c
Abstract:Open-world object detection (OWOD) requires detectors to localize known classes while identifying unknown objects for future incremental learning. We find that the unknown prediction streams of strong OWOD detectors are heavily polluted: on M-OWODB, across PROB, OW-DETR, and HypOW, future-task positive unknowns make up less than 10% of unknown predictions, whereas background false positives account for 46-71%. We show that this is not a missing-information problem, but an information bottleneck at the objectness head. On PROB Task 1, a linear probe on the 256-D decoder query achieves an AUROC of 0.908 for positive-versus-negative unknown discrimination, but the final one-dimensional objectness scalar drops to 0.642. A frozen SigLIP feature, without access to the detector, independently recovers much of this proposal-level separability at the filtering stage (AUROC = 0.871). Motivated by this finding, we propose DualMem, a calibrated post-hoc filter that assumes a small image-disjoint annotated calibration split of held-out future-task objects and performs a non-parametric likelihood ratio test in frozen SigLIP feature space. DualMem uses a k-nearest-neighbor positive memory to protect future-task objects and a negative memory to suppress background-like proposals. Its decision threshold is chosen by Neyman-Pearson calibration, giving users an explicit trade-off between false-unknown suppression and novel recall. Across PROB, OW-DETR, and HypOW on M-OWODB Task 1, DualMem reduces background-type false unknown proposals per image by 44.9%-66.3%, with a mean reduction of 56.6%. On PROB Task 1, it more than doubles the reduction achieved by a natural K-means prototype baseline, while leaving known-class mAP unchanged because known detections bypass the filter.
Abstract:Cutscenes are carefully choreographed cinematic sequences embedded in video games and interactive media, serving as the primary vehicle for narrative delivery, character development, and emotional engagement. Producing cutscenes is inherently complex: it demands seamless coordination across screenwriting, cinematography, character animation, voice acting, and technical direction, often requiring days to weeks of collaborative effort from multidisciplinary teams to produce minutes of polished content. In this work, we present Cutscene Agent, an LLM agent framework for automated end-to-end cutscene generation. The framework makes three contributions: (1)~a Cutscene Toolkit built on the Model Context Protocol (MCP) that establishes \emph{bidirectional} integration between LLM agents and the game engine -- agents not only invoke engine operations but continuously observe real-time scene state, enabling closed-loop generation of editable engine-native cinematic assets; (2)~a multi-agent system where a director agent orchestrates specialist subagents for animation, cinematography, and sound design, augmented by a visual reasoning feedback loop for perception-driven refinement; and (3)~CutsceneBench, a hierarchical evaluation benchmark for cutscene generation. Unlike typical tool-use benchmarks that evaluate short, isolated function calls, cutscene generation requires long-horizon, multi-step orchestration of dozens of interdependent tool invocations with strict ordering constraints -- a capability dimension that existing benchmarks do not cover. We evaluate a range of LLMs on CutsceneBench and analyze their performance across this challenging task.