Abstract:Humans develop an understanding of intuitive physics through active interaction with the world. This approach is in stark contrast to current video models, such as Sora, which rely on passive observation and therefore struggle with grasping physical causality. This observation leads to our central hypothesis: authentic physical intuition of the world model must be grounded in extensive, causally rich interactions with the real world. To test this hypothesis, we present WoW, a 14-billion-parameter generative world model trained on 2 million robot interaction trajectories. Our findings reveal that the model's understanding of physics is a probabilistic distribution of plausible outcomes, leading to stochastic instabilities and physical hallucinations. Furthermore, we demonstrate that this emergent capability can be actively constrained toward physical realism by SOPHIA, where vision-language model agents evaluate the DiT-generated output and guide its refinement by iteratively evolving the language instructions. In addition, a co-trained Inverse Dynamics Model translates these refined plans into executable robotic actions, thus closing the imagination-to-action loop. We establish WoWBench, a new benchmark focused on physical consistency and causal reasoning in video, where WoW achieves state-of-the-art performance in both human and autonomous evaluation, demonstrating strong ability in physical causality, collision dynamics, and object permanence. Our work provides systematic evidence that large-scale, real-world interaction is a cornerstone for developing physical intuition in AI. Models, data, and benchmarks will be open-sourced.
Abstract:Vision-centric Bird's Eye View (BEV) perception holds considerable promise for autonomous driving. Recent studies have prioritized efficiency or accuracy enhancements, yet the issue of domain shift has been overlooked, leading to substantial performance degradation upon transfer. We identify major domain gaps in real-world cross-domain scenarios and initiate the first effort to address the Domain Adaptation (DA) challenge in multi-view 3D object detection for BEV perception. Given the complexity of BEV perception approaches with their multiple components, domain shift accumulation across multi-geometric spaces (e.g., 2D, 3D Voxel, BEV) poses a significant challenge for BEV domain adaptation. In this paper, we introduce an innovative geometric-aware teacher-student framework, BEVUDA++, to diminish this issue, comprising a Reliable Depth Teacher (RDT) and a Geometric Consistent Student (GCS) model. Specifically, RDT effectively blends target LiDAR with dependable depth predictions to generate depth-aware information based on uncertainty estimation, enhancing the extraction of Voxel and BEV features that are essential for understanding the target domain. To collaboratively reduce the domain shift, GCS maps features from multiple spaces into a unified geometric embedding space, thereby narrowing the gap in data distribution between the two domains. Additionally, we introduce a novel Uncertainty-guided Exponential Moving Average (UEMA) to further reduce error accumulation due to domain shifts informed by previously obtained uncertainty guidance. To demonstrate the superiority of our proposed method, we execute comprehensive experiments in four cross-domain scenarios, securing state-of-the-art performance in BEV 3D object detection tasks, e.g., 12.9\% NDS and 9.5\% mAP enhancement on Day-Night adaptation.
Abstract:In recent years, online learning has attracted increasing attention due to its adaptive capability to process streaming and non-stationary data. To facilitate algorithm development and practical deployment in this area, we introduce Awesome-OL, an extensible Python toolkit tailored for online learning research. Awesome-OL integrates state-of-the-art algorithm, which provides a unified framework for reproducible comparisons, curated benchmark datasets, and multi-modal visualization. Built upon the scikit-multiflow open-source infrastructure, Awesome-OL emphasizes user-friendly interactions without compromising research flexibility or extensibility. The source code is publicly available at: https://github.com/liuzy0708/Awesome-OL.
Abstract:While diffusion-based methods have shown impressive capabilities in capturing diverse and complex hairstyles, their ability to generate consistent and high-quality multi-view outputs -- crucial for real-world applications such as digital humans and virtual avatars -- remains underexplored. In this paper, we propose Stable-Hair v2, a novel diffusion-based multi-view hair transfer framework. To the best of our knowledge, this is the first work to leverage multi-view diffusion models for robust, high-fidelity, and view-consistent hair transfer across multiple perspectives. We introduce a comprehensive multi-view training data generation pipeline comprising a diffusion-based Bald Converter, a data-augment inpainting model, and a face-finetuned multi-view diffusion model to generate high-quality triplet data, including bald images, reference hairstyles, and view-aligned source-bald pairs. Our multi-view hair transfer model integrates polar-azimuth embeddings for pose conditioning and temporal attention layers to ensure smooth transitions between views. To optimize this model, we design a novel multi-stage training strategy consisting of pose-controllable latent IdentityNet training, hair extractor training, and temporal attention training. Extensive experiments demonstrate that our method accurately transfers detailed and realistic hairstyles to source subjects while achieving seamless and consistent results across views, significantly outperforming existing methods and establishing a new benchmark in multi-view hair transfer. Code is publicly available at https://github.com/sunkymepro/StableHairV2.
Abstract:Recently, mobile manipulation has attracted increasing attention for enabling language-conditioned robotic control in household tasks. However, existing methods still face challenges in coordinating mobile base and manipulator, primarily due to two limitations. On the one hand, they fail to explicitly model the influence of the mobile base on manipulator control, which easily leads to error accumulation under high degrees of freedom. On the other hand, they treat the entire mobile manipulation process with the same visual observation modality (e.g., either all 2D or all 3D), overlooking the distinct multimodal perception requirements at different stages during mobile manipulation. To address this, we propose the Adaptive Coordination Diffusion Transformer (AC-DiT), which enhances mobile base and manipulator coordination for end-to-end mobile manipulation. First, since the motion of the mobile base directly influences the manipulator's actions, we introduce a mobility-to-body conditioning mechanism that guides the model to first extract base motion representations, which are then used as context prior for predicting whole-body actions. This enables whole-body control that accounts for the potential impact of the mobile base's motion. Second, to meet the perception requirements at different stages of mobile manipulation, we design a perception-aware multimodal conditioning strategy that dynamically adjusts the fusion weights between various 2D visual images and 3D point clouds, yielding visual features tailored to the current perceptual needs. This allows the model to, for example, adaptively rely more on 2D inputs when semantic information is crucial for action prediction, while placing greater emphasis on 3D geometric information when precise spatial understanding is required. We validate AC-DiT through extensive experiments on both simulated and real-world mobile manipulation tasks.
Abstract:Video generation models (VGMs) offer a promising pathway for unified world modeling in robotics by integrating simulation, prediction, and manipulation. However, their practical application remains limited due to (1) slowgeneration speed, which limits real-time interaction, and (2) poor consistency between imagined videos and executable actions. To address these challenges, we propose Manipulate in Dream (MinD), a hierarchical diffusion-based world model framework that employs a dual-system design for vision-language manipulation. MinD executes VGM at low frequencies to extract video prediction features, while leveraging a high-frequency diffusion policy for real-time interaction. This architecture enables low-latency, closed-loop control in manipulation with coherent visual guidance. To better coordinate the two systems, we introduce a video-action diffusion matching module (DiffMatcher), with a novel co-training strategy that uses separate schedulers for each diffusion model. Specifically, we introduce a diffusion-forcing mechanism to DiffMatcher that aligns their intermediate representations during training, helping the fast action model better understand video-based predictions. Beyond manipulation, MinD also functions as a world simulator, reliably predicting task success or failure in latent space before execution. Trustworthy analysis further shows that VGMs can preemptively evaluate task feasibility and mitigate risks. Extensive experiments across multiple benchmarks demonstrate that MinD achieves state-of-the-art manipulation (63%+) in RL-Bench, advancing the frontier of unified world modeling in robotics.
Abstract:We present Ring-lite, a Mixture-of-Experts (MoE)-based large language model optimized via reinforcement learning (RL) to achieve efficient and robust reasoning capabilities. Built upon the publicly available Ling-lite model, a 16.8 billion parameter model with 2.75 billion activated parameters, our approach matches the performance of state-of-the-art (SOTA) small-scale reasoning models on challenging benchmarks (e.g., AIME, LiveCodeBench, GPQA-Diamond) while activating only one-third of the parameters required by comparable models. To accomplish this, we introduce a joint training pipeline integrating distillation with RL, revealing undocumented challenges in MoE RL training. First, we identify optimization instability during RL training, and we propose Constrained Contextual Computation Policy Optimization(C3PO), a novel approach that enhances training stability and improves computational throughput via algorithm-system co-design methodology. Second, we empirically demonstrate that selecting distillation checkpoints based on entropy loss for RL training, rather than validation metrics, yields superior performance-efficiency trade-offs in subsequent RL training. Finally, we develop a two-stage training paradigm to harmonize multi-domain data integration, addressing domain conflicts that arise in training with mixed dataset. We will release the model, dataset, and code.
Abstract:The Unit Commitment (UC) problem is a classic challenge in the optimal scheduling of power systems. Years of research and practice have shown that formulating reasonable unit commitment plans can significantly improve the economic efficiency of power systems' operations. In recent years, with the introduction of technologies such as machine learning and the Lagrangian relaxation method, the solution methods for the UC problem have become increasingly diversified, but still face challenges in terms of accuracy and robustness. This paper proposes a Function Space Search (FunSearch) method based on large language models. This method combines pre-trained large language models and evaluators to creatively generate solutions through the program search and evolution process while ensuring their rationality. In simulation experiments, a case of unit commitment with \(10\) units is used mainly. Compared to the genetic algorithm, the results show that FunSearch performs better in terms of sampling time, evaluation time, and total operating cost of the system, demonstrating its great potential as an effective tool for solving the UC problem.
Abstract:Optical flow estimation is a crucial subfield of computer vision, serving as a foundation for video tasks. However, the real-world robustness is limited by animated synthetic datasets for training. This introduces domain gaps when applied to real-world applications and limits the benefits of scaling up datasets. To address these challenges, we propose \textbf{Flow-Anything}, a large-scale data generation framework designed to learn optical flow estimation from any single-view images in the real world. We employ two effective steps to make data scaling-up promising. First, we convert a single-view image into a 3D representation using advanced monocular depth estimation networks. This allows us to render optical flow and novel view images under a virtual camera. Second, we develop an Object-Independent Volume Rendering module and a Depth-Aware Inpainting module to model the dynamic objects in the 3D representation. These two steps allow us to generate realistic datasets for training from large-scale single-view images, namely \textbf{FA-Flow Dataset}. For the first time, we demonstrate the benefits of generating optical flow training data from large-scale real-world images, outperforming the most advanced unsupervised methods and supervised methods on synthetic datasets. Moreover, our models serve as a foundation model and enhance the performance of various downstream video tasks.
Abstract:Learning to control high-speed objects in the real world remains a challenging frontier in robotics. Table tennis serves as an ideal testbed for this problem, demanding both rapid interception of fast-moving balls and precise adjustment of their trajectories. This task presents two fundamental challenges: it requires a high-precision vision system capable of accurately predicting ball trajectories, and it necessitates intelligent strategic planning to ensure precise ball placement to target regions. The dynamic nature of table tennis, coupled with its real-time response requirements, makes it particularly well-suited for advancing robotic control capabilities in fast-paced, precision-critical domains. In this paper, we present SpikePingpong, a novel system that integrates spike-based vision with imitation learning for high-precision robotic table tennis. Our approach introduces two key attempts that directly address the aforementioned challenges: SONIC, a spike camera-based module that achieves millimeter-level precision in ball-racket contact prediction by compensating for real-world uncertainties such as air resistance and friction; and IMPACT, a strategic planning module that enables accurate ball placement to targeted table regions. The system harnesses a 20 kHz spike camera for high-temporal resolution ball tracking, combined with efficient neural network models for real-time trajectory correction and stroke planning. Experimental results demonstrate that SpikePingpong achieves a remarkable 91% success rate for 30 cm accuracy target area and 71% in the more challenging 20 cm accuracy task, surpassing previous state-of-the-art approaches by 38% and 37% respectively. These significant performance improvements enable the robust implementation of sophisticated tactical gameplay strategies, providing a new research perspective for robotic control in high-speed dynamic tasks.