School of Electronic Science and Engineering, Nanjing University
Abstract:Interactive world models for first-person shooter (FPS) games must resolve high-frequency overlapping control signals at every frame without disrupting unaffected regions. Existing methods inject actions globally and train on single titles, failing under dense FPS inputs. We observe that FPS actions are spatially selective: discrete events such as firing or reloading affect only a localized region around the weapon (the scope), while continuous camera and movement signals govern stable surroundings. We propose SCOPE, which inserts a conditioning module into each transformer block of a pretrained video diffusion model. It reshapes features into per-pixel temporal sequences so that each position computes its action response from local visual content. This separates in-scope effects from out-of-scope generation without segmentation labels. We also introduce CrossFPS, the first multi-game FPS dataset with frame-aligned action telemetry. It comprises 69K clips from 7 titles with 10-DoF controller signals, curated to remove gameplay bias. The model learns general visual-to-action mappings rather than game-specific patterns, enabling zero-shot transfer to unseen scenes. Experiments confirm strong action responsiveness, precise scope separation, and effective cross-game generalization.
Abstract:Autoregressive long video generation often adopts bounded-memory streaming for efficiency, typically combining local windows for short-term continuity with static early-frame sinks as long-range anchors. However, this fixed allocation keeps early frames cached even when the current visual state has substantially diverged from them, while discarding potentially more relevant intermediate history. As a result, the retained long-range context may become less adaptive and bias generation toward outdated cues; in severe cases, RoPE-induced phase re-alignment can homogenize inter-head attention and cause sink collapse, where content regresses toward sink frames. We propose DySink, a retrieval-based framework that maintains a compact memory bank and selects visually relevant historical frames as dynamic frame sinks. DySink couples adaptive retrieval with a sink anomaly gate, which detects excessive inter-head consensus over retrieved context and suppresses collapse-prone context. Experiments on minute-long videos show that DySink consistently improves dynamic degree over strong baselines while also achieving higher temporal quality. The code and model weights will be released at https://github.com/yebo0216best/DySink.
Abstract:Text-to-motion generation, which translates textual descriptions into human motions, faces the challenge that users often struggle to precisely convey their intended motions through text alone. To address this issue, this paper introduces DrawMotion, an efficient diffusion-based framework designed for multi-condition scenarios. DrawMotion generates motions based on both a conventional text condition and a novel hand-drawing condition, which provide semantic and spatial control over the generated motions, respectively. Specifically, we tackle the fine-grained motion generation task from three perspectives: 1) freehand drawing condition. To accurately capture users' intended motions without requiring tedious textual input, we develop an algorithm to automatically generate hand-drawn stickman sketches across different dataset formats; 2) multi-condition fusion. We propose a Multi-Condition Module (MCM) that is integrated into the diffusion process, enabling the model to exploit all possible condition combinations while reducing computational complexity compared to conventional approaches; and 3) training-free guidance. Notably, the MCM in DrawMotion ensures that its intermediate features lie in a continuous space, allowing classifier-guidance gradients to update the features and thereby aligning the generated motions with user intentions while preserving fidelity. Quantitative experiments and user studies demonstrate that the freehand drawing approach reduces user time by approximately 46.7% when generating motions aligned with their imagination. The code, demos, and relevant data are publicly available at https://github.com/InvertedForest/DrawMotion.
Abstract:Modern interactive video world models have achieved impressive visual fidelity, yet lack fine-grained multi-entity control and cross-entity, cross-world generalization. We trace this gap to the action interface: standard control protocols (e.g. animation IDs, device inputs, scene-level captions) bind action semantics to specific entities or engines at design time. We propose natural language as the interface to unlock expressiveness that no prior interface can achieve, and we present Incantation, the first interactive video world model with per-latent-frame (0.25 s) natural-language conditioning that supports simultaneous multi-entity control and concept-level cross-entity transfer beyond any fixed rendering pipeline. We pair a pretrained bidirectional video backbone with frame-local text cross-attention, and enable real-time long-horizon streaming through ODE-initialized Self-Forcing distillation with a RoPE-decoupled sliding KV-cache. We surpass the Action-Index baseline on cross-entity transfer (89% vs. 43%) and out-of-vocabulary prompts (90% vs. 0%), and our 2-step student sustains 19.7 FPS at 480p with stable FVD over 2-hour rollouts. We further apply the same architecture and training recipe to The King of Fighters, changing only the per-entity action vocabulary slots. We have released a preview subset of the Incantation dataset at https://huggingface.co/datasets/zhush/incantation-elden-ring-scenes, containing manually collected Elden Ring player-boss combat clips with structured action-oriented metadata. Larger-scale Elden Ring and KOF data will be released with the full project.
Abstract:Director-style prompting, robotic action prediction, and interactive video agents demand temporal grounding over concurrent events -- a regime in which 68% of general clips and over 99% of robotics/gameplay clips contain overlapping events, yet existing multi-event generators rest on a single-active-prompt assumption. However, modern video generators, such as Diffusion Transformers (DiT), represent time as discrete points through point-wise positional encodings. This formulation creates a fundamental dimension mismatch: temporally extended intervals and overlapping events are mathematically unrepresentable to the attention mechanism. In this paper, we propose Time Interval Encoding (TIE), a principled, plug-and-play interval-aware generalization of rotary embeddings that elevates time intervals to first-class primitives inside DiT cross-attention. Rather than introducing another heuristic interval embedding, we show that, within RoPE-compatible bilinear attention, TIE is characterized by two basic principles: Temporal Integrability, which requires an event to aggregate positional evidence over its full duration, and Duration Invariance, which removes the trivial bias toward longer intervals. Under a uniform kernel, this characterization yields an efficient closed-form sinc-based solution that preserves the standard attention interface and naturally attenuates boundary noise through interval integration. Empirically, TIE preserves the visual quality of the base DiT model while substantially improving temporal controllability. In our experiments on the OmniEvents dataset, it improves human-verified Temporal Constraint Satisfaction Rate from 77.34% to 96.03% and reduces temporal boundary error from 0.261s to 0.073s, while also improving trajectory-level temporal alignment metrics. The code and dataset are available at https://github.com/MatrixTeam-AI/TIE.
Abstract:Red teaming is critical for uncovering vulnerabilities in Large Language Models (LLMs). While automated methods have improved scalability, existing approaches often rely on static heuristics or stochastic search, rendering them brittle against advanced safety alignment. To address this, we introduce Metis, a framework that reformulates jailbreaking as inference-time policy optimization within an adversarial Partially Observable Markov Decision Process (POMDP). Metis employs a self-evolving metacognitive loop to perform causal diagnosis of a target's defense logic and leverages structured feedback as a semantic gradient to refine its policy, offering enhanced interpretability through transparent reasoning traces. Extensive evaluations across 10 diverse models demonstrate that Metis achieves the strongest average Attack Success Rate (ASR) among compared methods at 89.2%, maintaining high efficacy on resilient frontier models (e.g., 76.0% on O1 and 78.0% on GPT-5-chat) where traditional baselines exhibit substantial performance degradation. By replacing redundant exploration with directed optimization, Metis reduces token costs by an average of 8.2x and up to 11.4x. Our analysis reveals that current defenses remain vulnerable to internally-steered, closed-loop reasoning trajectories under the tested settings, highlighting a critical need for next-generation defenses capable of reasoning about safety dynamically during inference.
Abstract:In this paper, we present X-Voice, a 0.4B multilingual zero-shot voice cloning model that clones arbitrary voices and enables everyone to speak 30 languages. X-Voice is trained on a 420K-hour multilingual corpus using the International Phonetic Alphabet (IPA) as a unified representation. To eliminate the reliance on prompt text without complex preprocessing like forced alignment, we design a two-stage training paradigm. In Stage 1, we establish X-Voice$_{\text{s1}}$ through standard conditional flow-matching training and use it to synthesize 10K hours of speaker-consistent segments as audio prompts. In Stage 2, we fine-tune on these audio pairs with prompt text masked to derive X-Voice$_{\text{s2}}$, which enables zero-shot voice cloning without requiring transcripts of audio prompts. Architecturally, we extend F5-TTS by implementing a dual-level injection of language identifiers and decoupling and scheduling of Classifier-Free Guidance to facilitate multilingual speech synthesis. Subjective and objective evaluation results demonstrate that X-Voice outperforms existing flow-matching based multilingual systems like LEMAS-TTS and achieves zero-shot cross-lingual cloning capabilities comparable to billion-scale models such as Qwen3-TTS. To facilitate research transparency and community advancement, we open-source all related resources.
Abstract:Piecewise affine neural networks (PANNs) provide a principled geometric perspective on neural network expressivity by characterizing the input--output map as a continuous piecewise affine (CPA) function whose complexity is governed by the number, arrangement, and shapes of its affine regions. However, existing interpretability and expressivity analyses often rely on indirect proxies (e.g., activation statistics or theoretical upper bounds) and rarely offer practical, accurate tools for enumerating and visualizing the induced region partition under realistic architectures and bounded input domains. In this work, we present AffineLens, a unified framework for computing the hyperplane arrangements and polyhedral structures underlying PANNs. Given a calibrated (bounded) input polytope, AffineLens identifies the subset of neuron-induced hyperplanes that intersect the domain, enumerates the resulting affine sub-regions in a layer-wise manner, and returns provably non-empty maximal CPA regions together with interior representatives. The framework further provides visualizations of region partitioning and decision boundaries, enabling qualitative inspection alongside quantitative region counts. By exploiting the affine restriction property of CPA networks under fixed activation patterns, AffineLens supports a broad class of modern components, including batch normalization, pooling, residual connections, multilayer perceptrons, and convolutional layers. Finally, we use AffineLens to perform a systematic empirical study of architectural expressivity, comparing networks through region complexity metrics and revealing how design choices influence the geometry of learned functions.
Abstract:Knowledge workers face increasing challenges in synthesizing information from multiple documents into structured conceptual understanding. This process is inherently iterative: users explore content, identify relationships between concepts, and continuously reorganize their mental models. However, current approaches offer limited support. LLM-based systems let users query information but not shape how knowledge is organized; manual tools like mind maps support structure creation but lack intelligent assistance. This leaves an open opportunity: supporting collaborative construction where users and AI jointly develop an evolving knowledge representation. We present MindTrellis, an interactive visual system where users and AI collaboratively build a dynamic knowledge graph. Users can query the graph to retrieve document-grounded information, and contribute by introducing new concepts, modifying relationships, and reorganizing the hierarchy to reflect their developing understanding. In a user study where 12 participants created slide decks, MindTrellis outperformed retrieval-only baselines in knowledge organization and cognitive load, as measured by expert ratings of content coverage and structural quality.
Abstract:LLMs have shown strong potential to advance scientific discovery. Whether they possess the capacity for foundational innovation, however, remains an open question. In this work, we focus on a prerequisite for foundational innovation: can LLMs reinvent foundational algorithms in computer science? Our \textit{Unlearn-and-Reinvent} pipeline applies LLM unlearning to remove a specific foundational algorithm, such as Dijkstra's or Euclid's algorithm, from an LLM's pretrained knowledge, and then tests whether the model can reinvent it in a controlled environment. To enable effective unlearning, we adopt a GRPO-based, on-policy unlearning method. Across 10 target algorithms, 3 strong open-weight models, and 3 hint levels, our experiments demonstrate that (1) the strongest model Qwen3-4B-Thinking-2507 successfully reinvents 50% of the algorithms with no hint, 70% at hint level 1, and 90% at hint level 2; (2) a few high-level hints can enhance the reinvention success rate, but even step-by-step hints fail for those complicated algorithms; and (3) test-time reinforcement learning enables successful reinvention for the Strassen algorithm at hint level 2. Through analyses of output trajectories and ablation studies, we find that generative verifier in the reinvention phase plays a critical role in sustaining models' reasoning strength, helping to avoid the ``thought collapse'' phenomenon. These findings offer insights into both the potential and current limits of LLMs' innovative thinking.