LMO, CELESTE, HEC Paris
Abstract:Interactive game world models typically autoregress visual observations directly in pixel or latent space, forcing structured properties such as pose, geometry, and occlusion to be implicitly maintained by the same generative sequence. Over long horizons, errors in these latent world properties accumulate, making consistency and controllability fragile. We explicitly model the evolving world state, delegate exact geometric computation to a fixed, zero-parameter renderer, and leave the neural model to synthesize appearance. We instantiate this idea as Marionette, a world model for interactive games with articulated characters. First, a two-stage autoregressive dynamics model predicts an explicit and interpretable 276-dimensional 3D world state comprising multi-entity articulated skeletons, metric root trajectories, and rotations. Second, a zero-parameter graphics bridge converts the predicted state into pose-control videos, computing world-space geometry and occlusion in closed form. Third, a control-conditioned video-diffusion observation model synthesizes photorealistic RGB observations from the resulting structured controls. Our experiments establish two properties of Marionette. First, the predicted world state is directly controllable. Forcing a mismatched action stream changes root-aligned joint error by 31% across 48 held-out segments. Second, long-horizon behaviour is determined in the state, and can be repaired there. Left free, the two generated characters drift to 21.2 m apart (recorded sessions stay near 5 m) and a third of frames show ground penetration. Two rules imposed on the explicit state, a terrain collider and a separation cap, cut penetration by 66% and keep the pair engaged, with no change to the observation model. Routing appearance through the predicted state costs no fidelity we can detect, at an FVD of 831 against 799 for recorded pose.
Abstract:While retrieval-augmented generation systems partially address the hallucination issues in large language models, it also introduces new vulnerabilities to knowledge corruption attacks. Adversaries exploit these vulnerabilities by poisoning documents provided by RAG system to manipulate LLM outputs. To counter this threat, we propose SecureCollaRAG, a Byzantine-tolerant collaborative RAG framework leveraging Multi-source Knowledge Validation Mechanism. Our approach enables agent system to securely verify document provenance through dynamic GNN-based credibility scoring, effectively preventing stealthy knowledge corruption attacks while preserving essential domain knowledge integrity. Through extensive evaluations and formal analysis, we demonstrate that SecureCollaRAG maintains robustness against attackers under non-IID data distributions.
Abstract:Generative recommendation unifies retrieval and ranking within a single model by autoregressively decoding semantic identifier (SID) sequences. Yet reliably incorporating behavior signals from clicks, cart additions, and orders remains challenging. Existing approaches either jointly optimize generative and discriminative objectives, requiring delicate trade-offs, or use a separate ranker as a post-hoc reinforcement-learning reward, risking out-of-distribution scoring and reward misalignment. We propose OxygenREC-v2, a generative recommender that Internalizes Discrimination into Generative Recommendation (IDGR). Rather than adding a separate discriminative objective, OxygenREC-v2 uses logged behavior to condition generation and supervise training. During pre-training, a behavior instruction conditions generation on the target behavior. During post-training, future interaction behaviors are exploited as privileged knowledge in our entropy-aware trajectory optimization self-distillation framework, enabling reward-model-free policy optimization. Throughout both training stages, OxygenREC-v2 maintains a single unified backbone. We implement OxygenREC-v2 as a 3B-parameter, 1B-activated MoE and deploy it on JD.com's large-scale e-commerce platform. Across multiple online A/B tests, OxygenREC-v2 improves user click-through conversion rate (UCTCVR) by 1.6--4.4% and GMV by 2.8--6.8% over OxygenREC-v1.
Abstract:Understanding and complying with traffic regulations is a safety-critical requirement for autonomous driving, yet remains challenging due to the diversity and context dependence of traffic signage. Importantly, regulation understanding is not a simple recognition task, but a reasoning problem: whether a rule applies depends on interpreting the sign in relation to the spatial layout of lanes and scene context. To support such reasoning, MapDR provide fine-grained annotations that link each traffic sign's regulatory rules to the specific lanes they govern. Existing methods, however, largely treat this as direct sequence prediction, ignoring the underlying reasoning that connects sign semantics and map structure. To address this limitation, we explicitly incorporate reasoning into this task and propose a framework that equips vision-language models (VLMs) with chain-of-thought (CoT) capabilities. We first design a scalable CoT curation pipeline that bootstraps rationales from a strong LLM through a two-round strategy and employs a VLM-based verifier to filter out incorrect cases, yielding a high-quality set of (CoT, answer) pairs. Building on this foundation, we adopt a two-stage training scheme: supervised fine-tuning (SFT) to teach rationale-to-answer generation, followed by GRPO reinforcement learning with answer-grounded, fine-grained rewards to further improve final answer accuracy. Extensive experiments on MapDR show that our approach significantly improves both interpretability and accuracy, establishing the first reasoning-based framework for regulation-aware autonomous driving.
Abstract:Large language models increasingly use search tools to retrieve up-to-date information, introducing a new attack surface in which retrieved documents can be manipulated. This risk is amplified by the development of generative engine optimization, which can make selected content more likely to be retrieved, cited, and adopted by models. Existing fact-verification benchmarks and evaluation frameworks do not provide the controlled evidence environments needed to assess robustness against GEO poisoning. We therefore propose GPE, which consists of a multi-domain fact-verification benchmark and an evaluation framework for controlling evidence sources and poisoning ratios. Experiments across multiple verification methods and poisoning attacks demonstrate that GPE exposes robustness degradation and efficiency trade-offs that cannot be observed through clean evaluation alone, confirming the need to evaluate fact verification under adversarial evidence environments.
Abstract:Streaming autoregressive diffusion makes minute-scale video synthesis practical, but its bounded context and fixed denoising schedule allocate resources uniformly across a highly non-stationary sequence. A rolling key-value cache forgets distant visual evidence even when that evidence remains important, while every generated chunk receives the same number of denoising passes irrespective of its actual difficulty. We introduce Surprise Forcing, a training-free framework that treats both limitations as online resource-allocation problems. A Surprise-Gated Memory Bank summarizes evicted frames with value-token descriptors, evaluates them using complementary global-deviation and nearest-neighbor novelty signals, and regulates admission through a feedback-controlled budget in normalized score space. Priority-based replacement and relevance-aware routing then keep the external memory compact and useful. In parallel, Surprise-Aware Denoising estimates chunk difficulty from the maximum adjacent-frame cosine distance after the first denoising pass and uses a local percentile scheduler to skip intermediate steps for comparatively easy chunks. Experiments on VBench, VBench-Long, and VBench-2.0 show that the proposed allocation strategy improves long-horizon consistency and visual quality while retaining real-time streaming throughput.
Abstract:Unlike conventional video game development, which relies on labor-intensive pipelines for asset production, animation, physics, and programming, video world models generate interactive environments from user inputs instantly. It enable us to create customized, explorable, and continuously evolving virtual world from text, an image, or video. Realizing this vision requires four tightly coupled capabilities: interaction, persistent spatiotemporal consistency, stable long-horizon generation, and efficient response. We present AlayaWorld, an interactive long-horizon video world model that generates 24-fps video at 540p and 720p. Built on a 15B video diffusion transformer, AlayaWorld generates short latent chunks autoregressively under camera trajectories and switchable text prompts. Its bounded visual context combines a persistent sink frame, compressed temporal history, geometry-aligned spatial memory, and recent-frame conditioning. To reduce long-term drift, the model is trained with corrupted histories and prediction residuals collected from its own roll-outs. We further introduce a discrete autoregressive distillation formulation that combines distribution-matching distillation, self-forcing++, and consistency distillation, reducing inference from approximately 30 sampling steps to four steps per chunk. On iWorld-Bench, AlayaWorld achieves the best performance over long-horizon generation. Conceived as a full-stack, open-source, and long-term project, AlayaWorld is intended to provide an extensible foundation for future research on interactive video world models.
Abstract:Building interactive worlds that respond coherently to player actions has long been a shared goal of computer graphics, games, and artificial intelligence. Recent video generative models provide a data-driven route toward this goal by predicting future observations conditioned on user actions, and are increasingly regarded as potential next-generation game engines. Realizing a genuinely interactive game world, however, requires interaction outcomes that follow rules over evolving game conditions, consequences that persist over long horizons, and a generation loop that operates in real time. Conventional game engines realize these properties through a recurrent action-state-observation loop, in which player actions update an explicit game state according to predefined rules and observations are rendered from the resulting state. Taking this loop as an organizing lens, this paper examines interactive game world modeling along four dimensions: player action control, game state dynamics, state-observation persistence, and real-time interactive generation. For each dimension, we start from the capabilities required by an interactive game world, group existing approaches into representative families, and discuss the strengths and trade-offs of each family. Complementing this analysis, we present a scalable data engine for Black Myth: Wukong that collects over 90 hours of gameplay with frame-aligned player actions, ground-truth game states, and visual observations, together with structured and semantic annotations, as a resource for state-aware game world modeling. We hope this paper offers a clear picture of where the field stands and fosters progress toward interactive game worlds.
Abstract:The rapid advancement of generative artificial intelligence (AI) has made synthetic images remarkably realistic, posing security threats such as misinformation and fraud. It is significant to detect the synthetic image in the manner of passive and blind image authentication. Most existing detectors rely on supervised training with large labeled datasets, leading to high costs and degraded performance on unknown generative models. To attenuate such deficiencies, we propose a training-free detection method. Specifically, noise residual fingerprints are first extracted by a simple yet effective pre-trained Noiseprint++ model. Then multi-scale features are further extracted from such residual by a frozen Vision Transformer (ViT), followed by adaptive weighted fusion. Only a few real image samples are used needed to initialize the clustering centers for unsupervised K-Means, distinguishing real and synthetic images without training. Extensive evaluations on four benchmark datasets show that our proposed scheme achieves an average accuracy of 82.2%, outperforming the state-of-the-art detectors on generalization ability. Superior performance is gained on the popular diffusion type of synthetic images, and the effectiveness of each module is validated by ablation studies. Source code will be publicly available at https://github.com/multimediaFor/NoiseCluSID.
Abstract:Game worlds have traditionally been built through labor-intensive production pipelines, making them costly to develop, difficult to customization, and expensive to modify after deployment. Recent advances in video world models offer a fundamentally different paradigm. Rather than explicitly authoring every component of a virtual environment, these models autoregressively synthesize future observations conditioned on the current world state and user interactions, enabling playable worlds to be generated online. Trained on both gameplay recordings and real-world videos, they can capture diverse visual appearances and physical dynamics, opening new opportunities for interactive applications beyond gaming, including embodied intelligence. In this paper, we present \textbf{AlayaWorld}, a full-stack open-source framework for building interactive generative worlds. AlayaWorld enables open-ended real-time interaction, allowing users to freely navigate and perform diverse actions such as combat, spell casting, and monster summoning. The framework unifies the complete development-from data preparation model architecture, model training, inference acceleration, and deployment-within a modular and extensible architecture. Alongside the framework, we release reproducible pipelines, reference implementations, evaluation tools, and comprehensive documentation, establishing a practical foundation for future research and real-time applications of generative world models.