.20 m and FDE from 0.32 to 0.29 m. Relative to the base policy, ADE decreases by 17.9% on SDD and 12.7% on NBA. On ETH-UCY, MoRE also reduces collision rates and better matches ground-truth pedestrian spacing, without increasing measured inference memory or latency. The project page is available at https://jungyu0413.github.io/MoRE/.
Generative cinematographer lets artists control 3d camera and object motion
Generative Cinematographer: Composing Camera and Object Motion in 3D
Abstract: Current controllable video generation systems often rely on 2D motion trajectories or sparse drag signals for object motion. These controls are ambiguous because the same 2D trajectory can correspond to different 3D motions, especially when the camera and objects move simultaneously. We present Generative Cinematographer (GenCine), a system that lifts a single image into an editable 3D scene scaffold where artists jointly author camera and foreground motion. Artists specify a camera path and move selected foreground regions using local 3D motion handles. Several handles can move different parts of a subject independently, providing a piecewise-rigid approximation to non-rigid motion without a physics simulator or category-specific prior. To communicate these controls to a pretrained video model, we project them into guidance maps. These maps record where the controlled regions appear in each frame, assign each handle a fixed color across frames and encode the current 3D positions of its controlled points in the same world coordinate system as the background. This lets us describe object motion relative to the scene even as the camera moves. For training, we recover controls from the motion observed in real videos and use ground-truth geometry and trajectories from synthetic videos. We train a lightweight guidance branch and LoRA adapters on a pretrained Wan model to follow these controls. Our experiments show consistent camera-relative motion, improved geometric consistency under viewpoint changes, and strong controllability across diverse real-world scenes.
World models improve planning by preserving commute-time distances
Learning Commute-Time-Preserving World Models for Planning
Abstract: World models allow agents to plan in latent space by choosing a sequence of actions that most reduces the distance to a given goal state. Thus, planning can benefit from latent representations whose distances mirror commute-times in the environment. The spectral embedding space of the graph Laplacian provides such a representation, if it obeys a specific eigenvalue-dependent scaling. Unfortunately, instantiating the graph Laplacian is intractable in large, continuous environments. Self-supervised learning offers a natural route to such commute-time-preserving embeddings at scale. However, here we show that existing methods, which commonly encourage isotropic representations to prevent representational collapse, tend to degrade the "correct" eigenvalue-dependent scaling, leading to an inaccurate representation of commute times. To address this problem, we introduce Commute-Time-Preserving World Models (CTWMs), combining a latent displacement predictor and a log-determinant regularizer that prevents collapse, which provably recover the correctly scaled Laplacian representation under reversible deterministic dynamics and at the predictor's fixed point. In numerical simulations, CTWM matches or outperforms LeWM, a task-agnostic baseline, on several complex, continuous goal-reaching benchmarks, while using half the parameters.
Physis-lang improves physical accuracy in video prediction models
Physis-Lang: Self-Evolving Language as a Physical Representation for Video World Model
Abstract: Video world models are expected to predict how the physical world evolves, yet they often produce visually plausible videos that violate basic physical principles. Existing approaches commonly assume that natural language is insufficient to represent the physical knowledge required for reliable generation, and therefore introduce additional visual, latent, numerical, or planning-based signals. We revisit this assumption and introduce Physis-Lang, a self-evolving framework that treats physical language as a shared and optimizable representation across data curation, model training, and video generation. Physis-Lang represents physical processes through language that describes their relevant entities, causes, interactions, governing principles, temporal evolution, and effects. To improve this representation, we construct PhysCapBench, which decomposes physical processes into atomic assertions and evaluates captions using recall and precision. An agentic loop iteratively analyzes assertion-level errors and refines the instruction used to produce physical captions. Physis-Lang further converts model deficiencies into textual descriptions and uses language-guided retrieval to identify visually diverse videos that cover missing physical processes. Experiments on four widely used physical video benchmarks with Wan and Cosmos backbones demonstrate consistent improvements in physical plausibility. Notably, starting from open-source Cosmos3-Nano backbones, our Physis-Lang-enhanced models surpass the leading proprietary Veo 3.1 model.
DashVMC enables real-time control for Geometry Dash gameplay
DashVMC: Real-Time Discrete World Model Control in Geometry Dash
Abstract: World-model agents are usually evaluated in simulators that can wait for the policy; live games impose the opposite constraint, requiring capture, prediction, and action before the next frame. We present DashVMC, which learns a compact, action-conditioned world model from approximately two hours of recorded Geometry Dash gameplay. To test whether the learned dynamics are actionable, a controller is initialized by behavioural cloning (BC) and refined with Proximal Policy Optimization (PPO) entirely in frozen-model rollouts, without further interaction with the live game. Across three controller seeds, the refined policies survive longer than their BC initializations on all three official levels and a held-out community layout. At deployment, the baseline skips visual generation and sustains a 60-Hz capture-to-action loop on a consumer GPU. Action-conditioned continuations and rollout diagnostics show that the model remains useful for control despite imperfect long-horizon fidelity.
Image to video models struggle matching actions to mental states
MindWorldBench: Evaluating Mental-State-to-Behavior Reasoning in Image-to-Video Generation
Abstract: Current image-to-video models achieve visual realism and physical plausibility, but reasoning about mental states remains unexplored. Actions are driven by belief, desire, and perception, requiring inference beyond explicit instructions. We introduce MindWorldBench to evaluate mental-state-conditioned video generation. We formalize this as mental-state-to-behavior reasoning, where models generate actions from a world state and latent variables without explicit action prompts. MindWorldBench utilizes Zero-Action Prompting and a counterfactual design with 744 prompts to isolate the causal effects of mental states. An automated pipeline evaluates video quality, commonsense plausibility, and mental-state consistency. Evaluations of 11 models show that despite visual fidelity and physical reasoning, models fail to align behaviors with latent mental states. We identify a failure mode, termed Omniscient Bias, where models default to the objective world state rather than human's subjective belief. These results demonstrate a disconnect between visual generation and cognitive reasoning, suggesting a need for explicit mental-state modeling in video generation systems. Project website: https://richard2049-lee.github.io/MindWorldBench/
Agent improves video games by playing testing and learning from experience
RSIGame: Autonomous Agentic Game Development with Recursive Self-improvement
Abstract: Recent advances in large language models have made automatic game generation increasingly feasible, yet reliably improving generated games beyond a playable version remains challenging. Naive iterative refinement can easily overfit a small set of test cases, producing fragile games with unresolved bugs, missing behaviors, and poor generalization to broader player interactions. We introduce RSIGame, an autonomous agentic game development framework with recursive self-improvement. RSIGame organizes development into complementary local and global loops. Concretely, a local explore-diagnose-improve loop broadly explores the executable game, diagnoses and prioritizes discovered issues, and performs evidence-grounded revision, where an evolving checklist continually accumulates new testing and improvement guidance. A global loop tracks overall quality, preserves the best checkpoint, and detects saturation or regression over long-horizon development. Beyond test-time improvement, RSIGame further internalizes successful development experience into the generator through training. Across 140 GameCraft-Bench tasks, two game engines, and five generators, RSIGame consistently improves game quality under matched development budgets. Notably, experience internalization enables Qwen3.8-27B to reach 61.38 on Godot and 58.53 on Phaser, exceeding GPT-5.5 one-shot scores while reducing Qwen's generation tokens by 11 times.
Frame morrow improves long video generation by predicting future needs
FrameMorrow: Future-guided Frame Selection with Prospective Tokens for Long-Horizon Video Generation
Abstract: Long-horizon video generation requires models to effectively leverage an increasingly long generation history. As the generated history grows, retaining all previous content becomes increasingly expensive and redundant, making effective historical selection essential. Existing approaches often determine historical relevance based on the current content. However, information relevant to the present is not necessarily useful for future generation, while seemingly less relevant history may become important later. Our key insight is that historical information should be selected according to its relevance to future information needs. Capturing these needs does not require generating the full future; instead, a compact representation of what becomes important next is sufficient to guide historical selection. Building on this insight, we propose FrameMorrow, a prospective frame selector that predicts a small set of prospective tokens representing future information needs and uses them to identify relevant information from history. FrameMorrow selects explicit historical frames rather than model-specific internal states, enabling plug-and-play integration across diverse generators, including closed-source models, with little additional inference cost. We evaluate FrameMorrow across five benchmarks and 11 generative models spanning long-video generation, interactive generation, and action-conditioned world models. Extensive experiments demonstrate consistent improvements in long-range consistency, visual quality, and action alignment across diverse generation settings.
Adversarial training improves fine details in pixel image generation
Adversarial Training for Pixel Diffusion
Abstract: Pixel diffusion models generate RGB images directly, avoiding the bottleneck of an autoencoder, yet their outputs still systematically underrepresent fine-scale natural-image statistics. We show that adversarial learning provides an effective post-training correction for this deficiency. Starting from a pretrained model, we retain its original diffusion or flow-matching objective and add an adversarial loss to the predicted output at non-high-noise timesteps, leaving the model architecture and sampling procedure unchanged. To our knowledge, this is the first systematic study of adversarial post-training for pixel diffusion. Across two pixel backbones, the method jointly improves distribution fidelity, coverage, prompt alignment, and perceptual quality. We further investigate why it works. Frequency-band and power-law analyses show that the original models systematically underproduce natural-image high-frequency content, while adversarial post-training restores this missing spectral power. In contrast, perceptual loss also increases high-frequency content but sacrifices distribution fidelity and prompt alignment. Nearest-neighbor, recall, and matched no-GAN SFT controls further rule out memorization, mode dropping, and additional optimization as simple explanations. Finally, we examine the boundary of this effect. Under the tested latent diffusion configurations, the same procedure does not produce comparable joint gains and adds almost no decoded high-frequency power. These results identify direct output access to the image statistics being corrected as a key factor governing when adversarial post-training succeeds.
Video generation improved by layout control for large viewpoint changes
LIFT: Layout-In-Future Video Generation under Large Viewpoint Change via On-Policy Self-Distillation
Abstract: We introduce LIFT, a unified image-to-video generation framework that complements camera control with Layout-In-FuTure control, enabling users to specify what should appear in a future view and where it should appear. This addresses a practical need in controllable video generation: given an initial image, users often care not only about how the camera moves, but also about what the scene should look like at key future moments, especially the final frame. Existing camera controls specify viewpoint trajectories, while text prompts provide only coarse semantic guidance; neither precisely determines the content and spatial layout of future views. This limitation becomes particularly pronounced under large viewpoint changes, where the camera reveals regions that are not visible in the first frame. LIFT therefore uses the last-frame layout as an explicit control signal for the desired future scene. Since learning from such sparse layout guidance is substantially more challenging than conditioning on dense per-frame layouts, we introduce on-policy self-distillation (OPSD) to transfer the control capability of a dense-layout teacher to a last-frame-layout student. We further curate LIFT-Vista, a dataset featuring large viewpoint changes with camera and temporally consistent layout annotations. Experiments show that LIFT improves video quality, future-layout controllability, and camera controllability over other methods.
Rollout-marginal distillation improves long video predictions quality
Rollout-Marginal Distillation for Long-Horizon Autoregressive Video Generation
Abstract: Autoregressive (AR) video diffusion enables low-latency, streamable video generation, but prediction errors often accumulate over long rollouts. Training the generator on its own rollouts exposes it to these imperfect histories. However, existing video-level distribution matching distillation (DMD) scores the whole rollout jointly. Because a chunk is evaluated together with its past and future, its correction can favor matching artifacts in the surrounding context merely to preserve temporal consistency. To provide a clearer visual-quality signal, we introduce Rollout-Marginal Distillation (RMD). RMD retains the generated history for AR prediction but scores each chunk independently against a chunk teacher, ensuring its quality correction is not compromised by an imperfect temporal context. To compensate for the lack of temporal context in independent chunk scoring, RMD subsequently applies video-level DMD to restore temporal coherence. Extensive experiments demonstrate that RMD maintains high visual quality far beyond its training horizon and outperforms video-level DMD baselines. Code and video results are available at https://cjeen.github.io/RMD
Video world models use fixed size memory for consistent long videos
Honeycomb: Constant-Size Scene Memory Representation for Video World Models
Abstract: Video world models require persistent scene memory to maintain consistency during long-horizon video generation. Existing spatial memory systems accumulate RGB observations or latent features, causing storage requirements to grow as generation proceeds. We introduce **Honeycomb**, a video world model built on **HexMemory**, a compact low-rank representation that stores scene features in a fixed-size memory comprising six spatial and spatiotemporal planes. A feed-forward writer maps each newly generated video chunk to plane features. As the spatial coverage or temporal range expands, HexMemory warps the existing planes while preserving their dimensions, then integrates new features through confidence-weighted pooling and a learned residual correction. A reader retrieves latent features from HexMemory to condition subsequent video generation. Because the writer processes only observations from the latest chunk, Honeycomb avoids per-scene optimization and repeated processing of the full generation history. Experiments on WorldScore and RealEstate10K demonstrate strong video generation quality and robust consistency when revisiting previously observed regions, while maintaining constant feature-storage requirements throughout generation. Code and additional visualizations are available on our https://jackswl.github.io/honeycomb/.
Realtime interactive video generation runs on consumer hardware
Waypoint-1.5: A Real-Time Video World Model for Consumer Hardware
Abstract: We present Waypoint 1.5, a real-time diffusion world model for interactive video generation on consumer-grade hardware. Unlike general video diffusion models, interactive world models (iWMs) must respond to dense user controls under strict latency and throughput constraints. Waypoint 1.5 is pre-trained on 100,000 hours of diverse, control-aligned video game data across hundreds of games, and generates playable video conditioned on full keyboard and mouse input. The model includes two resolution variants that run across a wide spectrum of consumer hardware. To characterize this unique setting, we distinguish rendered FPS, latent FPS, and control rate. We describe the data pipeline, architecture, training methodology, and runtime system behind Waypoint 1.5. We evaluate interactivity through latency and throughput. Finally, we discuss the safety and ethics considerations unique to iWMs.
Video dynamics editing separates motion from appearance for flexible control
Reimagine Video Dynamics
Abstract: Most video editing methods focus on changing the appearance of the source video, while offering limited control over its dynamics. We introduce Reimagine Video Dynamics (RVD), a framework that disentangles a compact, editable dynamics token from visual context. We learn this token through self-supervised reconstruction: given the first frame as visual context, a renderer must recover the original video from the dynamics token, encouraging it to capture how the scene evolves rather than how it looks. This disentanglement allows video dynamics to be edited directly while preserving visual context. We develop a language-guided dynamics-token editor that transforms source dynamics into target dynamics, and train it with a scalable counterfactual video-pair pipeline and a two-stage training strategy. Extensive experiments show that RVD enables effective video dynamics editing, training-free retiming, and appearance-controlled re-rendering.
Action chunking improves robot control with quick online corrections
Action Chunking Proximal Policy Optimization with Feedback Correction
Abstract: Action chunking provides temporal abstraction in reinforcement learning by selecting short action sequences instead of individual actions, but many existing approaches face two limitations in high-dimensional robotic control. First, many rely on value functions over action chunks, which can be difficult to learn as action dimensionality and chunk length grow. Second, executing chunks open-loop removes within-chunk feedback, limiting reactivity in contact-rich tasks. We present Action Chunking PPO (ACPPO), a PPO extension that uses a chunked actor while retaining a standard state-value critic, thereby avoiding chunked Q-functions. We further propose ACPPO-Corr, which augments the chunk planner with a stepwise feedback corrector that adjusts planned actions online within each chunk. Across 25 simulated robotics tasks from IsaacGym and Bi-DexHands, spanning locomotion, arm manipulation, and dexterous hand-object interaction, ACPPO-Corr achieves the strongest aggregate performance among evaluated methods and performs best on both decision-frequency-sensitive and decision-frequency-neutral task subsets. Ablations show that moderate chunk lengths work best and that corrector regularization is important for balancing chunk-level planning with local feedback. These results suggest that action chunking can be effective in online PPO when chunk-level planning is paired with closed-loop correction. The code is available at: https://github.com/hshhahn/ACPPO.
DynaTokens improve video models to show moving objects with camera motion
DynaTokens: Teaching Dynamics to Camera-Controlled Video Models at Test Time
Abstract: Video generation must account for two sources of motion, one induced by the observer's camera path and the other caused by scene dynamics. An ideal camera-controlled video model should account for both motions: let users move the camera while evolving the scene dynamics. While current models handle camera-induced motion well in static settings, they struggle for dynamic scenes: objects are static, move incorrectly, or degrade in generation quality. We introduce DynaTokens, a lightweight set of learnable scene-specific tokens that teach dynamics to an existing camera-controlled world model. Our method is motivated by a simple asymmetry between the two sources of motion: whereas camera motion affects the generated view globally, object dynamics are spatially localized. Through cross-attention, DynaTokens trains the learnable tokens from a few example trajectories for a scene while keeping the base model frozen, and enables dynamics under new query camera paths. DynaTokens achieves a better simultaneous dynamics-camera tradeoff on VBench2 and WorldScore evaluations than LoRA, block finetuning, and specialized trainable-layer baselines. Analyses of token attention, ablations, and motion temporality suggest that matching the trainable interface to the structure of the learning target is important for effective adaptation. Project website: https://glab-caltech.github.io/dynatokens/
EvolvingAvatar improves 3D head motion during conversations
EvolvingAvatar: Interactive 3D Head Generation That Adapts as Conversations Unfold
Abstract: Interactive 3D head generation requires coordinated speaking and listening motion that responds to an evolving conversation. Existing generators use incoming observations as context but keep their parameters fixed, leaving conversational patterns unused as a learning signal. We introduce EvolvingAvatar, a causal generator that uses test-time training to adapt to user face video and dyadic audio during interaction. Its dyadic context prediction objective provides a self-supervised learning signal from audiovisual context without target motion labels at test time. Persistent fast weights accumulate these updates within each conversation to guide motion generation, while transient jaw adaptation responds to current audiovisual context. Predicted speech activity controls how persistent adaptation guides motion. We also introduce InterHead-Bench, a unified 455.95-hour benchmark built from single-view and dual-view conversation videos. Experiments show improved conversational motion statistics over strong baselines. On the hardest out-of-distribution split, generation improves as conversations unfold, reducing mismatch with recorded user-avatar expression statistics by up to 11.1% from the first interval.
AutoRef improves multi-image generation by optimizing harness code
AutoRef: Harness Optimization for Agentic Multi-Reference Image Generation
Abstract: Recent image generation models can take multiple reference images as input and combine them into a new image. However, multi-reference image generation remains challenging: models may omit or duplicate subjects from the references, or produce images in which multiple subjects appear unnaturally pasted. Recent work has proposed image generation agents that combine image generation models, reasoning models, and a harness, which is an executable program that specifies how reference images are interpreted, how generation is performed, how outputs are diagnosed, and how the final image is selected. In multi-reference generation, however, references play different roles and outputs must satisfy many criteria at once, such as fidelity to each reference and the naturalness of the whole image, so many parts of the harness could be improved, from how references are processed to how outputs are diagnosed. This makes it hard to predict which changes will improve performance and by how much, and good harnesses difficult to design by hand; indeed, human-written harnesses vary widely in performance. We therefore propose AutoRef, which optimizes the harness automatically while keeping both models frozen: a coding agent iteratively rewrites the harness code. AutoRef separates the tasks whose feedback informs proposals from the tasks used to select candidates, and continues the search from a beam of the top-ranked harnesses on the selection tasks. Using this procedure, we discover AutoRef-Harness, which improves the open-weight FLUX.2 [klein] 4B from 5.72 to 7.37 on held-out four-reference tasks of the MultiBanana benchmark, matching or exceeding proprietary models including Nano Banana Pro and GPT-Image-1.5. Without re-optimization, the same harness also improves results when the generator, number of references, benchmark, evaluator, or reasoning model differs from those used in the search.
Diffusion transformers improve image quality with timestep aware gating
TSGate: Timestep-Aware Gated Attention for Diffusion Transformers
Abstract: Diffusion Transformers (DiTs) have emerged as the dominant architecture for high-fidelity image and video generation. Recent DiT systems increasingly use structured prompts for training, improving caption quality and prompt adherence. However, their generation quality can degrade severely under out-of-domain (OOD) prompts, including the free-form descriptions supplied by users at inference time. Although LLM-based rewriting can convert these prompts into structured formats, it does not guarantee that the rewritten prompts align with the training distribution. Our analysis links this degradation to attention sinks and reduced early-step image-to-text attention and shows that sink suppression alone is insufficient to restore generation quality. Despite effective sink suppression, models trained with standard gated attention exhibit reduced early-step image-to-text attention and suboptimal generation quality. Based on these insights, we propose Timestep-Aware Gated Attention (TSGate), which injects a timestep-conditioned bias into the gate signal so that gating behavior adapts across denoising steps. Extensive experiments show that TSGate consistently outperforms both the baseline and standard gated attention across multiple benchmarks, improving the raw-prompt DPG score by 9.5% over the baseline.
Human-tci improves text based retrieval of complex human motions
HUMAN-TCI: Hierarchical Multi-Stream Motion-Aware Network with Torso-Centered Interaction for Text-to-Motion Retrieval
Abstract: Accurate retrieval of human motions is a crucial first step in text-guided human motion modeling and synthesis, as it selects semantically relevant sequences from large datasets and provides grounded references for downstream tasks. Retrieving motions from natural language descriptions remains challenging because sentences can describe multiple actions, overlapping movements, and intricate dependencies between body parts. Existing methods often focus on simple, single-action descriptions and typically process body parts independently or by merely concatenating features, without explicitly modeling how torso movements influence other parts. In addition, their processing pipelines often rely on computationally heavy models, introducing considerable overhead, particularly when modeling longer or more complex motion sequences. This limits learning discriminative motion-pattern representations, reducing retrieval accuracy, interpretability, and efficiency in practical applications. To address these limitations, we propose HUMAN-TCI, a Hierarchical Multi-Stream Motion-Aware Network for text-guided human motion retrieval. HUMAN-TCI employs a three-stream architecture that separately models upper-body, lower-body, and torso motions while explicitly capturing their interactions, allowing torso-related movements to influence the positioning and dynamics of other body parts. By incorporating tailored torso attention, our model effectively recognizes complex human motion patterns, captures fine-grained motion relationships and handles complex multi-action descriptions. Our framework supports retrieval for both simple, single-action sentences and long, compositional descriptions containing sequential or overlapping actions without relying on complex models.
SkillPE evolves cinematic skills for better text-to-video prompts
SkillPE: Creativity-Oriented Cinematic Skill Evolution for Text-to-Video Prompt Engineering
Abstract: Achieving high-quality, cinematic results in text-to-video generation remains challenging for non-experts, whose prompts often lack professional narrative and creative design. We propose SkillPE, a prompt engineering (PE) framework that evolves reusable cinematic skills from expert-authored seeds. SkillPE represents shot logic, composition, lighting, sound design, and other filmmaking cues in a fine-grained format, and retrieves movie references categorized as resonators (good matches), dissonants (weak matches), and divergents (creatively useful near-misses). The first two refine when and how a skill should be applied, while divergents inspire alternative cinematic realizations at different degrees of modification while preserving the user intent. Candidate skills are assessed through generated videos along prompt fidelity, cinematic quality, narrative appeal, and creativity to construct the final skill libraries. Experiments on StoryEval and VBench show improvements of up to 1.40 points over the strongest external baseline and 0.51 points over seed skills on 7-point four-dimensional evaluation, while remaining competitive on benchmark-native metrics. Overall, SkillPE offers a practical approach to balancing fidelity and creativity in cinematic text-to-video generation. Code is available at https://github.com/Ais0n/SkillPE .
Residual diffusion enables faster and clearer image restoration
Residual Diffusion Implicit Models
Abstract: Diffusion models achieve state-of-the-art results across multiple tasks. However, in inverse problems, standard initialization from pure Gaussian noise misaligns the generative process with real-world degradations. More recent methods such as diffusion bridges impose strict endpoint constraints and often require long reverse processes that are prone to hallucinations. Alternative consistency models provide noise-invariant, one-step mappings but lack inherent variance modeling and can degrade under severe corruption. Hence, residual diffusion implicit models (RDIMs) are proposed, constituting a generalized framework that explicitly models the residuals between high-quality (HQ) and low-quality (LQ) images, aligning the forward process with the actual degradation. A non-Markovian implicit reverse sampler is derived, which can skip intermediate timesteps, enabling accurate few-step or even single-step reconstruction, while mitigating the hallucinations inherent to long diffusion chains. RDIM also introduces a controllable variance mechanism that interpolates between deterministic and stochastic sampling, balancing fidelity and diversity. Furthermore, it enables the straightforward use of perceptual losses, when needed. Experiments on denoising and super-resolution benchmarks demonstrate that RDIMs consistently outperforms the state of the art, including bridge and consistency models, in terms of PSNR, SSIM, and LPIPS, reducing hallucinations while requiring only a few sampling steps (often just one). The results position RDIMs as an efficient solution for a broad range of image restoration tasks.
Unified model improves image reconstruction and generation quality
From Feed-Forward to Flow: Unifying Reconstruction and Generation Is Easier Than You Think
Abstract: Reconstruct where the images provide evidence, and generate where they do not: recent success of spatial world models such as Atlas (World Labs Team, 2026) highlights the value of unifying reconstruction and generation in one model. Yet the two have long lived in separate paradigms with distinctive failure modes: feed-forward reconstruction averages ambiguity into blur, while conditional generation invents plausible but scene-inconsistent detail. In this work, we present a unified flow-based formulation for reconstruction and generation, where a shared clean-target predictor performs direct reconstruction at its single-step endpoint and unfolds conditional generation through multi-step flow. A controlled toy study reveals the mechanism: with a single step, the predictor collapses to the conditional mean just like feed-forward methods, favoring consistency over diversity. With multi-step inference, the fidelity of generated details grows with context richness: closer observations reduce ambiguity and yield better-matched details. We further instantiate the formulation in appearance and geometry 3D tasks. JiT-LVSM improves perceptual and distributional quality in novel view synthesis, while JUSt3R retains competitive single-step geometry prediction with additional multi-step inference capabilities that reduces veil and flying-pixel artifacts, producing cleaner surface structure with greater test-time compute. Together, they show that reconstruction and generation can share both a formulation and a backbone, with their behavior governed by denoising configuration---making unification surprisingly simple.
Recast improves driving simulations with better vehicle views
RECAST: From Log Replay to Closed-Loop Driving Simulation with View-Complete Actors
Abstract: Closed-loop driving simulation requires rendered observations to remain reliable as the ego vehicle and surrounding actors move beyond their recorded trajectories, exposing views absent from the source log. Existing data-driven simulators reconstruct dynamic actors from sparse observations, which can result in rendering artifacts under these viewpoint changes. We introduce RECAST (REconstructing Controllable Actors for Simulation and Testing), a 3D Gaussian Splatting framework that generates a view-complete actor from a single segmented vehicle observation in a driving log and registers the generated actor in the reconstructed scene. RECAST supports planner-in-the-loop rendering under controlled ego-actor interactions. To adapt an image-to-3D prior to real vehicles, we further introduce RECAR, a dataset of approximately 20K real vehicles with 600K background-free RGBA images spanning diverse vehicle colors and types. We use two-stage adaptation to improve vehicle generation from real driving-log observations. At the actor level, RECAST reduces $\mathrm{FD}_{\mathrm{incep}}$ from 9.788 to 7.992 relative to unadapted TRELLIS. At the scene level, under actor motion beyond logged trajectories, RECAST reduces $\mathrm{FD}_{\mathrm{incep}}$ from 129.35 to 112.10 and increases $\mathrm{CLIP}_{\mathrm{margin}}$ ($\times1000$) from 0.14 to 3.47 relative to Street Gaussians. We demonstrate planner-in-the-loop simulation with the image-conditioned planner GTRS-Dense. Compared with native Street Gaussians actors, RECAST increases the no-collision (NC) rate from 22.2% (12/54) to 63.0% (34/54) and the mean minimum predicted time-to-collision (TTC) from 0.798 s to 2.150 s. These experiments show that RECAST supports closed-loop planner evaluation under controlled ego-actor interactions beyond log replay. Visit our project page at https://zijunkr.github.io/RECAST/
Starwm improves visual world models by focusing on relevant details
StarWM: Self-Supervised Trained Attention Routing for Robust World Models
Abstract: A robust world model must strike the balance between faithfully capturing environmental dynamics and abstracting away from irrelevant content. While reconstruction-based world models ensure faithful supervision, they misallocate representational capacity by pixel area rather than dynamics relevance for visual tasks, which can cause task-irrelevant content to dominate the learned representation. Alternatively, reconstruction-free methods avoid this bias but risk discarding possibly relevant information. We propose StarWM, which uses a cross-attention module trained on self-supervised dynamics to decide where reconstruction applies. A dual-stream decoder then restricts reconstruction to the attended regions, with stop-gradient barriers preventing interference between the two objectives. These components allows reconstruction to supervise the visual content of attended regions without contaminating the latent with non-predictive information. On DeepMind Control with dynamic video backgrounds, default (reward-free) StarWM achieves the strongest performance under random-frame distractors and substantially outperforms reconstruction-based baselines under sequential video. In addition, its reward-augmented variant matches or exceeds reconstruction-free methods on sequential video, achieving the highest overall return across all distractor regimes. Mechanistic probing confirms StarWM preserves state attributes with near-perfect fidelity through long-horizon imagination while systematically discarding distractors.
Memory methods improve autoregressive video generation over time
The Past Frames the Future: Memory for Autoregressive Video Generation
Abstract: Advances in generative models have improved video fidelity, enabling long-horizon generation, interactive world modeling, and evolving visual environments. Autoregressive (AR) video generation extends visual sequences through causal rollouts. However, a fundamental bottleneck emerges: as the generated sequence expands, practical models must operate under strictly bounded context windows, storage, and computational limits. Consequently, critical historical information, e.g., entity identities, dynamic states, and intervention-induced causal changes, often leaves the active context long before its relevance diminishes. Overcoming this limitation and maintaining temporal persistence constitutes a fundamental memory problem. We present a systematic and comprehensive review of memory mechanisms in AR video generation. We formulate memory operationally as persistent historical information maintained across outer AR steps, capable of influencing future generation even after the originating evidence is no longer locally accessible. Building upon this unified framework, we organize the literature through five complementary perspectives: (I) Forms, the representational carriers of history; (II) Functions, the specific semantic and physical information requiring preservation; (III) Operations, the lifecycle of writing, reading, updating, managing, and integrating memory; (IV) Learning, the optimization of memory behaviors under closed-loop rollouts; and (V) Evaluation, the paradigms for diagnosing genuine memory capabilities. We conclude by synthesizing open challenges, including composable and resource-aware memory architectures, trustworthy state updating, self-rollout learning, and standardized evaluation. By bridging representations, mechanisms, and learning paradigms, this paper establishes a structured foundation for developing reliable, memory-conditioned video generation systems.
MotionSpec improves video generation with smoother realistic motion
MotionSpec: Spectral Trajectory Supervision for Motion-Consistent Video Generation
Abstract: Recent advances in text-to-video generation have enabled high-fidelity visual synthesis, yet realistic motion remains challenging. Generated videos may exhibit temporal discontinuities, inconsistent action progression, and structural distortions during complex movements. Even when individual frames appear realistic, the underlying motion may evolve in inconsistent or implausible ways. Standard generative objectives provide limited motion-specific supervision, leaving motion evolution insufficiently constrained. In this paper, we propose MotionSpec, a motion supervision framework centered on Spectral Trajectory Consistency (STC). STC constructs dense anchor-relative motion trajectories and transforms them into motion spectral volumes via a temporal Fourier transform. By aligning the spectral amplitude and phase of predicted and target trajectories, STC constrains both motion strength across temporal frequencies and the temporal organization of motion. To complement this trajectory-level supervision, we introduce Local Flow Consistency (LFC), which aligns consecutive-frame optical flow between predicted and target videos to stabilize local motion transitions. Experiments demonstrate that MotionSpec consistently improves motion consistency, temporal coherence, and plausibility while preserving visual fidelity.
Category theory improves learning in complex partial observation environments
Categorical Internalisation of Environmental Groupoids for Generalisable POMDP Solving
Abstract: This paper advocates category theory as a practical framework for structuring and improving rein- forcement learning in high-dimensional, partially observable environments. We model symmetries between environmental states by partitioning the state space into equivalence classes induced by sym- metry orbits, and organise each such class as a groupoid with a designated canonical representative. This allows the agent to share what it learns across many similar environmental states simultaneously, rather than treating every orientation or position as an entirely new problem. Learning is thus carried out on a symmetry-reduced state space with each orbit represented once, preserving structure while eliminating redundancy and improving sample efficiency. We implement this framework within standard reinforcement learning pipelines and evaluate two different approaches on partially observable benchmarks, demonstrating that orbit-based partitioning yields consistent performance improvements in environments exhibiting latent symmetry. Beyond these empirical results, our approach illustrates how categorical structure provides a principled bridge between abstract reinforcement learning formulations and their computational application, thereby establishing a pathway toward more structured and scalable learning systems.
GameDirector separates gameplay rules from rendering for flexible gaming
GameDirector: Decoupling Gameplay Logic from Rendering for Player-Configurable Game World Models
Abstract: Recent game world models support realistic visual simulation and interactive gameplay based on player inputs. However, they typically learn environment dynamics from pixel-level supervision, jointly modeling perception, memory, state transitions, and rendering within a single end-to-end framework. While this design enables open-ended, action-controllable generation, it still falls short of delivering a complete gameplay experience. Games are governed by explicit mechanics, such as health deduction, skill activation, combat rules, and termination conditions. These mechanics depend on precise and consistent state transitions that generative models alone cannot reliably enforce. In contrast, game engines can guarantee such mechanics through hard-coded rules, but provide limited flexibility for player-driven creation. To bridge these paradigms, we introduce GameDirector, the first agentic framework that decouples rule-based gameplay logic from visual rendering. Given player-defined configurations, the framework acts as an intelligent director that interprets visual observations, updates game states, tactically controls NPCs, and enforces gameplay rules. It then translates these decisions into text prompts that guide the video world model to render the resulting gameplay. This separation allows players to configure characters, states, and rules much like a game developer while preserving coherent game mechanics. Experiments on three games, using data collected by our automated gameplay agent, show that GameDirector achieves accurate state tracking, reliable rule following, and improves boss action quality by more than 39.9% over various end-to-end game world model settings. Overall, by externalizing player-controllable game logic, GameDirector establishes a middle ground between hard-coded simulation and generative modeling, enabling more flexible and closed-loop gameplay experiences.
GameHorizon suite measures ai gameplay abilities across different time spans
GameHorizon Suite: Multi-Horizon Data and Evaluation in Gameplay
Abstract: Modern video games provide a measurable testbed for AI models, combining abilities of visual understanding, instruction decomposition, goal planning, and precise action control over multiple temporal horizons. Existing datasets and benchmarks, however, either cover a narrow range of games, lack language instructions, or rely on high-variance online rollouts. To address these challenges, we introduce GameHorizon, a unified data and evaluation suite that measures gameplay capabilities at different horizons for diverse model families. GameHorizon Suite consists of three components. First, GameHorizon-Annotator is a scalable and automated annotation pipeline for multi-horizon instructions. Second, utilizing the pipeline, we construct GameHorizon-Data, the first large-scale AAA gameplay dataset with temporally aligned videos, player actions, and multi-horizon instructions. It comprises 5,000 hours of recordings from 21 games, collected by 100 human expert players. Third, we build GameHorizon-Bench with reproducible offline and stepwise online testing. The offline track enables reproducible evaluation using thousands of standardized questions organized into three primary tasks and a series of diagnostic variants, while the online track tests whether offline scores reflect actual gameplay capabilities and localizes failures to specific steps within long-horizon gameplay. Based on our GameHorizon Suite, we evaluate 47 models through more than one million model invocations, revealing a meaningful hierarchy of task difficulty and pronounced differences in model capabilities. Our work can provide a standardized yardstick for evaluating gameplay capabilities across horizons and model families. We will release our dataset, annotator, and benchmark to facilitate future research.
Photorealistic video creation controlled by simple 3D shapes on grid
CoaG: Cylinders on a Grid: Coarse 3D Layout Control for Video Generation
Abstract: We ask how little geometry a person has to draw to control both where people stand and where the camera moves in a generated video. Our answer is a ground plane and one cylinder per person. A user draws a grid on the ground, places one cylinder where each person should stand, moves the cylinders and the camera over 81 frames, and the model renders a photoreal video in which the people occupy the cylinders' positions, move as the cylinders move, and are seen from the drawn camera. Appearance comes from a text prompt and a background reference image; layout and motion come from the geometry. Because no dataset pairs such a signal with video, we build the pairs ourselves: an automatic engine writes 2000 captions from a combinatorial seed, generates a clip for each with a text-to-video model, and lifts every clip back to its geometry with person tracking, background inpainting, an agentic ground-mask loop, feed-forward multi-view reconstruction and a plane fit, with no real footage and no manual labels. A LoRA on Wan2.2-Fun-Control trained on 1935 such tuples follows drawn layouts and camera paths on hold-out clips: the generated people match the cylinders' count, order, position and height, the text changes who they are, the reference image changes where they are, and dolly-in, orbit, pan and crane paths are followed, dolly-out only weakly.
Mathematical model captures motivated emotional thinking in artificial systems
A Mathematical Model of Motivated Emotional Mind - Cognitive Embodied System
Abstract: This article presents a mathematical model of the Motivated Emotional Mind cognitive architecture developed for embodied intelligent systems. Such a system learns to maintain its homeostasis through a generalized form of reinforcement learning based on its internal motivations, termed motivated learning (ML). The principal contribution of this article is a rigorous formalization of the re-entrant loop integrating feedforward processing, lateral interactions, and feedback pathways, together with the representational selection mechanisms that govern adaptive system responses. The model specifies how ongoing exteroceptive and interoceptive signals, bodily-motivational context, and memory traces are bound into associative memory structures termed semblions, which compete for access to further processing and top-down reconstruction. The formalization encompasses secondary perception, representational competition, curiosity, procedural gaps, and action selection directed toward limiting allostatic violations. Within this framework, motivated learning is tailored to embodied systems whose dynamics are shaped by needs, affect, and the current regulatory state. Unlike standard reinforcement-learning models, the proposed approach incorporates need thresholds, goal generation and shifting goals, bodily state, resource constraints, and action uncertainty, thereby providing a more adequate account of response selection under regulatory pressure. Global affect functions as a central control signal, modulating the learning rate, representational valence, and the balance between exploration and exploitation. The model presented here is a step toward a more rigorous formalization of cognitive phenomena and may provide a basis for further theoretical analysis, computer simulation, and implementation in artificial-intelligence systems inspired by biological processes.
Large language models accurately translate game tester goals to planning language
Which LLM is Best for Translating Natural Language Goals to PDDL
Abstract: Bridging the gap between human intent and machine execution remains a challenge in automated planning, where expressing goals in formal languages like PDDL restricts accessibility to non-experts. This paper empirically evaluates whether current Large Language Models (LLMs) can reliably translate natural language testing goals, written in informal language by video game testers, into well-formed PDDL targets suitable for classical planning. We present a carefully designed prompt template, integrating insights from iterative experimentation, aimed at maximizing both accuracy and response coherence from multiple state-of-the-art LLMs. Six contemporary models are systematically assessed on correctness, speed, and error tendencies using real-world, domain-specific benchmarks. All models demonstrate high correctness, exceeding 92\%, with Gemini 2.5 Flash achieving the highest accuracy at 96\% and the lowest incidence of false positives, while GPT-4.1 leads in response speed. Despite these advances, critical distinctions exist in model performance, and occasional failures arise from language ambiguity and limitations in domain representation. Our analysis underscores both the significant progress and ongoing gaps in enabling LLMs to act as robust bridges between natural language objectives and automated planning pipelines.
Vibeavatar improves realistic talking avatar lip sync and motion quality
VibeAvatar: Aligning Phonetic Kinematics and Human Aesthetics for High-Fidelity Talking Avatar Synthesis
Abstract: Multi-modal talking avatar synthesis aims to generate realistic talking videos from a reference portrait and speech. Despite rapid progress in diffusion-based methods, existing approaches still struggle to jointly achieve accurate lip articulation, human-preferred motion aesthetics, and efficient inference. We observe that phonetic accuracy and motion aesthetics arise from fundamentally different sources and should be addressed at complementary stages rather than learned implicitly by a single generator. Based on this insight, we propose VibeAvatar, which disentangles these two objectives through a Phonetic Kinematics Adapter (PKA) that converts recognition-oriented speech features into phonetic-kinematic conditions at the conditioning stage, and an Aesthetic Motion Policy (AMP) that optimizes a flow-consistent stochastic sampling policy via Group Relative Policy Optimization (GRPO) at the post-training stage. With a lightweight flow-based motion generator operating in a compact 1D warp-based latent motion space, VibeAvatar achieves state-of-the-art results in articulation, aesthetics, and efficiency on both objective metrics and user studies, while generating a 10-second 512px video in under 10 seconds with only $\sim$3GB VRAM.
Image generation boosts flexible visual reasoning in AI models
Reasoning with Image Generation
Abstract: Chain-of-thought reasoning has revolutionized natural language processing by enabling large language models (LLMs) to decompose problems into intermediate steps before answering. Yet confining reasoning to the textual domain presents limitations for tasks requiring direct manipulation of visual representations. Recent efforts augment multimodal LLMs with external visual expert tools such as depth estimation or object detection modules, but these remain fundamentally limited by their reliance on narrow, rigid operations that cannot flexibly generate or transform visual content. We propose ReImaGin, which leverages image generation models as a flexible visual reasoning mechanism for multimodal LLMs: unlike fixed-function tools, they accept natural language commands and can perform open-ended visual operations, like removing an occlusion or generating a floorplan from multiple disjoint views of a room. Across six diverse visual reasoning tasks including multi-view spatial reasoning and collision prediction, ReImaGin consistently outperforms both text-only reasoning and specialist vision-tool baselines, with gains of up to 25\%, demonstrating the advantage of flexible, generative visual reasoning.
Vidu S2 enables real-time editable interactive video with avatars
Vidu S2: Real-Time Interactive, Editable, and Spatial Video Generation
Abstract: We present Vidu S2, which comprises Vidu S2-Avatar, a real-time interactive digital-character model, and Vidu S2-Editing, a real-time video editing model. Moreover, we explore the feasibility of real-time spatial video generation for both Vidu S2-Avatar and Vidu S2-Editing. Compared with Vidu S1, Vidu S2-Avatar supports real-time 720p video generation, generation with dynamic references that can be updated at any moment, and stronger instruction following, such as dancing. Vidu S2-Editing supports editing a video stream in real time, including style rendering, clothing replacement, character replacement, and background replacement. Experiments show that Vidu S2 outperforms all baselines. A playable online demo is available at https://vidu.com/vidu-stream.
World models improve video view changes with trained-free control
World in World: Explore the World with World Models
Abstract: Autoregressive video world models enable interactive, long-horizon exploration, but flexible control remains challenging. Exploring a source video from new viewpoints requires the generated rollout to remain synchronised with the recorded event, place observed content in the requested view, plausibly complete newly exposed regions, and recover previously generated appearance on revisits. Existing methods typically address these requirements through task-specific modules or additional training. We present World in World, a training-free inference-time interface that converts heterogeneous control evidence into camera- and time-labelled clean visual states, which are read through the native self attention of a frozen causal video model. The evidence comprises source-video observations, target-view scene projections, geometry renderings that guide completion of newly exposed subject regions, and retrieved generated states beyond the rolling cache. Each evidence source carries token-level support and its own availability schedule. A correspondence router combines persistent point identities with geometry to establish token correspondences, guiding supported queries towards matching source-video tokens. Evidence-wise attention CFG (EWA) then independently regulates each auxiliary channel's additional contribution using attention responses from the same denoising forward pass. The shared interface supports camera-controlled rerendering, long-horizon revisiting, and human-motion transfer with the same frozen backbone. We evaluate World in World on camera-controlled video rerendering under diverse viewpoint changes, assessing perceptual quality, temporal consistency, and camera-following accuracy.
CamPilot improves text to movie creation with cinematic camera control
CamPilot: A Multi-Agent Cinematic Assistant for Camera-Controlled Movie Generation
Abstract: The integration of large language models (LLMs) into video generation has enabled rapid text-to-video creation and improved visual quality. However, it still falls short of professional filmmaking, where cinematographic language is less refined than human-crafted camera work and multi-shot continuity remains challenging. To address these limitations, we introduce CamPilot, a multi-agent framework that integrates cinematographic planning and camera-work control to produce more coherent, logically structured, and human-aesthetic movies. CamPilot adopts a GRPO-based learning paradigm to learn camera work planning from 14K real-world professional movies, internalizing motion patterns and composition principles that support reasoning over shooting techniques (e.g., camera angle, motion, and focal behavior) and cross-shot relationships for controllable camera-viewpoint generation. Multiple agents further collaborate and evolve to improve overall output quality. To support this work and further studies in this domain, we establish CamEval, a benchmark for evaluating camera work quality and cinematic engagement. Empirical results show that CamPilot outperforms state-of-the-art text-to-movie generation methods on cinematographic control and quality, highlighting the impact of professional camera design on movie generation.
Mask forcing improves real time video generation with fewer artifacts
Mask Forcing: Improving Autoregressive Video Diffusion Distillation via Dual-Noise Masking Rollout
Abstract: Autoregressive (AR) video diffusion models have shown great potential in real-time video generation. Recent methods distill pretrained bidirectional video diffusion models into causal AR students through Distribution Matching Distillation (DMD), but the generated videos often suffer from over-saturation and over-smoothing issues, resulting in limited visual quality and realism. The key contributing factor is the mode-seeking behavior of the reverse KL objective in DMD, which can cause the student distribution to collapse onto only a few modes of the teacher distribution. To address this, we propose Mask Forcing, a Dual-Noise Masking Rollout strategy that perturbs the AR student self-rollout to mitigate mode collapse induced by reverse-KL mode seeking. The core idea is to inject cleaner signals into noisy rollout inputs via random masks along spatial and temporal axes during the self-rollout process of AR diffusion distillation. Such perturbations encourage the student rollouts to explore more regions of the teacher distribution, allowing DMD to provide learning signals beyond the modes already covered by the student. Moreover, the cleaner tokens act as denoising guidance for other noisier tokens, improving the intermediate rollout predictions and reducing error accumulation. Extensive experiments demonstrate that our method improves multiple AR video diffusion distillation methods with higher visual quality efficiently, without incorporating real video data or additional post-training stages.
Navigation agents struggle when environments change during tasks
EvoNav-Bench: Benchmarking Lifelong Navigation in Evolving Environments
Abstract: Lifelong navigation (LN) requires an embodied agent to solve a sequence of navigation subtasks in the same environment. Since solving each subtask from scratch incurs redundant exploration, an LN agent must consolidate experience from earlier stages and reuse it in later stages, often through persistent scene representations such as scene graphs or visual snapshots. However, existing approaches typically assume a stationary environment, whereas in real-world LN settings, human activities can cause the environment to evolve. With the stationary assumption violated, existing methods may fuse outdated prior observations with new observations, yet current benchmarks cannot reveal this failure mode. In this paper, we present EvoNav-Bench, which extends the GOAT-Bench style LN formulation in the context of evolving environments. Built on the ProcTHOR framework, EvoNav-Bench introduces environment modifications between navigation tasks, making prior experience useful but not fully reliable. This design enables controlled evaluation of how environment evolution affects LN agents that reuse prior scene observations. Using EvoNav-Bench, we benchmark three recent methods that build and reuse scene representations for navigation. We also compare three simple heuristic strategies for handling environment evolution: Frontier-Update, Fail-then-Update, and Stage-Reset. Our results show that existing methods are brittle under environment evolution, while the heuristic strategies enable a controlled analysis of how agents can adapt to scene changes and mitigate their impact.
PhysFlow generates videos with more realistic motion and appearance
PhysFlow: Physics-Aware Optical Flow for Motion Controllable Video Generation
Abstract: Video generation models have recently attracted substantial attention for their ability to generate visually compelling videos, yet ensuring physically consistent and plausible dynamics still remains a fundamental challenge, driving a growing line of research on physical realism in video generation. To address this challenge, motivated by the fact that physical regularities are primarily encoded in motion patterns, we propose PhysFlow, a novel two-stage framework for improving the physical plausibility of generated videos by decomposing video generation into motion-aware optical flow generation followed by motion-conditioned appearance synthesis. Specifically, PhysFlow consists of a physics-aware optical-flow video generator called PA-Flow and a flow-guided video generator called FlowRender. During the first stage, PA-Flow employs a physics-aware attention module to model how motion attributes and material properties influence global motion and local deformation, respectively, and generates an optical flow video as an explicit representation of motion. In the second stage, FlowRender leverages the decoupled motion representation as guidance to synthesize realistic textures and appearances, ultimately producing the final physically plausible video. To further support model training with explicit physical supervision, we construct PhysVideo, a physics-based video dataset generated with a physics engine and 3D-GS rendering, containing 10K foreground objects and 50K realistic video sequences with annotations of motion and material properties. Extensive experiments demonstrate that our proposed PhysFlow generates videos with superior physical plausibility while maintaining high visual fidelity compared with existing methods.
Structured orchestration improves ultra long narrative to film generation
Better Call CineCrew: Consistent Ultra-Long Narrative-to-Film Generation
Abstract: Long-form narrative-to-film generation requires shot-level controllability and cross-clip consistency in both visual identity and character behavior-requirements that remain difficult to satisfy with current prompt-based workflows. A core reason existing workflows remain brittle is the lack of a structured intermediate layer between scripts and video models, especially when screenplays are underspecified at key cinematic decision points. We introduce a structured orchestration layer for film-oriented script-to-video generation, implemented as a multi-agent framework that operates between scripts and off-the-shelf video generators. The layer is centered on FilmDSL, a film-oriented domain-specific language that makes cinematic constraints explicit, including shot and camera directives, asset and continuity requirements, and persona cues, so that agents coordinate through a shared structured specification for planning, generation, critique, and repair. Specifically, a generation agent constructs asset packs and storyboard keyframes that anchor composition before clip-by-clip synthesis, while a critic agent produces structured QA signals and triggers targeted refinement without retraining the base model. Experiments on TV-style segments show improved controllability and consistency over text-only and reference-only baselines.