Abstract:Earth observation satellite imaging scheduling is a challenging NP-hard combinatorial optimisation problem central to space mission operations. While next-generation agile Earth observation satellites (EOS) increase operational flexibility, they also significantly raise scheduling complexity. The lack of a unified, open-source benchmark makes it difficult to compare algorithms across studies. This paper introduces EOS-Bench, a comprehensive framework for systematic and reproducible evaluation of scheduling methods. By integrating high-fidelity orbital dynamics and platform constraints, EOS-Bench generates 1,390 scenarios and 13,900 benchmark instances, spanning from small-scale validation cases to large coordination problems with up to 1,000 satellites and 10,000 requests. We further propose a scenario characterisation scheme to quantify structural difficulty based on factors such as opportunity density, task flexibility, conflict intensity, and satellite congestion. A multidimensional evaluation protocol is introduced, assessing performance across five metrics: task profit, completion rate, workload balance, timeliness, and runtime. The framework is evaluated using mixed-integer programming, heuristics, meta-heuristics, and deep reinforcement learning across both agile and non-agile settings. Results show that EOS-Bench effectively distinguishes solver performance across scales and conditions, revealing trade-offs between solution quality and computational efficiency, and providing deeper insight into scenario complexity. EOS-Bench offers a unified and extensible open testbed for advancing research in Earth observation satellite scheduling. The code and data are available at https://github.com/Ethan19YQ/EOS-Bench.
Abstract:Reinforcement learning (RL) post-training has proven effective at unlocking reasoning, self-reflection, and tool-use capabilities in large language models. As models extend to omni-modal inputs and agentic multi-turn workflows, RL training systems face three interdependent challenges: heterogeneous data flows, operational robustness at scale, and the staleness -- throughput tradeoff. We present \textbf{Relax} (Reinforcement Engine Leveraging Agentic X-modality), an open-source RL training engine that addresses these challenges through three co-designed architectural layers. First, an \emph{omni-native architecture} builds multimodal support into the full stack -- from data preprocessing and modality-aware parallelism to inference generation -- rather than retrofitting it onto a text-centric pipeline. Second, each RL role runs as an independent, fault-isolated service that can be scaled, recovered, and upgraded without global coordination. Third, service-level decoupling enables asynchronous training via the TransferQueue data bus, where a single staleness parameter smoothly interpolates among on-policy, near-on-policy, and fully asynchronous execution. Relax achieves a 1.20$\times$ end-to-end speedup over veRL on Qwen3-4B on-policy training. Its fully async mode delivers a 1.76$\times$ speedup over colocate on Qwen3-4B and a 2.00$\times$ speedup on Qwen3-Omni-30B, while all modes converge to the same reward level. Relax supports R3 (Rollout Routing Replay)~\cite{ma2025r3} for MoE models with only 1.9\% overhead, compared to 32\% degradation in veRL under the same configuration. It further demonstrates stable omni-modal RL convergence on Qwen3-Omni across image, text, and audio, sustaining over 2{,}000 steps on video without degradation. Relax is available at https://github.com/rednote-ai/Relax.
Abstract:With the advancement of interactive video generation, diffusion models have increasingly demonstrated their potential as world models. However, existing approaches still struggle to simultaneously achieve memory-enabled long-term temporal consistency and high-resolution real-time generation, limiting their applicability in real-world scenarios. To address this, we present Matrix-Game 3.0, a memory-augmented interactive world model designed for 720p real-time longform video generation. Building upon Matrix-Game 2.0, we introduce systematic improvements across data, model, and inference. First, we develop an upgraded industrial-scale infinite data engine that integrates Unreal Engine-based synthetic data, large-scale automated collection from AAA games, and real-world video augmentation to produce high-quality Video-Pose-Action-Prompt quadruplet data at scale. Second, we propose a training framework for long-horizon consistency: by modeling prediction residuals and re-injecting imperfect generated frames during training, the base model learns self-correction; meanwhile, camera-aware memory retrieval and injection enable the base model to achieve long horizon spatiotemporal consistency. Third, we design a multi-segment autoregressive distillation strategy based on Distribution Matching Distillation (DMD), combined with model quantization and VAE decoder pruning, to achieve efficient real-time inference. Experimental results show that Matrix-Game 3.0 achieves up to 40 FPS real-time generation at 720p resolution with a 5B model, while maintaining stable memory consistency over minute-long sequences. Scaling up to a 2x14B model further improves generation quality, dynamics, and generalization. Our approach provides a practical pathway toward industrial-scale deployable world models.
Abstract:In this paper, we introduce MegaStyle, a novel and scalable data curation pipeline that constructs an intra-style consistent, inter-style diverse and high-quality style dataset. We achieve this by leveraging the consistent text-to-image style mapping capability of current large generative models, which can generate images in the same style from a given style description. Building on this foundation, we curate a diverse and balanced prompt gallery with 170K style prompts and 400K content prompts, and generate a large-scale style dataset MegaStyle-1.4M via content-style prompt combinations. With MegaStyle-1.4M, we propose style-supervised contrastive learning to fine-tune a style encoder MegaStyle-Encoder for extracting expressive, style-specific representations, and we also train a FLUX-based style transfer model MegaStyle-FLUX. Extensive experiments demonstrate the importance of maintaining intra-style consistency, inter-style diversity and high-quality for style dataset, as well as the effectiveness of the proposed MegaStyle-1.4M. Moreover, when trained on MegaStyle-1.4M, MegaStyle-Encoder and MegaStyle-FLUX provide reliable style similarity measurement and generalizable style transfer, making a significant contribution to the style transfer community. More results are available at our project website https://jeoyal.github.io/MegaStyle/.
Abstract:Multi-modal fusion is of great significance in neuroscience which integrates information from different modalities and can achieve better performance than uni-modal methods in downstream tasks. Current multi-modal fusion methods in brain networks, which mainly focus on structural connectivity (SC) and functional connectivity (FC) modalities, are static in nature. They feed different samples into the same model with identical computation, ignoring inherent difference between input samples. This lack of sample adaptation hinders model's further performance. To this end, we innovatively propose a multi-stage dynamic fusion strategy (M3D-BFS) for sample-adaptive multi-modal brain network analysis. Unlike other static fusion methods, we design different mixture-of-experts (MoEs) for uni- and multi-modal representations where modules can adaptively change as input sample changes during inference. To alleviate issue of MoE where training of experts may be collapsed, we divide our method into 3 stages. We first train uni-modal encoders respectively, then pretrain single experts of MoEs before finally finetuning the whole model. A multi-modal disentanglement loss is designed to enhance the final representations. To the best of our knowledge, this is the first work for dynamic fusion for multi-modal brain network analysis. Extensive experiments on different real-world datasets demonstrates the superiority of M3D-BFS.
Abstract:Graph Neural Networks (GNNs) have been widely used in diverse brain network analysis tasks based on preprocessed functional magnetic resonance imaging (fMRI) data. However, their performances are constrained due to high feature sparsity and inherent limitations of domain knowledge within uni-modal neurographs. Meanwhile, large language models (LLMs) have demonstrated powerful representation capabilities. Combining LLMs with GNNs presents a promising direction for brain network analysis. While LLMs and MLLMs have emerged in neuroscience, integration of LLMs with graph-based data remains unexplored. In this work, we deal with these issues by incorporating LLM's powerful representation and generalization capabilities. Considering great cost for directly tuning LLMs, we instead function LLM as enhancer to boost GNN's performance on downstream tasks. Our method, namely BLEG, can be divided into three stages. We firstly prompt LLM to get augmented texts for fMRI graph data, then we design a LLM-LM instruction tuning method to get enhanced textual representations at a relatively lower cost. GNN is trained together for coarsened alignment. Finally we finetune an adapter after GNN for given downstream tasks. Alignment loss between LM and GNN logits is designed to further enhance GNN's representation. Extensive experiments on different datasets confirmed BLEG's superiority.
Abstract:Controlling robots with strongly nonlinear, high-dimensional dynamics remains challenging, as direct nonlinear optimization with safety constraints is often intractable in real time. The Koopman operator offers a way to represent nonlinear systems linearly in a lifted space, enabling the use of efficient linear control. We propose a data-driven framework that learns a Koopman embedding and operator from data, and integrates the resulting linear model with the Safe Set Algorithm (SSA). This allows the tracking and safety constraints to be solved in a single quadratic program (QP), ensuring feasibility and optimality without a separate safety filter. We validate the method on a Kinova Gen3 manipulator and a Go2 quadruped, showing accurate tracking and obstacle avoidance.
Abstract:In this paper, we propose \textbf{CharacterShot}, a controllable and consistent 4D character animation framework that enables any individual designer to create dynamic 3D characters (i.e., 4D character animation) from a single reference character image and a 2D pose sequence. We begin by pretraining a powerful 2D character animation model based on a cutting-edge DiT-based image-to-video model, which allows for any 2D pose sequnce as controllable signal. We then lift the animation model from 2D to 3D through introducing dual-attention module together with camera prior to generate multi-view videos with spatial-temporal and spatial-view consistency. Finally, we employ a novel neighbor-constrained 4D gaussian splatting optimization on these multi-view videos, resulting in continuous and stable 4D character representations. Moreover, to improve character-centric performance, we construct a large-scale dataset Character4D, containing 13,115 unique characters with diverse appearances and motions, rendered from multiple viewpoints. Extensive experiments on our newly constructed benchmark, CharacterBench, demonstrate that our approach outperforms current state-of-the-art methods. Code, models, and datasets will be publicly available at https://github.com/Jeoyal/CharacterShot.
Abstract:Graph Neural Networks (GNN) endure catastrophic forgetting, undermining their capacity to preserve previously acquired knowledge amid the assimilation of novel information. Rehearsal-based techniques revisit historical examples, adopted as a principal strategy to alleviate this phenomenon. However, memory explosion and privacy infringements impose significant constraints on their utility. Non-Exemplar methods circumvent the prior issues through Prototype Replay (PR), yet feature drift presents new challenges. In this paper, our empirical findings reveal that Prototype Contrastive Learning (PCL) exhibits less pronounced drift than conventional PR. Drawing upon PCL, we propose Instance-Prototype Affinity Learning (IPAL), a novel paradigm for Non-Exemplar Continual Graph Learning (NECGL). Exploiting graph structural information, we formulate Topology-Integrated Gaussian Prototypes (TIGP), guiding feature distributions towards high-impact nodes to augment the model's capacity for assimilating new knowledge. Instance-Prototype Affinity Distillation (IPAD) safeguards task memory by regularizing discontinuities in class relationships. Moreover, we embed a Decision Boundary Perception (DBP) mechanism within PCL, fostering greater inter-class discriminability. Evaluations on four node classification benchmark datasets demonstrate that our method outperforms existing state-of-the-art methods, achieving a better trade-off between plasticity and stability.
Abstract:Deep online cross-modal hashing has gained much attention from researchers recently, as its promising applications with low storage requirement, fast retrieval efficiency and cross modality adaptive, etc. However, there still exists some technical hurdles that hinder its applications, e.g., 1) how to extract the coexistent semantic relevance of cross-modal data, 2) how to achieve competitive performance when handling the real time data streams, 3) how to transfer the knowledge learned from offline to online training in a lightweight manner. To address these problems, this paper proposes a lightweight contrastive distilled hashing (LCDH) for cross-modal retrieval, by innovatively bridging the offline and online cross-modal hashing by similarity matrix approximation in a knowledge distillation framework. Specifically, in the teacher network, LCDH first extracts the cross-modal features by the contrastive language-image pre-training (CLIP), which are further fed into an attention module for representation enhancement after feature fusion. Then, the output of the attention module is fed into a FC layer to obtain hash codes for aligning the sizes of similarity matrices for online and offline training. In the student network, LCDH extracts the visual and textual features by lightweight models, and then the features are fed into a FC layer to generate binary codes. Finally, by approximating the similarity matrices, the performance of online hashing in the lightweight student network can be enhanced by the supervision of coexistent semantic relevance that is distilled from the teacher network. Experimental results on three widely used datasets demonstrate that LCDH outperforms some state-of-the-art methods.