Abstract:In recent years, open-source efforts like Senorita-2M have propelled video editing toward natural language instruction. However, current publicly available datasets predominantly focus on local editing or style transfer, which largely preserve the original scene structure and are easier to scale. In contrast, Background Replacement, a task central to creative applications such as film production and advertising, requires synthesizing entirely new, temporally consistent scenes while maintaining accurate foreground-background interactions, making large-scale data generation significantly more challenging. Consequently, this complex task remains largely underexplored due to a scarcity of high-quality training data. This gap is evident in poorly performing state-of-the-art models, e.g., Kiwi-Edit, because the primary open-source dataset that contains this task, i.e., OpenVE-3M, frequently produces static, unnatural backgrounds. In this paper, we trace this quality degradation to a lack of precise background guidance during data synthesis. Accordingly, we design a scalable pipeline that generates foreground and background guidance in a decoupled manner with strict quality filtering. Building on this pipeline, we introduce Sparkle, a dataset of ~140K video pairs spanning five common background-change themes, alongside Sparkle-Bench, the largest evaluation benchmark tailored for background replacement to date. Experiments demonstrate that our dataset and the model trained on it achieve substantially better performance than all existing baselines on both OpenVE-Bench and Sparkle-Bench. Our proposed dataset, benchmark, and model are fully open-sourced at https://showlab.github.io/Sparkle/.
Abstract:As AI systems move from generating text to accomplishing goals through sustained interaction, the ability to model environment dynamics becomes a central bottleneck. Agents that manipulate objects, navigate software, coordinate with others, or design experiments require predictive environment models, yet the term world model carries different meanings across research communities. We introduce a "levels x laws" taxonomy organized along two axes. The first defines three capability levels: L1 Predictor, which learns one-step local transition operators; L2 Simulator, which composes them into multi-step, action-conditioned rollouts that respect domain laws; and L3 Evolver, which autonomously revises its own model when predictions fail against new evidence. The second identifies four governing-law regimes: physical, digital, social, and scientific. These regimes determine what constraints a world model must satisfy and where it is most likely to fail. Using this framework, we synthesize over 400 works and summarize more than 100 representative systems spanning model-based reinforcement learning, video generation, web and GUI agents, multi-agent social simulation, and AI-driven scientific discovery. We analyze methods, failure modes, and evaluation practices across level-regime pairs, propose decision-centric evaluation principles and a minimal reproducible evaluation package, and outline architectural guidance, open problems, and governance challenges. The resulting roadmap connects previously isolated communities and charts a path from passive next-step prediction toward world models that can simulate, and ultimately reshape, the environments in which agents operate.
Abstract:Towards an embodied generalist for real-world interaction, Multimodal Large Language Model (MLLM) agents still suffer from challenging latency, sparse feedback, and irreversible mistakes. Video games offer an ideal testbed with rich visual observations and closed-loop interaction, demanding fine-grained perception, long-horizon planning, and precise control. However, systematically evaluating these capabilities is currently hindered by heterogeneous action interfaces and heuristic verification. To this end, we introduce GameWorld, a benchmark designed for standardized and verifiable evaluation of MLLMs as generalist game agents in browser environments. Two game agent interfaces are studied: (i) computer-use agents that directly emit keyboard and mouse controls, and (ii) generalist multimodal agents that act in a semantic action space via deterministic Semantic Action Parsing. GameWorld contains 34 diverse games and 170 tasks, each paired with state-verifiable metrics for outcome-based evaluation. The results across 18 model-interface pairs suggest that even the best performing agent is far from achieving human capabilities on video games. Extensive experiments of repeated full-benchmark reruns demonstrate the robustness of the benchmark, while further studies on real-time interaction, context-memory sensitivity, and action validity expose more challenges ahead for game agents. Together, by offering a standardized, verifiable, and reproducible evaluation framework, GameWorld lays a robust foundation for advancing research on multimodal game agents and beyond. The project page is at https://gameworld-bench.github.io.
Abstract:World models have garnered significant attention as a promising research direction in artificial intelligence, yet a clear and unified definition remains lacking. In this paper, we introduce OpenWorldLib, a comprehensive and standardized inference framework for Advanced World Models. Drawing on the evolution of world models, we propose a clear definition: a world model is a model or framework centered on perception, equipped with interaction and long-term memory capabilities, for understanding and predicting the complex world. We further systematically categorize the essential capabilities of world models. Based on this definition, OpenWorldLib integrates models across different tasks within a unified framework, enabling efficient reuse and collaborative inference. Finally, we present additional reflections and analyses on potential future directions for world model research. Code link: https://github.com/OpenDCAI/OpenWorldLib
Abstract:Nighttime video deraining is uniquely challenging because raindrops interact with artificial lighting. Unlike daytime white rain, nighttime rain takes on various colors and appears locally illuminated. Existing small-scale synthetic datasets rely on 2D rain overlays and fail to capture these physical properties, causing models to generalize poorly to real-world night rain. Meanwhile, capturing real paired nighttime videos remains impractical because rain effects cannot be isolated from other degradations like sensor noise. To bridge this gap, we introduce UENR-600K, a large-scale, physically grounded dataset containing 600,000 1080p frame pairs. We utilize Unreal Engine to simulate rain as 3D particles within virtual environments. This approach guarantees photorealism and physically real raindrops, capturing correct details like color refractions, scene occlusions, rain curtains. Leveraging this high-quality data, we establish a new state-of-the-art baseline by adapting the Wan 2.2 video generation model. Our baseline treat deraining as a video-to-video generation task, exploiting strong generative priors to almost entirely bridge the sim-to-real gap. Extensive benchmarking demonstrates that models trained on our dataset generalize significantly better to real-world videos. Project page: https://showlab.github.io/UENR-600K/.
Abstract:Recent advancements in video generation models have significantly improved their ability to follow text prompts. However, the customization of dynamic visual effects, defined as temporally evolving and appearance-driven visual phenomena like object crushing or explosion, remains underexplored. Prior works on motion customization or control mainly focus on low-level motions of the subject or camera, which can be guided using explicit control signals such as motion trajectories. In contrast, dynamic visual effects involve higher-level semantics that are more naturally suited for control via text prompts. However, it is hard and time-consuming for humans to craft a single prompt that accurately specifies these effects, as they require complex temporal reasoning and iterative refinement over time. To address this challenge, we propose P-Flow, a novel training-free framework for customizing dynamic visual effects in video generation without modifying the underlying model. By leveraging the semantic and temporal reasoning capabilities of vision-language models, P-Flow performs test-time prompt optimization, refining prompts based on the discrepancy between the visual effects of the reference video and the generated output. Through iterative refinement, the prompts evolve to better induce the desired dynamic effect in novel scenes. Experiments demonstrate that P-Flow achieves high-fidelity and diverse visual effect customization and outperforms other models on both text-to-video and image-to-video generation tasks. Code is available at https://github.com/showlab/P-Flow.
Abstract:Instruction-based video editing has witnessed rapid progress, yet current methods often struggle with precise visual control, as natural language is inherently limited in describing complex visual nuances. Although reference-guided editing offers a robust solution, its potential is currently bottlenecked by the scarcity of high-quality paired training data. To bridge this gap, we introduce a scalable data generation pipeline that transforms existing video editing pairs into high-fidelity training quadruplets, leveraging image generative models to create synthesized reference scaffolds. Using this pipeline, we construct RefVIE, a large-scale dataset tailored for instruction-reference-following tasks, and establish RefVIE-Bench for comprehensive evaluation. Furthermore, we propose a unified editing architecture, Kiwi-Edit, that synergizes learnable queries and latent visual features for reference semantic guidance. Our model achieves significant gains in instruction following and reference fidelity via a progressive multi-stage training curriculum. Extensive experiments demonstrate that our data and architecture establish a new state-of-the-art in controllable video editing. All datasets, models, and code is released at https://github.com/showlab/Kiwi-Edit.
Abstract:Generalizing tool manipulation requires both semantic planning and precise physical control. Modern generalist robot policies, such as Vision-Language-Action (VLA) models, often lack the high-fidelity physical grounding required for contact-rich tool manipulation. Conversely, existing contact-aware policies that leverage tactile or haptic sensing are typically instance-specific and fail to generalize across diverse tool geometries. Bridging this gap requires learning unified contact representations from diverse data, yet a fundamental barrier remains: diverse real-world tactile data are prohibitive at scale, while direct zero-shot sim-to-real transfer is challenging due to the complex dynamics of nonlinear deformation of soft sensors. To address this, we propose Semantic-Contact Fields (SCFields), a unified 3D representation fusing visual semantics with dense contact estimates. We enable this via a two-stage Sim-to-Real Contact Learning Pipeline: first, we pre-train on a large simulation data set to learn general contact physics; second, we fine-tune on a small set of real data, pseudo-labeled via geometric heuristics and force optimization, to align sensor characteristics. This allows physical generalization to unseen tools. We leverage SCFields as the dense observation input for a diffusion policy to enable robust execution of contact-rich tool manipulation tasks. Experiments on scraping, crayon drawing, and peeling demonstrate robust category-level generalization, significantly outperforming vision-only and raw-tactile baselines.
Abstract:Scaling action-controllable world models is limited by the scarcity of action labels. While latent action learning promises to extract control interfaces from unlabeled video, learned latents often fail to transfer across contexts: they entangle scene-specific cues and lack a shared coordinate system. This occurs because standard objectives operate only within each clip, providing no mechanism to align action semantics across contexts. Our key insight is that although actions are unobserved, their semantic effects are observable and can serve as a shared reference. We introduce Seq$Δ$-REPA, a sequence-level control-effect alignment objective that anchors integrated latent action to temporal feature differences from a frozen, self-supervised video encoder. Building on this, we present Olaf-World, a pipeline that pretrains action-conditioned video world models from large-scale passive video. Extensive experiments demonstrate that our method learns a more structured latent action space, leading to stronger zero-shot action transfer and more data-efficient adaptation to new control interfaces than state-of-the-art baselines.
Abstract:Recent progress in robotic world models has leveraged video diffusion transformers to predict future observations conditioned on historical states and actions. While these models can simulate realistic visual outcomes, they often exhibit poor action-following precision, hindering their utility for downstream robotic learning. In this work, we introduce World-VLA-Loop, a closed-loop framework for the joint refinement of world models and Vision-Language-Action (VLA) policies. We propose a state-aware video world model that functions as a high-fidelity interactive simulator by jointly predicting future observations and reward signals. To enhance reliability, we introduce the SANS dataset, which incorporates near-success trajectories to improve action-outcome alignment within the world model. This framework enables a closed-loop for reinforcement learning (RL) post-training of VLA policies entirely within a virtual environment. Crucially, our approach facilitates a co-evolving cycle: failure rollouts generated by the VLA policy are iteratively fed back to refine the world model precision, which in turn enhances subsequent RL optimization. Evaluations across simulation and real-world tasks demonstrate that our framework significantly boosts VLA performance with minimal physical interaction, establishing a mutually beneficial relationship between world modeling and policy learning for general-purpose robotics. Project page: https://showlab.github.io/World-VLA-Loop/.