Abstract:Cutscenes are carefully choreographed cinematic sequences embedded in video games and interactive media, serving as the primary vehicle for narrative delivery, character development, and emotional engagement. Producing cutscenes is inherently complex: it demands seamless coordination across screenwriting, cinematography, character animation, voice acting, and technical direction, often requiring days to weeks of collaborative effort from multidisciplinary teams to produce minutes of polished content. In this work, we present Cutscene Agent, an LLM agent framework for automated end-to-end cutscene generation. The framework makes three contributions: (1)~a Cutscene Toolkit built on the Model Context Protocol (MCP) that establishes \emph{bidirectional} integration between LLM agents and the game engine -- agents not only invoke engine operations but continuously observe real-time scene state, enabling closed-loop generation of editable engine-native cinematic assets; (2)~a multi-agent system where a director agent orchestrates specialist subagents for animation, cinematography, and sound design, augmented by a visual reasoning feedback loop for perception-driven refinement; and (3)~CutsceneBench, a hierarchical evaluation benchmark for cutscene generation. Unlike typical tool-use benchmarks that evaluate short, isolated function calls, cutscene generation requires long-horizon, multi-step orchestration of dozens of interdependent tool invocations with strict ordering constraints -- a capability dimension that existing benchmarks do not cover. We evaluate a range of LLMs on CutsceneBench and analyze their performance across this challenging task.




Abstract:Trajectory prediction for multi-agent interaction scenarios is a crucial challenge. Most advanced methods model agent interactions by efficiently factorized attention based on the temporal and agent axes. However, this static and foward modeling lacks explicit interactive spatio-temporal coordination, capturing only obvious and immediate behavioral intentions. Alternatively, the modern trajectory prediction framework refines the successive predictions by a fixed-anchor selection strategy, which is difficult to adapt in different future environments. It is acknowledged that human drivers dynamically adjust initial driving decisions based on further assumptions about the intentions of surrounding vehicles. Motivated by human driving behaviors, this paper proposes ILNet, a multi-agent trajectory prediction method with Inverse Learning (IL) attention and Dynamic Anchor Selection (DAS) module. IL Attention employs an inverse learning paradigm to model interactions at neighboring moments, introducing proposed intentions to dynamically encode the spatio-temporal coordination of interactions, thereby enhancing the model's ability to capture complex interaction patterns. Then, the learnable DAS module is proposed to extract multiple trajectory change keypoints as anchors in parallel with almost no increase in parameters. Experimental results show that the ILNet achieves state-of-the-art performance on the INTERACTION and Argoverse motion forecasting datasets. Particularly, in challenged interaction scenarios, ILNet achieves higher accuracy and more multimodal distributions of trajectories over fewer parameters. Our codes are available at https://github.com/mjZeng11/ILNet.