Abstract:Video generative models are increasingly used as world models for robotics, where a model generates a future visual rollout conditioned on the current observation and task instruction, and an inverse dynamics model (IDM) converts the generated frames into executable robot actions. However, current video world models lack explicit executability constraints. As a result, visually coherent rollouts may still violate rigid-body and kinematic consistency, producing unstable or infeasible control commands when decoded by an IDM. We refer to this mismatch between visual generation and physically executable control as the executability gap. While this gap can be mitigated at inference time using techniques such as rejection sampling, such approaches are inefficient due to the high cost of video generation. In this paper, we leverage the executability gap as a training signal and introduce Executable Video Alignment (EVA), a reinforcement-learning post-training framework for aligning video world models. EVA trains an inverse dynamics model on real robot trajectories and repurposes it as a reward model that evaluates generated videos through the action sequences they induce, encouraging smooth motions measured by velocity, acceleration, and jerk while penalizing actions that violate embodiment constraints. Importantly, the reward remains informative even when generated videos contain severe visual artifacts, since such artifacts typically translate into unstable or out-of-bound actions. Experiments on the RoboTwin benchmark and a real bimanual robot show that EVA reduces embodiment-specific artifacts in generated rollouts and improves downstream task execution success.
Abstract:Game UI design requires consistent visual assets across rarity tiers yet remains a predominantly manual process. We present GameUIAgent, an LLM-powered agentic framework that translates natural language descriptions into editable Figma designs via a Design Spec JSON intermediate representation. A six-stage neuro-symbolic pipeline combines LLM generation, deterministic post-processing, and a Vision-Language Model (VLM)-guided Reflection Controller (RC) for iterative self-correction with guaranteed non-regressive quality. Evaluated across 110 test cases, three LLMs, and three UI templates, cross-model analysis establishes a game-domain failure taxonomy (rarity-dependent degradation; visual emptiness) and uncovers two key empirical findings. A Quality Ceiling Effect (Pearson r=-0.96, p<0.01) suggests that RC improvement is bounded by headroom below a quality threshold -- a visual-domain counterpart to test-time compute scaling laws. A Rendering-Evaluation Fidelity Principle reveals that partial rendering enhancements paradoxically degrade VLM evaluation by amplifying structural defects. Together, these results establish foundational principles for LLM-driven visual generation agents in game production.
Abstract:Underwater object detection is a critical yet challenging research problem owing to severe light attenuation, color distortion, background clutter, and the small scale of underwater targets. To address these challenges, we propose SPMamba-YOLO, a novel underwater object detection network that integrates multi-scale feature enhancement with global context modeling. Specifically, a Spatial Pyramid Pooling Enhanced Layer Aggregation Network (SPPELAN) module is introduced to strengthen multi-scale feature aggregation and expand the receptive field, while a Pyramid Split Attention (PSA) mechanism enhances feature discrimination by emphasizing informative regions and suppressing background interference. In addition, a Mamba-based state space modeling module is incorporated to efficiently capture long-range dependencies and global contextual information, thereby improving detection robustness in complex underwater environments. Extensive experiments on the URPC2022 dataset demonstrate that SPMamba-YOLO outperforms the YOLOv8n baseline by more than 4.9\% in mAP@0.5, particularly for small and densely distributed underwater objects, while maintaining a favorable balance between detection accuracy and computational cost.
Abstract:Irregular Multivariate Time Series (IMTS) are characterized by uneven intervals between consecutive timestamps, which carry sampling pattern information valuable and informative for learning temporal and variable dependencies. In addition, IMTS often exhibit diverse dependencies across multiple time scales. However, many existing multi-scale IMTS methods use resampling to obtain the coarse series, which can alter the original timestamps and disrupt the sampling pattern information. To address the challenge, we propose ReIMTS, a Recursive multi-scale modeling approach for Irregular Multivariate Time Series forecasting. Instead of resampling, ReIMTS keeps timestamps unchanged and recursively splits each sample into subsamples with progressively shorter time periods. Based on the original sampling timestamps in these long-to-short subsamples, an irregularity-aware representation fusion mechanism is proposed to capture global-to-local dependencies for accurate forecasting. Extensive experiments demonstrate an average performance improvement of 27.1\% in the forecasting task across different models and real-world datasets. Our code is available at https://github.com/Ladbaby/PyOmniTS.
Abstract:Articulated objects are central to interactive 3D applications, including embodied AI, robotics, and VR/AR, where functional part decomposition and kinematic motion are essential. Yet producing high-fidelity articulated assets remains difficult to scale because it requires reliable part decomposition and kinematic rigging. Existing approaches largely fall into two paradigms: optimization-based reconstruction or distillation, which can be accurate but often takes tens of minutes to hours per instance, and inference-time methods that rely on template or part retrieval, producing plausible results that may not match the specific structure and appearance in the input observation. We introduce a part-centric generative framework for articulated object creation that synthesizes part geometry, composition, and articulation under explicit part-aware conditioning. Our representation models an object as a set of movable parts, each encoded by latent tokens augmented with part identity and articulation cues. Conditioned on a single image, the model generates articulated 3D assets that preserve instance-level correspondence while maintaining valid part structure and motion. The resulting approach avoids per-instance optimization, enables fast feed-forward inference, and supports controllable assembly and articulation, which are important for embodied interaction. Experiments on common articulated categories (e.g., drawers and doors) show improved input consistency, part accuracy, and articulation plausibility over optimization-based and retrieval-driven baselines, while substantially reducing inference time.
Abstract:Real-time generative game engines represent a paradigm shift in interactive simulation, promising to replace traditional graphics pipelines with neural world models. However, existing approaches are fundamentally constrained by the ``Memory Wall,'' restricting practical deployments to low resolutions (e.g., $64 \times 64$). This paper bridges the gap between generative models and high-resolution neural simulations by introducing a scalable \textit{Hardware-Algorithm Co-Design} framework. We identify that high-resolution generation suffers from a critical resource mismatch: the World Model is compute-bound while the Decoder is memory-bound. To address this, we propose a heterogeneous architecture that intelligently decouples these components across a cluster of AI accelerators. Our system features three core innovations: (1) an asymmetric resource allocation strategy that optimizes throughput under sequence parallelism constraints; (2) a memory-centric operator fusion scheme that minimizes off-chip bandwidth usage; and (3) a manifold-aware latent extrapolation mechanism that exploits temporal redundancy to mask latency. We validate our approach on a cluster of programmable AI accelerators, enabling real-time generation at $720 \times 480$ resolution -- a $50\times$ increase in pixel throughput over prior baselines. Evaluated on both continuous 3D racing and discrete 2D platformer benchmarks, our system delivers fluid 26.4 FPS and 48.3 FPS respectively, with an amortized effective latency of 2.7 ms. This work demonstrates that resolving the ``Memory Wall'' via architectural co-design is not merely an optimization, but a prerequisite for enabling high-fidelity, responsive neural gameplay.
Abstract:RGB-to-RAW reconstruction, or the reverse modeling of a camera Image Signal Processing (ISP) pipeline, aims to recover high-fidelity RAW data from RGB images. Despite notable progress, existing learning-based methods typically treat this task as a direct regression objective and struggle with detail inconsistency and color deviation, due to the ill-posed nature of inverse ISP and the inherent information loss in quantized RGB images. To address these limitations, we pioneer a generative perspective by reformulating RGB-to-RAW reconstruction as a deterministic latent transport problem and introduce a novel framework named RAW-Flow, which leverages flow matching to learn a deterministic vector field in latent space, to effectively bridge the gap between RGB and RAW representations and enable accurate reconstruction of structural details and color information. To further enhance latent transport, we introduce a cross-scale context guidance module that injects hierarchical RGB features into the flow estimation process. Moreover, we design a dual-domain latent autoencoder with a feature alignment constraint to support the proposed latent transport framework, which jointly encodes RGB and RAW inputs while promoting stable training and high-fidelity reconstruction. Extensive experiments demonstrate that RAW-Flow outperforms state-of-the-art approaches both quantitatively and visually.
Abstract:Foundation models pre-trained on large-scale source datasets are reshaping the traditional training paradigm for time series classification. However, existing time series foundation models primarily focus on forecasting tasks and often overlook classification-specific challenges, such as modeling interpretable shapelets that capture class-discriminative temporal features. To bridge this gap, we propose UniShape, a unified shape-aware foundation model designed for time series classification. UniShape incorporates a shape-aware adapter that adaptively aggregates multiscale discriminative subsequences (shapes) into class tokens, effectively selecting the most relevant subsequence scales to enhance model interpretability. Meanwhile, a prototype-based pretraining module is introduced to jointly learn instance- and shape-level representations, enabling the capture of transferable shape patterns. Pre-trained on a large-scale multi-domain time series dataset comprising 1.89 million samples, UniShape exhibits superior generalization across diverse target domains. Experiments on 128 UCR datasets and 30 additional time series datasets demonstrate that UniShape achieves state-of-the-art classification performance, with interpretability and ablation analyses further validating its effectiveness.
Abstract:The design of complex machines stands as both a marker of human intelligence and a foundation of engineering practice. Given recent advances in large language models (LLMs), we ask whether they, too, can learn to create. We approach this question through the lens of compositional machine design: a task in which machines are assembled from standardized components to meet functional demands like locomotion or manipulation in a simulated physical environment. To support this investigation, we introduce BesiegeField, a testbed built on the machine-building game Besiege, which enables part-based construction, physical simulation and reward-driven evaluation. Using BesiegeField, we benchmark state-of-the-art LLMs with agentic workflows and identify key capabilities required for success, including spatial reasoning, strategic assembly, and instruction-following. As current open-source models fall short, we explore reinforcement learning (RL) as a path to improvement: we curate a cold-start dataset, conduct RL finetuning experiments, and highlight open challenges at the intersection of language, machine design, and physical reasoning.
Abstract:In this work, we focus on the efficiency and scalability of pairwise constraint-based active clustering, crucial for processing large-scale data in applications such as data mining, knowledge annotation, and AI model pre-training. Our goals are threefold: (1) to reduce computational costs for iterative clustering updates; (2) to enhance the impact of user-provided constraints to minimize annotation requirements for precise clustering; and (3) to cut down memory usage in practical deployments. To achieve these aims, we propose a graph-based active clustering algorithm that utilizes two sparse graphs: one for representing relationships between data (our proposed data skeleton) and another for updating this data skeleton. These two graphs work in concert, enabling the refinement of connected subgraphs within the data skeleton to create nested clusters. Our empirical analysis confirms that the proposed algorithm consistently facilitates more accurate clustering with dramatically less input of user-provided constraints, and outperforms its counterparts in terms of computational performance and scalability, while maintaining robustness across various distance metrics.