Abstract:Pancreatic cancer is among the most lethal malignancies; risk stratification of intraductal papillary mucinous neoplasms (IPMNs) offers a crucial opportunity for early intervention but typically requires invasive tissue biopsy. Dominant vision-based approaches, including radiomics and deep learning, provide promising but initially separate discrimination opportunities. Similarly, multisequence MRI (T1W/T2W) and anatomically decomposed (head, body and tail) analysis of the pancreas provide additional and potentially complementary signals. Effective fusion of this information is crucial in ordinal IPMN dysplasia risk prediction and can be accomplished via a meticulously regularized and calibrated ensemble stacking combiner. We present cUPMI, a class-conditional Gaussian augmentation of a combiner's log-probability meta-features, and test it on various prediction paradigms. In our multi-center analysis, we find cUPMI adds limited value to properly regularized L2-logistic binary classification stacks, but consistently regularizes higher-capacity tree combiners in the binary and radiomics-only setting (RF +0.015 and XGBoost +0.024 binary AUC, positive in all seeds). Its cleanest ordinal benefit appears for XGBoost on an 8-stream radiomics task (3-class no < low < high, +0.022 QWK in all seeds). Separately, fold-locked fusion of radiomics and 2.5D CNN streams yields the strongest overall model, an RF stack reaching QWK 0.595 (95% CI [0.54, 0.64]) and binary AUC 0.839, surpassing radiomics, 2.5D ResNet, and 3D DenseNet-121 baselines.
Abstract:Generative world renderer AlayaRenderer receives structured world states exported from physics engines and synthesizes RGB frames. Unlike models that generate frames from text/control-hints prompts, AlayaRenderer preserves scene structure without altering the underlying world dynamics. This demonstrates an alternative path toward interactive world modeling and user-controllable play. However, the original AlayaRenderer is too computationally expensive for real-time deployment. This technical report introduces AlayaRenderer-Flash, a real-time-oriented generative forward world renderer that pushes AlayaRenderer from 0.56 FPS to 31.54 FPS, reaching the speed of play. AlayaRenderer-Flash reformulates the original renderer as a few-step autoregressive streaming model and introduces lightweight distilled codecs for efficient latent encoding and frame reconstruction. It retains the teacher model's G-buffer and text-prompt interfaces while enabling continuous rendering over input streams of unbounded length. We evaluate AlayaRenderer-Flash on G-buffer streams across content preservation, temporal consistency, cross-window stability, prompt controllability, and runtime efficiency. Our results show that AlayaRenderer-Flash substantially reduces inference cost while preserving the core rendering capabilities of the teacher model. By integrating AlayaRenderer-Flash with a physics engine, we build a fully playable generative world running at 30 FPS.
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: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.
Abstract:This paper argues that a systemic lack of Agency constrains the implicit reasoning capabilities of current Vision-Language Models (VLMs). Implicit reasoning refers to the ability to autonomously discover and utilize hidden visual evidence to bridge information gaps, rather than merely relying on explicitly specified targets. This capacity underlies human visual understanding and everyday reasoning. We argue that this limitation arises from a tendency to approach visual reasoning primarily as passive semantic retrieval, rather than as active, situated reasoning that depends on autonomous visual exploration. As a result, most existing benchmarks primarily assess Passive Capacity, leaving this aspect of reasoning largely unmeasured. To address this gap, we introduce the Visual Implicit Reasoning Diagnosing Benchmark (V-IRD), which targets this missing quadrant by requiring models to derive answers strictly through autonomous visual analysis. Our results show that, despite strong retrieval abilities, prominent VLMs struggle to utilize reference objects and to attend to visual evidence that requires self-directed inquiry. Simply put, strong semantic recognition does not equate to active visual exploration, revealing a critical gap in current VLMs. More information can be found at https://haoychen.github.io/Implicit-Reasoning/
Abstract:Single-image reflection separation is highly challenging under extreme conditions like glare or weak reflections. Existing methods often struggle to recover both layers in glare or weak-reflection scenarios because of insufficient information. This paper presents a diffusion model explicitly fine-tuned for this task, leveraging generative diffusion priors for robust separation. Our method simultaneously generates transmission and reflection layers through a unified diffusion model, incorporating a novel cross-layer self-attention mechanism for better feature disentanglement. We further introduce a disjoint sampling strategy to iteratively reduce interference between the layers during diffusion and a latent optimization step with a learned composition function for improved results in complex real-world scenarios. Extensive experiments demonstrate that our approach surpasses state-of-the-art methods on multiple real-world benchmarks. Project page: https://brian90709.github.io/diff-reflection-separation/
Abstract:As video diffusion models (VDMs) advance toward world models, a key question arises: do they truly understand causality, or merely overfit to statistical temporal patterns? Existing benchmarks mostly rely on synthetic data, limiting real-world generalization due to the sim-to-real gap. We present YoCausal, a two-level benchmark inspired by the Violation of Expectation (VoE) paradigm from cognitive science. By temporally reversing real-world videos at zero cost as natural counterfactual samples, YoCausal establishes an arbitrarily extensible evaluation protocol. Level 1 introduces the Reverse Surprise Index (RSI), quantifying arrow-of-time perception via denoising loss. Level 2 introduces the Causality Cognition Index (CCI), which leverages a VLM to stratify datasets into causal and non-causal subsets, disentangling genuine causal reasoning from temporal bias. Evaluation of 13 state-of-the-art VDMs reveals that perceiving the arrow of time does not imply understanding causality, and a significant gap persists relative to human-level causal cognition.
Abstract:Scaling generative inverse and forward rendering to real-world scenarios is bottlenecked by the limited realism and temporal coherence of existing synthetic datasets. To bridge this persistent domain gap, we introduce a large-scale, dynamic dataset curated from visually complex AAA games. Using a novel dual-screen stitched capture method, we extracted 4M continuous frames (720p/30 FPS) of synchronized RGB and five G-buffer channels across diverse scenes, visual effects, and environments, including adverse weather and motion-blur variants. This dataset uniquely advances bidirectional rendering: enabling robust in-the-wild geometry and material decomposition, and facilitating high-fidelity G-buffer-guided video generation. Furthermore, to evaluate the real-world performance of inverse rendering without ground truth, we propose a novel VLM-based assessment protocol measuring semantic, spatial, and temporal consistency. Experiments demonstrate that inverse renderers fine-tuned on our data achieve superior cross-dataset generalization and controllable generation, while our VLM evaluation strongly correlates with human judgment. Combined with our toolkit, our forward renderer enables users to edit styles of AAA games from G-buffers using text prompts.
Abstract:Recent advances in Vision-Language Models (VLMs) have motivated the development of multi-modal search agents that can actively invoke external search tools and integrate retrieved evidence through multi-step reasoning. While promising, existing approaches typically rely on large-scale supervised trajectories or expensive reinforcement learning (RL), leading to high training cost, instability, and a severe cold-start problem for standard VLMs. We propose a training-free paradigm to empower VLMs with autonomous search capabilities via cross-modal model merging. By fusing a text-based search agent with a base VLM, we show that multi-modal search capabilities can be effectively composed without any additional multi-modal training data. To mitigate parameter interference during cross-modal integration, we introduce Optimal Brain Merging (OBM), a saliency-aware merging algorithm that identifies task-critical parameters based on their impact on model loss using only a small set of calibration samples. Extensive experiments on search-intensive benchmarks (e.g., InfoSeek, MMSearch) reveal that: (1) Model merging secures a reasonable performance floor as a zero-shot agent, with OBM achieving superior search rates; (2) OBM significantly raises the performance ceiling as a warm-start strategy, achieving faster convergence and higher peak accuracy than standard VLM initialization.
Abstract:Agentic Test-Time Scaling (TTS) has delivered state-of-the-art (SOTA) performance on complex software engineering tasks such as code generation and bug fixing. However, its practical adoption remains limited due to significant computational overhead, primarily driven by two key challenges: (1) the high cost associated with deploying excessively large ensembles, and (2) the lack of a reliable mechanism for selecting the optimal candidate solution, ultimately constraining the performance gains that can be realized. To address these challenges, we propose Entropy-Guided Stepwise Scaling (EGSS), a novel TTS framework that dynamically balances efficiency and effectiveness through entropy-guided adaptive search and robust test-suite augmentation. Extensive experiments on SWE-Bench-Verified demonstrate that EGSS consistently boosts performance by 5-10% across all evaluated models. Specifically, it increases the resolved ratio of Kimi-K2-Intruct from 63.2% to 72.2%, and GLM-4.6 from 65.8% to 74.6%. Furthermore, when paired with GLM-4.6, EGSS achieves a new state-of-the-art among open-source large language models. In addition to these accuracy improvements, EGSS reduces inference-time token usage by over 28% compared to existing TTS methods, achieving simultaneous gains in both effectiveness and computational efficiency.