Abstract:We present ABot-World-0, an action-conditioned video world model for real-time, long-horizon closed-loop interaction, supported by a multi-source data infrastructure spanning AAA games, simulation engines, and internet videos to learn controllable world dynamics. WorldExplorer performs agent-driven collection guided by training feedback, while a unified pipeline applies 14 deterministic quality checks, VLM-based assessment, and synchronized action and text annotation. We progressively distill a bidirectional action-conditioned teacher into a causal student through teacher forcing and ODE distillation, and introduce LongForcing to align long student self-rollouts with an extended-horizon teacher, mitigating accumulated distribution shift and autoregressive drift. Raw keyboard actions provide a unified control interface for scene roaming and third-person character interaction, while reference-character memory provides persistent appearance cues for identity consistency during third-person rollouts. For deployment, we co-design a streaming inference stack with a lightweight VAE decoder, efficient attention, memory-aware scheduling, and low-bit DiT inference. Across optimized low-bit configurations, ABot-World-0 streams 720P video at up to 16 FPS on a single NVIDIA RTX 5090 desktop GPU, with 1.2s action-to-first-frame latency and approximately 19GiB peak VRAM. Experiments on WorldRoamBench and extended interactive rollouts demonstrate competitive controllability and coherent long-horizon world evolution.
Abstract:Despite rapid progress in interactive world models (IWMs), existing benchmarks evaluate action following only at trajectory level and ignore memory and interaction physics. We introduce WorldOdysseyBench, an open-world benchmark for long-horizon stability across four dimensions, each with tailored innovations: (i) Action: per-frame action metric bypassing cross-model semantic scale disparity and exposing failures hidden by trajectory; (ii) Vision: segment-based drift metric capturing non-monotonic mid-sequence collapse missed by start-vs-end comparisons; (iii) Physics: controllability-gated evaluation over mechanics, optics, and 3D consistency, scoring plausibility under faithful action execution; (iv) Memory: action-decoupled protocol evaluating scene memory via transition-localized 3D point-cloud reconstruction and subject memory via tracking-plus-VLM reasoning. The benchmark comprises 600+ test cases across Nature, Urban, and Indoor scenes in first/third-person views with WASD 10-60s continuous interaction. Evaluating 10+ open/closed-source models reveals none reliably satisfies all dimensions; even the best achieves only moderate scores. Advances on WorldOdysseyBench are steps toward IWMs that are stable, physically grounded, memory-faithful, and deployable in real-world applications.
Abstract:Despite rapid progress in interactive world models (IWMs), existing benchmarks evaluate action following only at trajectory level and ignore memory and interaction physics. We introduce WorldRoamBench, an open-world benchmark for long-horizon stability across four dimensions, each with tailored innovations: (i) Action: per-frame action metric bypassing cross-model semantic scale disparity and exposing failures hidden by trajectory; (ii) Vision: segment-based drift metric capturing non-monotonic mid-sequence collapse missed by start-vs-end comparisons; (iii) Physics: controllability-gated evaluation over mechanics, optics, and 3D consistency, scoring plausibility under faithful action execution; (iv) Memory: action-decoupled protocol evaluating scene memory via transition-localized 3D point-cloud reconstruction and subject memory via tracking-plus-VLM reasoning. The benchmark comprises 600+ test cases across Nature, Urban, and Indoor scenes in first/third-person views with WASD 10-60s continuous interaction. Evaluating 10+ open/closed-source models reveals none reliably satisfies all dimensions; even the best achieves only moderate scores. Advances on WorldRoamBench are steps toward IWMs that are stable, physically grounded, memory-faithful, and deployable in real-world applications.
Abstract:Diffusion models have shown promise in drag-style editing. Previous works mainly focus on point-based drag, which is inherently ambiguous. This paper focuses on region-based drag and introduces a novel In-Context Region-based Drag (ICRDrag) method. Under the in-context learning framework, ICRDrag consumes a source image, a source region mask, and a target region mask, producing the target dragged image. Built upon the basic in-context learning model, we introduce two novel attention regularization: 1) image-mask attention consistency to ensure that a target region attends to similar source regions for image and mask modalities; 2) source-target attention correspondence to ensure the mutual correspondence between source and target regions. To facilitate region-based drag, we also construct Paired Region Dataset (PRD), a large-scale dataset with paired masks and images. Extensive experiments show that ICRDrag significantly outperforms existing methods in both quantitative metrics and user studies, achieving superior editing accuracy and visual fidelity. The dataset, code, and model are available at https://github.com/bcmi/ICRDrag-Region-Drag-Editing.
Abstract:To achieve pixel-level image manipulation, drag-style image editing which edits images using points or trajectories as conditions is attracting widespread attention. Most previous methods follow move-and-track framework, in which miss tracking and ambiguous tracking are unavoidable challenging issues. Other methods under different frameworks suffer from various problems like the huge gap between source image and target edited image as well as unreasonable intermediate point which can lead to low editability. To avoid these problems, we propose DynaDrag, the first dragging method under predict-and-move framework. In DynaDrag, Motion Prediction and Motion Supervision are performed iteratively. In each iteration, Motion Prediction first predicts where the handle points should move, and then Motion Supervision drags them accordingly. We also propose to dynamically adjust the valid handle points to further improve the performance. Experiments on face and human datasets showcase the superiority over previous works.
Abstract:Foreground object search (FOS) aims to find compatible foreground objects for a given background image, producing realistic composite image. We observe that competitive retrieval performance could be achieved by using a discriminator to predict the compatibility of composite image, but this approach has unaffordable time cost. To this end, we propose a novel FOS method via distilling composite feature (DiscoFOS). Specifically, the abovementioned discriminator serves as teacher network. The student network employs two encoders to extract foreground feature and background feature. Their interaction output is enforced to match the composite image feature from the teacher network. Additionally, previous works did not release their datasets, so we contribute two datasets for FOS task: S-FOSD dataset with synthetic composite images and R-FOSD dataset with real composite images. Extensive experiments on our two datasets demonstrate the superiority of the proposed method over previous approaches. The dataset and code are available at https://github.com/bcmi/Foreground-Object-Search-Dataset-FOSD.