Abstract:Long-tail hazardous scenarios are essential for safety-oriented autonomous driving, yet they are difficult to collect and reproduce at scale. Editable 3D Gaussian Splatting (3DGS) simulation offers a promising alternative by reconstructing real driving scenes and supporting controllable scene editing. However, edited 3DGS-rendered videos still suffer from a significant Sim-to-Real gap, including rendering artifacts, degraded foreground assets, inconsistent illumination, and temporal flickering. Existing restoration and video generation methods are insufficient for this task, as they often fail to jointly repair 3DGS-specific artifacts, improve visual realism, and ensure temporal consistency. To fill this gap, we propose RealityBridge, a structure-preserving and asset-aware Sim-to-Real framework for edited 3DGS driving videos. RealityBridge uses multimodal controls, including rendered videos, foreground masks, edge maps, and semantic masks, together with a lightweight GateNet for adaptive condition allocation across backbone layers. We further construct targeted training data and introduce autoregressive long-video training with reward-guided post-training to improve restoration quality, temporal stability, and hallucination suppression. Extensive experiments on internal and public driving datasets show that RealityBridge outperforms existing methods in artifact removal, illumination harmonization, and long-sequence temporal consistency.
Abstract:Large language model (LLM)-based agents are increasingly used in interactive textual environments, from web navigation and code editing to tool use and long-horizon dialogue. Yet many remain largely reactive, mapping observations to actions without an explicit model of how these environments are structured and evolve. This motivates text world models (TWMs): transition models over textual states that, given a state and a candidate action, predict the resulting webpage, terminal output, API response, or user reply, thereby supporting planning, efficient learning, and principled evaluation. We systematically review text world models for LLM-based agents, organized around a formal framework and the agent lifecycle: (1) Foundations, defining text world models and characterizing them by state representation and grounding domain; (2) Construction, taxonomizing LLM-as-WM and code-as-WM paradigms and reviewing methods for building them; (3) Application, examining how world models support agents at training time through experience synthesis and at inference time through planning, verification, and adaptation; and (4) Evaluation, covering both evaluation of the world model itself and its use as an evaluation environment for agents. We aim to consolidate this rapidly developing area, clarify its design space, and highlight open challenges for future research.
Abstract:Generating physically consistent 3D tabletop scenes is a fundamental yet underexplored problem for interactive and generalist robotic learning. The challenge stems from dense object hierarchies and irregular affordances. Here, an interactive scene denotes a physically valid, collision-free environment directly loadable into physics simulators. Existing methods, ranging from decoupled symbolic solvers to end-to-end regression models, often suffer from error propagation or overfitting to noisy supervision containing widespread physical violations. To address these limitations, we introduce PhyScene3D, a framework that reformulates generation as a Human-Mimetic Constructive Process. The proposed Cognitive Topological Reasoning Chain (CTRC) factorizes scene synthesis into a sequential, anchor-conditioned process. It employs a 3D AABB-based placement scheme that imposes a strong structural inductive bias. To address imperfect supervision and physical infeasibility, we introduce Physics-Aware Denoising Alignment (PADA). It integrates a differentiable Signed Distance Field (SDF) with Test-Time Optimization (TTO) to project generated scenes onto a physics-feasible manifold while preserving semantic intent. Experiments demonstrate that PhyScene3D outperforms state-of-the-art approaches in both semantic accuracy and physical validity, achieving a 40% reduction in scene-wise collision rate relative to the human-annotated training data.
Abstract:Class-Incremental Learning (CIL) with pre-trained models (PTMs) aims to sequentially adapt PTMs to new categories without forgetting old knowledge. Built upon PTMs, existing adapter-based methods mainly train models via distinct task-specific adapters, and present a uniform knowledge allocation for each adapter during inference. However, this allocation mechanism ignores the nature of task discrepancy and leads to suboptimal utilization of adapters. Also, under CIL constraint, an allocator is prone to forgetting when tasks evolve. To address these issues, we propose a Non-Forgetting Allocation with Bi-Level Competition (NoFA-BC). NoFA-BC constructs a non-forgetting allocator (NFA) by transforming the allocator training into a recursive least-squares problem and achieves an allocator equivalent to that trained with all data. Based on the NFA, a Bi-Level Competition (BLC) including an intra-task level Winner-Takes-All (WTA) mechanism and inter-task Last-Ones-Fall (LOF) elimination is proposed to provide better allocation of adapter knowledge. WTA extracts the most significant logit within a task to represent the adapter's contribution and LOF suppresses the irrelevant adapters. With BLC, participation ratio of each adapter can be tailored for each input. Moreover, a Stability Enhancement (SE) process is incorporated to further improve the performance of old tasks.
Abstract:Large Vision-Language Models (LVLMs) are rapidly evolving toward true multimodal reasoning, with visual search representing a concrete instantiation of the thinking-with-images paradigm. However, LVLM visual search faces two key challenges: incompatibility among intrinsic capabilities after post-training, and interference in long multi-step reasoning contexts. To address these, we identify two novel insights. First, self-regulation between pre- and post-training LVLMs leverages the intrinsic single-step capabilities of the pre-training model to mitigate capability deterioration and long-context interference. Second, probability-based prophetic sampling, replacing naive prompting, provides a probabilistic interface where the pre-training model acts as a prophet and the post-training model selectively accepts prophetic tokens under its output distribution, preserving coherent multi-step reasoning. Building on these insights, we introduce SeProD, a self-prophetic decoding framework that leverages intrinsic single-step capabilities to enable coherent multi-step reasoning in a training-free, plug-and-play manner. Experiments show that SeProD consistently improves multiple visual-search LVLMs across all 12 splits of 4 visual search benchmarks, as well as across general VQA benchmarks, without added computational overhead, thanks to its parallel prophetic acceptance mechanism.
Abstract:State space models (SSMs) have emerged as a powerful paradigm for efficient single-image super-resolution (SR) due to their linear complexity and long-range modeling capabilities. However, existing Mamba-based methods typically rely on data-agnostic rigid scanning, which reshapes 2D images into 1D sequences over a fixed grid, inevitably disrupting spatial-semantic topology and introducing artifacts. Inspired by the \textbf{Gestalt perceptual grouping theory}, we propose \textbf{SP-MoMamba}, a superpixel-driven mixture of state space experts designed for content-aware SR. Our core idea is to transform the traditional rigid scanning into a \textbf{semantic-level interaction} by treating superpixels as fundamental units. Specifically, we introduce the \textbf{Superpixel-driven State Space Model (SP-SSM)}, which compresses semantically homogeneous regions into high-order tokens to preserve global topological consistency. To address the conflict between fixed scanning scales and diverse semantic granularities, we develop the \textbf{Multi-Scale Superpixel Mixture of State Space Experts (MSS-MoE)}. This module utilizes a dynamic routing mechanism to adaptively assign scale-specific experts, effectively capturing multi-scale textures while reducing computational redundancy. Furthermore, to prevent the loss of high-frequency details during global abstraction, we introduce a \textbf{Local Spatial Modulation Expert (LSME)} to complement the global modeling, ensuring a precise reconstruction of sharp edges and fine structures. Extensive experiments on standard benchmarks demonstrate that SP-MoMamba achieves superior reconstruction fidelity and a more favorable efficiency-performance trade-off compared to state-of-the-art efficient SR methods.
Abstract:Video world models have achieved strong visual realism, but this does not ensure that their dynamics are truly governed by actions. In this work, we argue that action faithfulness should be understood through the compositional structure of actions, which in many embodied settings follows a group structure (e.g., SE(2) for navigation). Based on this insight, we formalize action-conditioned world modeling as realizing a group action on the state space, providing a principled criterion for evaluating dynamics beyond visual quality. To operationalize this framework, we propose a unified approach that enforces identity, inverse, and composition consistency via latent-space regularization with synthesized supervision, avoiding additional data collection. We further introduce two metrics: Group-Action Consistency (GAC) and Group-Action Robustness (GAR), to evaluate structural correctness and rollout stability. Extensive experimental results show that our method consistently improves both GAC and GAR in state-of-the-art video world models without degrading perceptual quality.
Abstract:Vision-language models (VLMs) have shown impressive capabilities in perceptual tasks, yet they degrade in complex multi-hop reasoning under multiplayer game settings with imperfect and deceptive information. In this paper, we study a representative multiplayer task, Murder Mystery Games, which require inferring hidden truths based on partial clues provided by roles with different intentions. To address this challenge, we propose a collaborative multi-agent framework for evaluating and synthesizing high-quality, role-driven multiplayer game scripts, enabling fine-grained interaction patterns tailored to character identities (i.e., murderer vs. innocent). Our system generates rich multimodal contexts, including character backstories, visual and textual clues, and multi-hop reasoning chains, through coordinated agent interactions. We design a two-stage agent-monitored training strategy to enhance the reasoning ability of VLMs: (1) chain-of-thought based fine-tuning on curated and synthetic datasets that model uncertainty and deception; (2) GRPO-based reinforcement learning with agent-monitored reward shaping, encouraging the model to develop character-specific reasoning behaviors and effective multimodal multi-hop inference. Extensive experiments demonstrate that our method significantly boosts the performance of VLMs in narrative reasoning, hidden fact extraction, and deception-resilient understanding. Our contributions offer a scalable solution for training and evaluating VLMs under uncertain, adversarial, and socially complex conditions, laying the groundwork for future benchmarks in multimodal multi-hop reasoning under imperfect information.
Abstract:In partial multi-label learning (PML), each instance is associated with a set of candidate labels containing both ground-truth and noisy labels. The presence of noisy labels disrupts the correspondence between features and labels, degrading classification performance. To address this challenge, we propose a novel PML method based on feature-label modal alignment (PML-MA), which treats features and labels as two complementary modalities and restores their consistency through systematic alignment. Specifically, PML-MA first employs low-rank orthogonal decomposition to generate pseudo-labels that approximate the true label distribution by filtering noisy labels. It then aligns features and pseudo-labels through both global projection into a common subspace and local preservation of neighborhood structures. Finally, a multi-peak class prototype learning mechanism leverages the multi-label nature where instances simultaneously belong to multiple categories, using pseudo-labels as soft membership weights to enhance discriminability. By integrating modal alignment with prototype-guided refinement, PML-MA ensures pseudo-labels better reflect the true distribution while maintaining robustness against label noise. Extensive experiments on both real-world and synthetic datasets demonstrate that PML-MA significantly outperforms state-of-the-art methods, achieving superior classification accuracy and noise robustness.
Abstract:3D indoor scene generation conditioned on short textual descriptions provides a promising avenue for interactive 3D environment construction without the need for labor-intensive layout specification. Despite recent progress in text-conditioned 3D scene generation, existing works suffer from poor physical plausibility and insufficient detail richness in such semantic condensation cases, largely due to their reliance on explicit semantic cues about compositional objects and their spatial relationships. This limitation highlights the need for enhanced 3D reasoning capabilities, particularly in terms of prior integration and spatial anchoring.Motivated by this, we propose SDesc3D, a short-text conditioned 3D indoor scene generation framework, that leverages multi-view structural priors and regional functionality implications to enable 3D layout reasoning under sparse textual guidance.Specifically, we introduce a Multi-view scene prior augmentation that enriches underspecified textual inputs with aggregated multi-view structural knowledge, shifting from inaccessible semantic relation cues to multi-view relational prior aggregation. Building on this, we design a Functionality-aware layout grounding, employing regional functionality grounding for implicit spatial anchors and conducting hierarchical layout reasoning to enhance scene organization and semantic plausibility.Furthermore, an Iterative reflection-rectification scheme is employed for progressive structural plausibility refinement via self-rectification.Extensive experiments show that our method outperforms existing approaches on short-text conditioned 3D indoor scene generation.Code will be publicly available.