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Oct 12

Controllable User Simulation

Using offline datasets to evaluate conversational agents often fails to cover rare scenarios or to support testing new policies. This has motivated the use of controllable user simulators for targeted, counterfactual evaluation, typically implemented by prompting or fine-tuning large language models. In this work, we formalize controllable simulation as a causal inference problem. By bridging natural language evaluation with off-policy evaluation methodology, we show that the standard practice of training simulators via supervised fine-tuning on post-hoc trajectory labels yields a structurally biased model. Specifically, these labels are inextricably coupled to the data-generating behavior policy, injecting a look-ahead bias that breaks causal consistency. Furthermore, we prove that under policy shift this failure causes the variance of evaluation metrics to explode geometrically, a phenomenon we term controllability collapse. To restore causal consistency, we establish theoretical conditions for accurate simulation and propose practical training mitigations: a priori controls, step-wise dynamic controls, and direct policy-conditioned learning. Empirical evaluation confirms that while standard global controls distort conversational distributions and collapse behavioral diversity, our causally grounded simulators eliminate look-ahead bias, preserve natural variance, and exhibit robust zero-shot generalization to unseen agent behaviors.

  • 6 authors
·
May 11

TwinOR: Photorealistic Digital Twins of Dynamic Operating Rooms for Embodied AI Research

Developing embodied AI for intelligent surgical systems requires safe, controllable environments for continual learning and evaluation. However, safety regulations and operational constraints in operating rooms (ORs) limit embodied agents from freely perceiving and interacting in realistic settings. Digital twins provide high-fidelity, risk-free environments for exploration and training. How we may create photorealistic and dynamic digital representations of ORs that capture relevant spatial, visual, and behavioral complexity remains unclear. We introduce TwinOR, a framework for constructing photorealistic, dynamic digital twins of ORs for embodied AI research. The system reconstructs static geometry from pre-scan videos and continuously models human and equipment motion through multi-view perception of OR activities. The static and dynamic components are fused into an immersive 3D environment that supports controllable simulation and embodied exploration. The proposed framework reconstructs complete OR geometry with centimeter level accuracy while preserving dynamic interaction across surgical workflows, enabling realistic renderings and a virtual playground for embodied AI systems. In our experiments, TwinOR simulates stereo and monocular sensor streams for geometry understanding and visual localization tasks. Models such as FoundationStereo and ORB-SLAM3 on TwinOR-synthesized data achieve performance within their reported accuracy on real indoor datasets, demonstrating that TwinOR provides sensor-level realism sufficient for perception and localization challenges. By establishing a real-to-sim pipeline for constructing dynamic, photorealistic digital twins of OR environments, TwinOR enables the safe, scalable, and data-efficient development and benchmarking of embodied AI, ultimately accelerating the deployment of embodied AI from sim-to-real.

  • 14 authors
·
Nov 10, 2025

ACWM-Phys: Investigating Generalized Physical Interaction in Action-Conditioned Video World Models

Action-conditioned world models (ACWMs) have shown strong promise for video prediction and decision-making. However, existing benchmarks are largely restricted to egocentric navigation or narrow, task-specific robotics datasets, offering only limited coverage of the rich physical interactions required for generalized world understanding. We introduce ACWM-Phys, a new benchmark for evaluating action-conditioned prediction under diverse physical dynamics in a clean, controllable simulation environment with a carefully designed action space. ACWM-Phys contains training and evaluation data spanning rigid-body dynamics, kinematics, deformable-object interactions, and particle dynamics. To evaluate both interpolation and generalization, we design in-distribution and out-of-distribution protocols with controlled shifts in interaction patterns or scene configurations. By building the benchmark in a fully controllable simulator, ACWM-Phys enables precise data collection, reproducible evaluation, and systematic analysis of model capabilities for physically grounded world modeling. Through systematic experiments on ACWM-DiT, we find that OoD generalization depends not only on the physical regime but also on effective task complexity: models generalize well on visually simple, low-dimensional interactions with clear geometric structure, but suffer larger drops on deformable contacts, high-dimensional control, and complex articulated motion. This suggests that the model still relies heavily on visual appearance patterns instead of fully learning the underlying physics. Ablations show that cross-attention improves high-dimensional action conditioning, causal VAEs outperform frame-wise encoders, and larger action spaces are harder to model but can improve generalization by providing richer control signals. These findings guide the design of physically grounded world models.

  • 7 authors
·
May 8

Qwen-AgentWorld: Language World Models for General Agents

A world model predicts environment dynamics based on current observations and actions, serving as a core cognitive mechanism for reasoning and planning. In this work, we investigate how world modeling based on language models can further push the boundaries of general agents. (i) We first focus on building foundation models for agentic environment simulation. We introduce Qwen-AgentWorld-35B-A3B and Qwen-AgentWorld-397B-A17B, the first language world models capable of simulating agentic environments covering 7 domains via long chain-of-thought reasoning. Leveraging more than 10M environment interaction trajectories of 7 domains in real-world environments, we develop Qwen-AgentWorld through a three-stage training pipeline: CPT injects general-purpose world modeling capabilities from the state transition dynamics and augmented professional corpora, SFT activates next-state-prediction reasoning, and RL sharpens simulation fidelity through a tailored framework with hybrid rubric-and-rule rewards. To evaluate language world models, we present AgentWorldBench, a comprehensive benchmark constructed from real-world interactions of 5 frontier models on 9 established benchmarks. Empirical results demonstrate that Qwen-AgentWorld significantly outperforms existing frontier models. (ii) Beyond foundation models, we further investigate two complementary paradigms through which world modeling enhances general agents. First, as a decoupled environment simulator, Qwen-AgentWorld supports scalable and controllable simulation of thousands of real-world environments for agentic RL, yielding gains that surpass real-environment training alone. Second, as a unified agent foundation model, world-model training acts as a highly effective warm-up that improves downstream performance across 7 agentic benchmarks. Code: https://github.com/QwenLM/Qwen-AgentWorld

Qwen Qwen
·
Jun 22 4

Intent Speaks Louder: Controllable User Simulation Beyond Response Imitation

User simulators are widely used as scalable environments for training and evaluating interactive assistants. Generating the next user turn is inherently one-to-many: the same profile and dialogue context may support multiple plausible continuations with different local interaction intents. A fluent response may therefore advance the dialogue through an inappropriate intent, such as acceptance rather than repair. Our key insight is that controllable user simulation should separate which local interaction intent the next user turn should realize from how that intent is expressed in language. We introduce UserIDA (User Intent-Directive Alignment), which exposes interaction intent as an explicit per-turn directive. UserIDA defines a six-way intent interface, learns directive-conditioned generation through supervised fine-tuning, and uses intent-calibrated policy optimization during group-based reinforcement learning. The reward preserves composite response quality while ensuring that intent-violating candidates rank below compliant alternatives in mixed groups. On LMSYS-USP, UserIDA achieves 86.6\% intent accuracy, outperforming the strongest dedicated user-simulator baseline by 24.3 percentage points while improving semantic and stylistic similarity. In within-context interventions, it realizes at least four of the six target intents in 91.7\% of evaluated dialogue states, compared with 22.9\% for the strongest external baseline. These results establish per-turn intent control as a complementary dimension to response fidelity in user simulation.

RIFT: Closed-Loop RL Fine-Tuning for Realistic and Controllable Traffic Simulation

Achieving both realism and controllability in interactive closed-loop traffic simulation remains a key challenge in autonomous driving. Data-driven simulation methods reproduce realistic trajectories but suffer from covariate shift in closed-loop deployment, compounded by simplified dynamics models that further reduce reliability. Conversely, physics-based simulation methods enhance reliable and controllable closed-loop interactions but often lack expert demonstrations, compromising realism. To address these challenges, we introduce a dual-stage AV-centered simulation framework that conducts open-loop imitation learning pre-training in a data-driven simulator to capture trajectory-level realism and multimodality, followed by closed-loop reinforcement learning fine-tuning in a physics-based simulator to enhance controllability and mitigate covariate shift. In the fine-tuning stage, we propose RIFT, a simple yet effective closed-loop RL fine-tuning strategy that preserves the trajectory-level multimodality through a GRPO-style group-relative advantage formulation, while enhancing controllability and training stability by replacing KL regularization with the dual-clip mechanism. Extensive experiments demonstrate that RIFT significantly improves the realism and controllability of generated traffic scenarios, providing a robust platform for evaluating autonomous vehicle performance in diverse and interactive scenarios.

  • 4 authors
·
May 6, 2025

EgoCS-400K: An Egocentric Gameplay Dataset for World Models

The shift from video generation to interactive world modeling places new demands on data: beyond captioned videos, world models require temporally aligned video-action-language trajectories grounded in the actions, camera motion, states, and events that drive future scene changes. However, such data is difficult to obtain at scale. Web video datasets offer broad visual coverage but lack executable actions and reliable states; robotic datasets provide action and state supervision but are costly and limited in scene diversity; and existing simulators often lack large-scale human-driven interaction trajectories. In this paper, we introduce EgoCS-400K, a large-scale replay-grounded egocentric Counter-Strike dataset for world models, built from public professional CS and CS2 match demos that preserve human gameplay trajectories and enable parsing, replaying, rendering, and temporal alignment. We extract player states, view directions, movements, keyboard/button inputs, view-angle changes, weapon usage, game events, and round-level context, and render clean first-person videos from the same trajectories. EgoCS-400K contains over 400,000 first-person videos and 10,000 hours of gameplay from more than 1,000 matches and 40,000 rounds, covering 13 maps and 10 player viewpoints per round. It supports a range of interactive visual modeling tasks, including action-conditioned future prediction, state- and event-aware scene rollout, replay-grounded captioning, and agent egocentric action understanding. By connecting visual observations with human actions, camera motion, game states, and events at scale, EgoCS-400K serves as a practical bridge between passive web videos, controllable game simulation, and costly real-world embodied data.

GenTac: Generative Modeling and Forecasting of Soccer Tactics

Modeling open-play soccer tactics is a formidable challenge due to the stochastic, multi-agent nature of the game. Existing computational approaches typically produce single, deterministic trajectory forecasts or focus on highly structured set-pieces, fundamentally failing to capture the inherent variance and branching possibilities of real-world match evolution. Here, we introduce GenTac, a diffusion-based generative framework that conceptualizes soccer tactics as a stochastic process over continuous multi-player trajectories and discrete semantic events. By learning the underlying distribution of player movements from historical tracking data, GenTac samples diverse, plausible, long-horizon future trajectories. The framework supports rich contextual conditioning, including opponent behavior, specific team or league playing styles, and strategic objectives, while grounding continuous spatial dynamics into a 15-class tactical event space. Extensive evaluations on our proposed benchmark, TacBench, demonstrate four key capabilities: (1) GenTac achieves high geometric accuracy while strictly preserving the collective structural consistency of the team; (2) it accurately simulates stylistic nuances, distinguishing between specific teams (e.g., Auckland FC) and leagues (e.g., A-League versus German leagues); (3) it enables controllable counterfactual simulations, demonstrably altering spatial control and expected threat metrics based on offensive or defensive guidance; and (4) it reliably anticipates future tactical outcomes directly from generated rollouts. Finally, we demonstrate that GenTac can be successfully trained to generalize to other dynamic team sports, including basketball, American football, and ice hockey.

  • 5 authors
·
Apr 12

LychSim: A Controllable and Interactive Simulation Framework for Vision Research

While self-supervised pretraining has reduced vision systems' reliance on synthetic data, simulation remains an indispensable tool for closed-loop optimization and rigorous out-of-distribution (OOD) evaluation. However, modern simulation platforms often present steep technical barriers, requiring extensive expertise in computer graphics and game development. In this work, we present LychSim, a highly controllable and interactive simulation framework built upon Unreal Engine 5 to bridge this gap. LychSim is built around three key designs: (1) a streamlined Python API that abstracts away underlying engine complexities; (2) a procedural data pipeline capable of generating diverse, high-fidelity environments with varying out-of-distribution (OOD) visual challenges, paired with rich 2D and 3D ground truths; and (3) a native integration of the Model Context Protocol (MCP) that transforms the simulator into a dynamic, closed-loop playground for reasoning agentic LLMs. We further annotate scene-level procedural rules and object-level pose alignments to enable semantically aligned 3D ground truths and automated scene modification. We demonstrate LychSim's capability across multiple downstream applications, including serving as a synthetic data engine, powering reinforcement learning-based adversarial examiners, and facilitating interactive, language-driven scene layout generation. To benefit the broader vision community, LychSim will be made publicly available, including full source code and various data annotations.

UrbanCAD: Towards Highly Controllable and Photorealistic 3D Vehicles for Urban Scene Simulation

Photorealistic 3D vehicle models with high controllability are essential for autonomous driving simulation and data augmentation. While handcrafted CAD models provide flexible controllability, free CAD libraries often lack the high-quality materials necessary for photorealistic rendering. Conversely, reconstructed 3D models offer high-fidelity rendering but lack controllability. In this work, we introduce UrbanCAD, a framework that pushes the frontier of the photorealism-controllability trade-off by generating highly controllable and photorealistic 3D vehicle digital twins from a single urban image and a collection of free 3D CAD models and handcrafted materials. These digital twins enable realistic 360-degree rendering, vehicle insertion, material transfer, relighting, and component manipulation such as opening doors and rolling down windows, supporting the construction of long-tail scenarios. To achieve this, we propose a novel pipeline that operates in a retrieval-optimization manner, adapting to observational data while preserving flexible controllability and fine-grained handcrafted details. Furthermore, given multi-view background perspective and fisheye images, we approximate environment lighting using fisheye images and reconstruct the background with 3DGS, enabling the photorealistic insertion of optimized CAD models into rendered novel view backgrounds. Experimental results demonstrate that UrbanCAD outperforms baselines based on reconstruction and retrieval in terms of photorealism. Additionally, we show that various perception models maintain their accuracy when evaluated on UrbanCAD with in-distribution configurations but degrade when applied to realistic out-of-distribution data generated by our method. This suggests that UrbanCAD is a significant advancement in creating photorealistic, safety-critical driving scenarios for downstream applications.

  • 8 authors
·
Nov 28, 2024

ZYT-World: A Real-Time Controllable World Model for Closed-Loop Autonomous-Driving Simulation

Generative world models offer controllable and repeatable closed-loop simulation for end-to-end and vision-language-action driving policies, but production deployment exposes three unresolved requirements: faithfully reproducing a mixed fisheye-pinhole rig at native resolutions; reconciling causal, per-timestep interaction with long-horizon stability and low latency; and preserving scene identity when a location is revisited. We present ZYT-World, a single architecture that natively generates four fisheye views with field of view > 180° and three pinhole views. Projection-specific Plucker adapters encode camera geometry, ego-motion adaptive layer normalization provides global motion control, and a lightweight pixel-aligned layout conditions traffic participants and signals through instance-level boxes, headings and colors. Heterogeneous training combines full-rig geometric coverage with high-resolution detail. Teacher forcing, causal consistency distillation, self-rollout distribution matching distillation, and RigCritic transform a 40-step bidirectional teacher into a one-step, per-latent streaming generator, with RigCritic evaluating the seven-view rig jointly. A 19M-parameter variational autoencoder decoder (TinyVAE), W8A8 quantization, and our inference engine reduce decoding, backbone, and incremental-execution costs, respectively. Finally, cross-trajectory pairs derived from real captures train a plug-in implicit-memory module that preserves place-specific evidence. On the internal multi-view test set, the one-step model retains more than 90% of the teacher's PSNR and SSIM, while FID, FVD, and LPIPS stay within 11% of the teacher. Under the generator-only timing in Figure 2, it is 107.7 times faster than the 40-step bidirectional teacher. TinyVAE decodes 59.8 times faster than Wan. 30s rollouts and cross-trajectory revisits show the intended long-horizon and memory behavior.

  • 23 authors
·
Sep 21

SAFE-SIM: Safety-Critical Closed-Loop Traffic Simulation with Diffusion-Controllable Adversaries

Evaluating the performance of autonomous vehicle planning algorithms necessitates simulating long-tail safety-critical traffic scenarios. However, traditional methods for generating such scenarios often fall short in terms of controllability and realism; they also neglect the dynamics of agent interactions. To address these limitations, we introduce SAFE-SIM, a novel diffusion-based controllable closed-loop safety-critical simulation framework. Our approach yields two distinct advantages: 1) generating realistic long-tail safety-critical scenarios that closely reflect real-world conditions, and 2) providing controllable adversarial behavior for more comprehensive and interactive evaluations. We develop a novel approach to simulate safety-critical scenarios through an adversarial term in the denoising process of diffusion models, which allows an adversarial agent to challenge a planner with plausible maneuvers while all agents in the scene exhibit reactive and realistic behaviors. Furthermore, we propose novel guidance objectives and a partial diffusion process that enables users to control key aspects of the scenarios, such as the collision type and aggressiveness of the adversarial agent, while maintaining the realism of the behavior. We validate our framework empirically using the nuScenes and nuPlan datasets across multiple planners, demonstrating improvements in both realism and controllability. These findings affirm that diffusion models provide a robust and versatile foundation for safety-critical, interactive traffic simulation, extending their utility across the broader autonomous driving landscape. Project website: https://safe-sim.github.io/.

  • 5 authors
·
Dec 30, 2023

Controllable Sim Agents with Behavior Latents

Realistic traffic simulation requires agents that imitate logged behavior and can also be steered along interpretable axes. Such controllability enables engineers to isolate variables, reproduce specific edge cases, and test autonomous systems without real-world risk. We introduce Controllable Neural Variational Agents (CNeVA), a controllable simulated-agent framework that learns to infer a per-agent Gaussian behavior latent from per-channel discounted returns via a closed-form conjugate variational update, conditioning a rectified-flow trajectory generator trained on a mixed channel-mask curriculum for classifier-free guidance. To tackle scarcity in reward signals, we propose soft eligibility gates that replace hard binary thresholds with smooth exponential decay, preserving the gradient signal for near-threshold agents. On the Waymo Open Motion Dataset, CNeVA attains competitive realism on the benchmark while exposing per-channel controllability that the higher-ranked imitation models lack. Speed- and acceleration-based steering produces monotone responses without stall-induced reward hacking. Safety controllability is monotone and substantial with the introduction of soft eligibility. We manage to achieve steerable map compliance under a context-residual return measure. Furthermore, our experiment demonstrates that steering metrics must be read alongside physical-plausibility guardrails to avoid reward-hacking confounds.

  • 3 authors
·
Jul 1

Controllable Longer Image Animation with Diffusion Models

Generating realistic animated videos from static images is an important area of research in computer vision. Methods based on physical simulation and motion prediction have achieved notable advances, but they are often limited to specific object textures and motion trajectories, failing to exhibit highly complex environments and physical dynamics. In this paper, we introduce an open-domain controllable image animation method using motion priors with video diffusion models. Our method achieves precise control over the direction and speed of motion in the movable region by extracting the motion field information from videos and learning moving trajectories and strengths. Current pretrained video generation models are typically limited to producing very short videos, typically less than 30 frames. In contrast, we propose an efficient long-duration video generation method based on noise reschedule specifically tailored for image animation tasks, facilitating the creation of videos over 100 frames in length while maintaining consistency in content scenery and motion coordination. Specifically, we decompose the denoise process into two distinct phases: the shaping of scene contours and the refining of motion details. Then we reschedule the noise to control the generated frame sequences maintaining long-distance noise correlation. We conducted extensive experiments with 10 baselines, encompassing both commercial tools and academic methodologies, which demonstrate the superiority of our method. Our project page: https://wangqiang9.github.io/Controllable.github.io/

  • 5 authors
·
May 27, 2024

Diverse Controllable Diffusion Policy with Signal Temporal Logic

Generating realistic simulations is critical for autonomous system applications such as self-driving and human-robot interactions. However, driving simulators nowadays still have difficulty in generating controllable, diverse, and rule-compliant behaviors for road participants: Rule-based models cannot produce diverse behaviors and require careful tuning, whereas learning-based methods imitate the policy from data but are not designed to follow the rules explicitly. Besides, the real-world datasets are by nature "single-outcome", making the learning method hard to generate diverse behaviors. In this paper, we leverage Signal Temporal Logic (STL) and Diffusion Models to learn controllable, diverse, and rule-aware policy. We first calibrate the STL on the real-world data, then generate diverse synthetic data using trajectory optimization, and finally learn the rectified diffusion policy on the augmented dataset. We test on the NuScenes dataset and our approach can achieve the most diverse rule-compliant trajectories compared to other baselines, with a runtime 1/17X to the second-best approach. In the closed-loop testing, our approach reaches the highest diversity, rule satisfaction rate, and the least collision rate. Our method can generate varied characteristics conditional on different STL parameters in testing. A case study on human-robot encounter scenarios shows our approach can generate diverse and closed-to-oracle trajectories. The annotation tool, augmented dataset, and code are available at https://github.com/mengyuest/pSTL-diffusion-policy.

  • 2 authors
·
Mar 4, 2025 2

DriveCamSim: Generalizable Camera Simulation via Explicit Camera Modeling for Autonomous Driving

Camera sensor simulation serves as a critical role for autonomous driving (AD), e.g. evaluating vision-based AD algorithms. While existing approaches have leveraged generative models for controllable image/video generation, they remain constrained to generating multi-view video sequences with fixed camera viewpoints and video frequency, significantly limiting their downstream applications. To address this, we present a generalizable camera simulation framework DriveCamSim, whose core innovation lies in the proposed Explicit Camera Modeling (ECM) mechanism. Instead of implicit interaction through vanilla attention, ECM establishes explicit pixel-wise correspondences across multi-view and multi-frame dimensions, decoupling the model from overfitting to the specific camera configurations (intrinsic/extrinsic parameters, number of views) and temporal sampling rates presented in the training data. For controllable generation, we identify the issue of information loss inherent in existing conditional encoding and injection pipelines, proposing an information-preserving control mechanism. This control mechanism not only improves conditional controllability, but also can be extended to be identity-aware to enhance temporal consistency in foreground object rendering. With above designs, our model demonstrates superior performance in both visual quality and controllability, as well as generalization capability across spatial-level (camera parameters variations) and temporal-level (video frame rate variations), enabling flexible user-customizable camera simulation tailored to diverse application scenarios. Code will be avaliable at https://github.com/swc-17/DriveCamSim for facilitating future research.

  • 7 authors
·
May 26, 2025

TempoVLA: Learning Speed-Controllable Vision-Language-Action Policies

Robot manipulation alternates between low-risk transit phases that call for fast execution and high-risk contact stages that demand slow, precise motion. Yet existing Vision-Language-Action models (VLAs) only inherit a single fixed speed from training demonstrations. Prior efforts to accelerate VLAs through model compression, KV-cache reuse, or reinforcement learning only shift the policy from one fixed speed to another, and leave deceleration almost unexplored. We observe that the magnitude of each predicted action already governs how fast the robot moves, opening a direct route to controllable execution speed. We turn this observation into TempoVLA, a single VLA whose execution speed is controlled by an explicit condition. TempoVLA combines two coupled components. (1) A data-side Variable-Speed Trajectory Augmentation (VSTA) that re-times demonstration to any target speed by merging or splitting actions while preserving its motion semantics. (2) A model-side conditioning mechanism that feeds the speed to the policy. Statistics show that VSTA reaches the requested speed with negligible motion error. Experiments in simulation and on real-world tasks demonstrate that TempoVLA achieves flexible speed control in both directions, while VSTA additionally boosts the default 1times performance via better data utilization. Furthermore, by cooperating with a large multimodal model, TempoVLA realizes dynamic speed control, accelerating through low-risk phases and decelerating for high-risk ones.

  • 7 authors
·
Jun 3

SocioVerse2: A Longitudinal Dynamic Social Simulation Framework under a Human-AI Co-evolutionary Paradigm

Social simulation offers the social sciences an experimental instrument that the real world cannot supply, and generative agents have transformed it by acting as silicon samples that unite agent-based modeling with real behavioral data. Existing platforms verify collective behavior, align simulated populations with real societies in cross-sections, and employ autonomous agents for the research process. However, two social science requirements remain without systematic support: intervention in the content of a simulation and the researcher's control over the process that produces it. We present SocioVerse2, which extends SocioVerse 1.0 into a human-AI co-evolutionary paradigm built from two loops and one infrastructure. The longitudinal simulation loop simulates the target population with evolving environments and forks counterfactual branches via interventions. The controllable research loop takes the study itself as an editable state and updates state versions via controllable editing. The social science agentic infrastructure carries both loops through composable skills with researcher checkpoints, a population service over five persona pools, and an environment service over 21 real-world signal sources with point-in-time guarantees. We validate SocioVerse2 across three case families and seven case studies, from reproducing canonical agent-based models to modeling policy processes on real records and nowcasting macro-economic indices beyond the response model's knowledge cutoff. With the human-AI co-evolutionary paradigm, these cases go beyond system demonstrations to become substantive studies that investigate frontier questions in their respective disciplines. Code, data services, and a workbench are released as open-source resources.

  • 22 authors
·
Sep 20

RealGen: Retrieval Augmented Generation for Controllable Traffic Scenarios

Simulation plays a crucial role in the development of autonomous vehicles (AVs) due to the potential risks associated with real-world testing. Although significant progress has been made in the visual aspects of simulators, generating complex behavior among agents remains a formidable challenge. It is not only imperative to ensure realism in the scenarios generated but also essential to incorporate preferences and conditions to facilitate controllable generation for AV training and evaluation. Traditional methods, mainly relying on memorizing the distribution of training datasets, often fall short in generating unseen scenarios. Inspired by the success of retrieval augmented generation in large language models, we present RealGen, a novel retrieval-based in-context learning framework for traffic scenario generation. RealGen synthesizes new scenarios by combining behaviors from multiple retrieved examples in a gradient-free way, which may originate from templates or tagged scenarios. This in-context learning framework endows versatile generative capabilities, including the ability to edit scenarios, compose various behaviors, and produce critical scenarios. Evaluations show that RealGen offers considerable flexibility and controllability, marking a new direction in the field of controllable traffic scenario generation. Check our project website for more information: https://realgen.github.io.

  • 5 authors
·
Dec 19, 2023

R3D2: Realistic 3D Asset Insertion via Diffusion for Autonomous Driving Simulation

Validating autonomous driving (AD) systems requires diverse and safety-critical testing, making photorealistic virtual environments essential. Traditional simulation platforms, while controllable, are resource-intensive to scale and often suffer from a domain gap with real-world data. In contrast, neural reconstruction methods like 3D Gaussian Splatting (3DGS) offer a scalable solution for creating photorealistic digital twins of real-world driving scenes. However, they struggle with dynamic object manipulation and reusability as their per-scene optimization-based methodology tends to result in incomplete object models with integrated illumination effects. This paper introduces R3D2, a lightweight, one-step diffusion model designed to overcome these limitations and enable realistic insertion of complete 3D assets into existing scenes by generating plausible rendering effects-such as shadows and consistent lighting-in real time. This is achieved by training R3D2 on a novel dataset: 3DGS object assets are generated from in-the-wild AD data using an image-conditioned 3D generative model, and then synthetically placed into neural rendering-based virtual environments, allowing R3D2 to learn realistic integration. Quantitative and qualitative evaluations demonstrate that R3D2 significantly enhances the realism of inserted assets, enabling use-cases like text-to-3D asset insertion and cross-scene/dataset object transfer, allowing for true scalability in AD validation. To promote further research in scalable and realistic AD simulation, we release our code, see https://research.zenseact.com/publications/R3D2/.

  • 11 authors
·
Apr 18

WeatherEdit: Controllable Weather Editing with 4D Gaussian Field

In this work, we present WeatherEdit, a novel weather editing pipeline for generating realistic weather effects with controllable types and severity in 3D scenes. Our approach is structured into two key components: weather background editing and weather particle construction. For weather background editing, we introduce an all-in-one adapter that integrates multiple weather styles into a single pretrained diffusion model, enabling the generation of diverse weather effects in 2D image backgrounds. During inference, we design a Temporal-View (TV-) attention mechanism that follows a specific order to aggregate temporal and spatial information, ensuring consistent editing across multi-frame and multi-view images. To construct the weather particles, we first reconstruct a 3D scene using the edited images and then introduce a dynamic 4D Gaussian field to generate snowflakes, raindrops and fog in the scene. The attributes and dynamics of these particles are precisely controlled through physical-based modelling and simulation, ensuring realistic weather representation and flexible severity adjustments. Finally, we integrate the 4D Gaussian field with the 3D scene to render consistent and highly realistic weather effects. Experiments on multiple driving datasets demonstrate that WeatherEdit can generate diverse weather effects with controllable condition severity, highlighting its potential for autonomous driving simulation in adverse weather. See project page: https://jumponthemoon.github.io/w-edit

  • 4 authors
·
May 26, 2025

SearchGym: Bootstrapping Real-World Search Agents via Cost-Effective and High-Fidelity Environment Simulation

Search agents have emerged as a pivotal paradigm for solving open-ended, knowledge-intensive reasoning tasks. However, training these agents via Reinforcement Learning (RL) faces a critical dilemma: interacting with live commercial Web APIs is prohibitively expensive, while relying on static data snapshots often introduces noise due to data misalignment. This misalignment generates corrupted reward signals that destabilize training by penalizing correct reasoning or rewarding hallucination. To address this, we propose SearchGym, a simulation environment designed to bootstrap robust search agents. SearchGym employs a rigorous generative pipeline to construct a verifiable knowledge graph and an aligned document corpus, ensuring that every reasoning task is factually grounded and strictly solvable. Building on this controllable environment, we introduce SearchGym-RL, a curriculum learning methodology that progressively optimizes agent policies through purified feedback, evolving from basic interactions to complex, long-horizon planning. Extensive experiments across the Llama and Qwen families demonstrate strong Sim-to-Real generalization. Notably, our Qwen2.5-7B-Base model trained within SearchGym surpasses the web-enhanced ASearcher baseline across nine diverse benchmarks by an average relative margin of 10.6%. Our results validate that high-fidelity simulation serves as a scalable and highly cost-effective methodology for developing capable search agents.

  • 9 authors
·
Jan 20

PhyCo: Learning Controllable Physical Priors for Generative Motion

Modern video diffusion models excel at appearance synthesis but still struggle with physical consistency: objects drift, collisions lack realistic rebound, and material responses seldom match their underlying properties. We present PhyCo, a framework that introduces continuous, interpretable, and physically grounded control into video generation. Our approach integrates three key components: (i) a large-scale dataset of over 100K photorealistic simulation videos where friction, restitution, deformation, and force are systematically varied across diverse scenarios; (ii) physics-supervised fine-tuning of a pretrained diffusion model using a ControlNet conditioned on pixel-aligned physical property maps; and (iii) VLM-guided reward optimization, where a fine-tuned vision-language model evaluates generated videos with targeted physics queries and provides differentiable feedback. This combination enables a generative model to produce physically consistent and controllable outputs through variations in physical attributes-without any simulator or geometry reconstruction at inference. On the Physics-IQ benchmark, PhyCo significantly improves physical realism over strong baselines, and human studies confirm clearer and more faithful control over physical attributes. Our results demonstrate a scalable path toward physically consistent, controllable generative video models that generalize beyond synthetic training environments.

  • 4 authors
·
Apr 29 1

HomeWorld: A Unified Floorplan-to-Furnished Framework for Generating Controllable, Densely Interactive Whole-Home Scenes

Indoor scene generation is crucial for robot simulation and modern interior design. However, complex layouts together with scarce 3D scene data make learning-based generation challenging. Existing methods often rely on hand-crafted rules or focus on isolated sub-tasks (e.g., floorplan synthesis or single-room furnishing), producing whole-home scenes that lack global coherence, realism, and simulation readiness. To mitigate these limitations, we propose a unified hierarchical framework that decomposes indoor scene synthesis into controllable stages. First, we curate a large-scale dataset of 300K real residential floorplans to train a large language model for whole-home floorplan generation. With detailed descriptions and a K-D tree-based representation, our method enables fine-grained, controllable whole-home floorplan generation. Building upon the generated whole-home floorplan, we leverage image generation models to draft furniture layouts from multi-level roaming viewpoints, and then generate the layouts of small manipulable objects on different supporting surfaces (e.g., cabinets, desks, and dining tables) for embodied AI simulation. During furniture and object layout generation, a VLM-based refiner iteratively corrects furniture and object placement, and a 3D generative model enables flexible replacement of individual assets. We further attach basic physical attributes and simple surface texture and lighting setups to complete the pipeline for embodied AI use. Experiments and user studies demonstrate that our pipeline produces indoor spaces with greater layout diversity and stronger 3D design appeal, outperforming prior methods on both quantitative and qualitative metrics. Finally, alongside our generation pipeline, we will release the floorplan dataset and 5K fully furnished scenes to the community. Project Page: https://kairos-homeworld.github.io/

  • 5 authors
·
Jun 3

VegSim: A Geospatial World Model for Scenario-Conditioned Vegetation Simulation

Vegetation monitoring under climate stress requires answering not only how it will evolve given the expected weather, but how it would respond to alternative meteorological conditions. Forecasting models return the expected vegetation state for the observed weather and cannot answer these scenario-conditioned questions, because future weather is fixed to the recorded trajectory. We present VegSim, a geospatial world model for scenario-conditioned vegetation simulation. VegSim infers a latent vegetation state from sparse satellite-derived NDVI histories, past meteorological covariates, and static spatial context, propagates it forward under future weather forcing through recurrent latent dynamics, and decodes predictive NDVI quantiles at each lead time. Because future forcing enters as a controllable input, the same trained model supports probabilistic forecasting under observed weather and conditional simulation under user-defined meteorological forcing, without supervision on scenario responses. We evaluate VegSim on GreenEarthNet across in-distribution data and spatial, temporal, and joint spatial-temporal shift, where it achieves strong point and probabilistic accuracy against time series and Earth observation forecasting baselines while using a compact architecture. We then simulate vegetation responses across Europe under four meteorological scenarios, and in a France summer 2022 case study, obtaining spatially coherent patterns consistent with known sensitivity to temperature and precipitation. The code is available at https://github.com/arco-group/vegsim.

  • 4 authors
·
Jun 19

Semantically Controllable Augmentations for Generalizable Robot Learning

Generalization to unseen real-world scenarios for robot manipulation requires exposure to diverse datasets during training. However, collecting large real-world datasets is intractable due to high operational costs. For robot learning to generalize despite these challenges, it is essential to leverage sources of data or priors beyond the robot's direct experience. In this work, we posit that image-text generative models, which are pre-trained on large corpora of web-scraped data, can serve as such a data source. These generative models encompass a broad range of real-world scenarios beyond a robot's direct experience and can synthesize novel synthetic experiences that expose robotic agents to additional world priors aiding real-world generalization at no extra cost. In particular, our approach leverages pre-trained generative models as an effective tool for data augmentation. We propose a generative augmentation framework for semantically controllable augmentations and rapidly multiplying robot datasets while inducing rich variations that enable real-world generalization. Based on diverse augmentations of robot data, we show how scalable robot manipulation policies can be trained and deployed both in simulation and in unseen real-world environments such as kitchens and table-tops. By demonstrating the effectiveness of image-text generative models in diverse real-world robotic applications, our generative augmentation framework provides a scalable and efficient path for boosting generalization in robot learning at no extra human cost.

  • 7 authors
·
Sep 2, 2024

Beyond Pixel Simulation: Pathology Image Generation via Diagnostic Semantic Tokens and Prototype Control

In computational pathology, understanding and generation have evolved along disparate paths: advanced understanding models already exhibit diagnostic-level competence, whereas generative models largely simulate pixels. Progress remains hindered by three coupled factors: the scarcity of large, high-quality image-text corpora; the lack of precise, fine-grained semantic control, which forces reliance on non-semantic cues; and terminological heterogeneity, where diverse phrasings for the same diagnostic concept impede reliable text conditioning. We introduce UniPath, a semantics-driven pathology image generation framework that leverages mature diagnostic understanding to enable controllable generation. UniPath implements Multi-Stream Control: a Raw-Text stream; a High-Level Semantics stream that uses learnable queries to a frozen pathology MLLM to distill paraphrase-robust Diagnostic Semantic Tokens and to expand prompts into diagnosis-aware attribute bundles; and a Prototype stream that affords component-level morphological control via a prototype bank. On the data front, we curate a 2.65M image-text corpus and a finely annotated, high-quality 68K subset to alleviate data scarcity. For a comprehensive assessment, we establish a four-tier evaluation hierarchy tailored to pathology. Extensive experiments demonstrate UniPath's SOTA performance, including a Patho-FID of 80.9 (51% better than the second-best) and fine-grained semantic control achieving 98.7% of the real-image. The meticulously curated datasets, complete source code, and pre-trained model weights developed in this study will be made openly accessible to the public.

  • 8 authors
·
Dec 24, 2025

SimForcing: Distilling Simulation Motion Priors into Real-Domain Robot World Models

Action-conditioned robot world models must respond precisely to robot trajectories while preserving realistic visual dynamics, yet learning both from heterogeneous robot videos remains challenging. Simulation offers structured motion supervision, but appearance differences hinder direct transfer, and inaccurate simulation predictions can misguide real-video generation. We present SimForcing, a simulation-guided framework that uses simulation both as a source of transferable motion knowledge and as a controllable reference for prediction. First, we transfer motion knowledge from a simulation teacher through latent-motion distillation, aligning temporal changes in latent space to internalize motion priors while mitigating the influence of appearance differences. Second, we introduce multi-block simulation conditioning with condition dropout to exploit predicted simulation trajectories without relying excessively on their accuracy. Our simulation-conditioning classifier-free guidance scheme unifies these two ideas by balancing predictions based on internalized motion knowledge with those additionally guided by simulation latents. The jointly trained student generates both simulation conditions and real-domain videos, requiring no additional world model at inference. On Bridge, SimForcing achieves the best PSNR, SSIM, LPIPS, and FVD among the compared methods without external embodied pretraining. Evaluation on InternData-A1 further supports its applicability across robot datasets. Moreover, using our trained world model to initialize a vision-language-action model improves LIBERO success, suggesting its utility for downstream policy learning. https://github.com/Wang-Xiaodong1899/SimForcing

  • 7 authors
·
Oct 4 1

ControlRadio: Prompt-Driven Controllable Diffusion for Cross-Modal Radio Map Generation

Radio maps describe how wireless signals propagate across space and are essential for wireless communication, sensing, and network planning. However, constructing accurate radio maps traditionally requires either dense measurements or computationally expensive physical simulations, which limits scalability and real-time deployment. Recent advances in generative artificial intelligence offer a promising alternative, but existing approaches lack fine-grained control and physical consistency when applied to real-world wireless environments. Here we present ControlRadio, a controllable generative framework that produces radio maps from natural-language descriptions and environmental layouts, including building structures and transmitter locations. Joint semantic and spatial conditioning enables interpretable, propagation-plausible generation, while a controlled latent prior and layout-aware conditioning improve stability and structural consistency. Extensive experiments demonstrate that ControlRadio achieves state-of-the-art accuracy and strong generalization across diverse urban scenarios, while reducing computation time by more than four orders of magnitude compared with conventional simulation-based methods. Such results suggest a new paradigm for scalable and controllable wireless environment modeling, with broad implications for next-generation communication systems and data-driven radio sensing.

  • 6 authors
·
Aug 9

MarS: a Financial Market Simulation Engine Powered by Generative Foundation Model

Generative models aim to simulate realistic effects of various actions across different contexts, from text generation to visual effects. Despite significant efforts to build real-world simulators, the application of generative models to virtual worlds, like financial markets, remains under-explored. In financial markets, generative models can simulate complex market effects of participants with various behaviors, enabling interaction under different market conditions, and training strategies without financial risk. This simulation relies on the finest structured data in financial market like orders thus building the finest realistic simulation. We propose Large Market Model (LMM), an order-level generative foundation model, for financial market simulation, akin to language modeling in the digital world. Our financial Market Simulation engine (MarS), powered by LMM, addresses the domain-specific need for realistic, interactive and controllable order generation. Key observations include LMM's strong scalability across data size and model complexity, and MarS's robust and practicable realism in controlled generation with market impact. We showcase MarS as a forecast tool, detection system, analysis platform, and agent training environment, thus demonstrating MarS's "paradigm shift" potential for a variety of financial applications. We release the code of MarS at https://github.com/microsoft/MarS/.

  • 7 authors
·
Sep 4, 2024 2

ReSim: Reliable World Simulation for Autonomous Driving

How can we reliably simulate future driving scenarios under a wide range of ego driving behaviors? Recent driving world models, developed exclusively on real-world driving data composed mainly of safe expert trajectories, struggle to follow hazardous or non-expert behaviors, which are rare in such data. This limitation restricts their applicability to tasks such as policy evaluation. In this work, we address this challenge by enriching real-world human demonstrations with diverse non-expert data collected from a driving simulator (e.g., CARLA), and building a controllable world model trained on this heterogeneous corpus. Starting with a video generator featuring a diffusion transformer architecture, we devise several strategies to effectively integrate conditioning signals and improve prediction controllability and fidelity. The resulting model, ReSim, enables Reliable Simulation of diverse open-world driving scenarios under various actions, including hazardous non-expert ones. To close the gap between high-fidelity simulation and applications that require reward signals to judge different actions, we introduce a Video2Reward module that estimates a reward from ReSim's simulated future. Our ReSim paradigm achieves up to 44% higher visual fidelity, improves controllability for both expert and non-expert actions by over 50%, and boosts planning and policy selection performance on NAVSIM by 2% and 25%, respectively.

  • 10 authors
·
Jun 11, 2025

DAMA: Disentangled Body-Anchored Gaussians for Controllable Multi-Layered Avatars

Existing 3D clothed avatar reconstruction methods achieve high visual fidelity but ignore geometric structure and physical plausibility. They either model clothed humans as a single deformable surface or attempt garment disentanglement without enforcing geometric constraints, resulting in ambiguous garment boundaries and no control over stacking or layer ordering. To address these limitations, we introduce DAMA (Disentangled body-Anchored Gaussians for Controllable Multi-layered Avatars), a 3D avatar reconstruction method that produces physically plausible clothed avatars through a dedicated representation and reconstruction method. At the representation level, we bind Gaussians to SMPL-X faces using barycentric in-plane coordinates and a positive normal offset. Based on this parameterization, the reconstruction method lifts 2D segmentations to body-anchored Gaussians, refines layers using topology-guided correction, and jointly optimizes geometry and appearance. DAMA is the first Gaussian avatar reconstruction method from multi-view images to achieve physically plausible layering, clean garment separation, and explicit stacking control. On the full 4D-DRESS dataset (82 scans), it achieves state-of-the-art performance in geometry reconstruction, garment separation, penetration rate, and penetration depth. The representation further supports user-defined garment reordering and fast conversion of body-conforming garments to simulation-ready meshes. Project Page: https://danieleskandar.github.io/dama/

HACHIMI: Scalable and Controllable Student Persona Generation via Orchestrated Agents

Student Personas (SPs) are emerging as infrastructure for educational LLMs, yet prior work often relies on ad-hoc prompting or hand-crafted profiles with limited control over educational theory and population distributions. We formalize this as Theory-Aligned and Distribution-Controllable Persona Generation (TAD-PG) and introduce HACHIMI, a multi-agent Propose-Validate-Revise framework that generates theory-aligned, quota-controlled personas. HACHIMI factorizes each persona into a theory-anchored educational schema, enforces developmental and psychological constraints via a neuro-symbolic validator, and combines stratified sampling with semantic deduplication to reduce mode collapse. The resulting HACHIMI-1M corpus comprises 1 million personas for Grades 1-12. Intrinsic evaluation shows near-perfect schema validity, accurate quotas, and substantial diversity, while external evaluation instantiates personas as student agents answering CEPS and PISA 2022 surveys; across 16 cohorts, math and curiosity/growth constructs align strongly between humans and agents, whereas classroom-climate and well-being constructs are only moderately aligned, revealing a fidelity gradient. All personas are generated with Qwen2.5-72B, and HACHIMI provides a standardized synthetic student population for group-level benchmarking and social-science simulations. Resources available at https://github.com/ZeroLoss-Lab/HACHIMI

  • 5 authors
·
Mar 5

AnyScene: Towards Highly Controllable Driving Scene Generation at Anywhere and Beyond

Generating high-fidelity and controllable synthetic data is critical for advancing end-to-end autonomous driving, particularly for addressing the long tail of rare safety-critical scenarios. Existing occupancy-guided methods typically rely on shallow conditioning mechanisms and reference-frame-dependent video synthesis, which limits fine-grained controllability from arbitrary BEV layouts and restricts their applicability for scalable simulation. In this paper, we propose AnyScene, a unified occupancy-centric framework for driving scene generation. AnyScene generates semantic occupancy sequences from BEV layouts through a Spatial-Temporal Occupancy Diffusion Transformer that jointly tokenizes BEV and occupancy features in an autoregressive manner. This design enables precise controllability from cross-dataset and user-defined BEV inputs while naturally supporting long-horizon generation. Building upon the generated occupancy, a Geometry-Grounded View Expansion module treats occupancy as the canonical spatial representation and synthesizes temporally consistent multi-view driving videos in a reference-free and autoregressive fashion, supporting flexible camera configurations at inference time. Extensive experiments demonstrate that AnyScene achieves state-of-the-art performance in both occupancy and video generation. It exhibits strong generalization to unseen and customized layouts, and provides measurable benefits for downstream tasks such as sparse-view 3D reconstruction.

  • 9 authors
·
May 24

AgenticSimLaw: A Juvenile Courtroom Multi-Agent Debate Simulation for Explainable High-Stakes Tabular Decision Making

We introduce AgenticSimLaw, a role-structured, multi-agent debate framework that provides transparent and controllable test-time reasoning for high-stakes tabular decision-making tasks. Unlike black-box approaches, our courtroom-style orchestration explicitly defines agent roles (prosecutor, defense, judge), interaction protocols (7-turn structured debate), and private reasoning strategies, creating a fully auditable decision-making process. We benchmark this framework on young adult recidivism prediction using the NLSY97 dataset, comparing it against traditional chain-of-thought (CoT) prompting across almost 90 unique combinations of models and strategies. Our results demonstrate that structured multi-agent debate provides more stable and generalizable performance compared to single-agent reasoning, with stronger correlation between accuracy and F1-score metrics. Beyond performance improvements, AgenticSimLaw offers fine-grained control over reasoning steps, generates complete interaction transcripts for explainability, and enables systematic profiling of agent behaviors. While we instantiate this framework in the criminal justice domain to stress-test reasoning under ethical complexity, the approach generalizes to any deliberative, high-stakes decision task requiring transparency and human oversight. This work addresses key LLM-based multi-agent system challenges: organization through structured roles, observability through logged interactions, and responsibility through explicit non-deployment constraints for sensitive domains. Data, results, and code will be available on github.com under the MIT license.

  • 3 authors
·
Jan 28

DecodingTrust-Agent Platform (DTap): A Controllable and Interactive Red-Teaming Platform for AI Agents

AI agents are increasingly deployed across diverse domains to automate complex workflows through long-horizon and high-stakes action executions. Due to their high capability and flexibility, such agents raise significant security and safety concerns. A growing number of real-world incidents have shown that adversaries can easily manipulate agents into performing harmful actions, such as leaking API keys, deleting user data, or initiating unauthorized transactions. Evaluating agent security is inherently challenging, as agents operate in dynamic, untrusted environments involving external tools, heterogeneous data sources, and frequent user interactions. However, realistic, controllable, and reproducible environments for large-scale risk assessment remain largely underexplored. To address this gap, we introduce the DecodingTrust-Agent Platform (DTap), the first controllable and interactive red-teaming platform for AI agents, spanning 14 real-world domains and over 50 simulation environments that replicate widely used systems such as Google Workspace, Paypal, and Slack. To scale the risk assessment of agents in DTap, we further propose DTap-Red, the first autonomous red-teaming agent that systematically explores diverse injection vectors (e.g., prompt, tool, skill, environment, combinations) and autonomously discovers effective attack strategies tailored to varying malicious goals. Using DTap-Red, we curate DTap-Bench, a large-scale red-teaming dataset comprising high-quality instances across domains, each paired with a verifiable judge to automatically validate attack outcomes. Through DTap, we conduct large-scale evaluations of popular AI agents built on various backbone models, spanning security policies, risk categories, and attack strategies, revealing systematic vulnerability patterns and providing valuable insights for developing secure next-generation agents.

Virtue-AI-HUB VirtueAI
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May 5 3

MobileGym: A Verifiable and Highly Parallel Simulation Platform for Mobile GUI Agent Research

We present MobileGym, a browser-hosted, lightweight, fully controllable environment for everyday mobile use, targeting interaction fidelity without replicating proprietary backends. It enables two capabilities previously out of reach for everyday apps: verifiable outcome signals through deterministic state-based judging over structured JSON state, and scalable online RL through low-cost parallel rollouts. The full environment state is captured, configured, forked, and compared as structured JSON, and a single server can host hundreds of parallel instances, with about 400 MB memory per instance and about 3 s cold start. A layered state model and a declarative task-definition framework keep state programmability and task creation practical at scale, and a single programmatic judging mechanism delivers both deterministic evaluation verdicts and dense RL rewards. The accompanying MobileGym-Bench provides 416 parameterized task templates, including 256 test and 160 train templates, over 28 apps, with deterministic judges and a structured AnswerSheet protocol that avoids free-text matching failures. In a Sim-to-Real case study, GRPO on Qwen3-VL-4B-Instruct gains +12.8 percentage points on the 256-task test set, and on a 59-task real-device signal subset, real-device execution retains 95.1% of the simulation-side training gain. Project page: https://mobilegym.github.io.

  • 11 authors
·
May 24 3

GS-Agent: Creating 4D Physical Worlds With Generative Simulation

Creating dynamic and physically realistic 4D worlds from natural language descriptions is both fascinating and challenging. Traditional computer graphics methods rely on manual creation, requiring extensive human effort to fine-tune materials, motions, and visual fidelity. Recent advances in generative foundation models have sparked interest in learning to generate such 4D worlds from large-scale data; however, existing methods still struggle to ensure physical plausibility and controllability. In this work, we take a different path by leveraging foundation models to construct an agentic system that emulates how humans traditionally create 4D worlds, yet automates the entire process. We present GS-Agent, an end-to-end multi-agent framework that integrates physics engines in the loop to generate realistic, dynamic, and controllable 4D physical worlds from natural language. Inspired by how humans build 4D worlds, GS-Agent decomposes the task into entity management, covering 3D asset curation, material tuning, placement, and motion control, and rendering configuration, including camera and lighting manipulation. Multiple agents with distinct expertise interact with the physics engine via code, seek multimodal feedback, and collaborate to iteratively construct 4D worlds that align with the given descriptions. Experimental results show that GS-Agent effectively converts natural language into diverse and physically plausible 4D worlds exhibiting rich interactions among liquids, deformable objects, and rigid bodies, while achieving cinematic camera and lighting control. We envision GS-Agent as a foundation for a new paradigm in 4D world generation, empowering creative content creation and physical AI. Project page at https://umass-embodied-agi.github.io/gs-agent/

  • 6 authors
·
Jul 22

Towards Zero-Shot, Controllable Dialog Planning with LLMs

Recently, Large Language Models (LLMs) have emerged as an alternative to training task-specific dialog agents, due to their broad reasoning capabilities and performance in zero-shot learning scenarios. However, many LLM-based dialog systems fall short in planning towards an overarching dialog goal and therefore cannot steer the conversation appropriately. Furthermore, these models struggle with hallucination, making them unsuitable for information access in sensitive domains, such as legal or medical domains, where correctness of information given to users is critical. The recently introduced task Conversational Tree Search (CTS) proposes the use of dialog graphs to avoid hallucination in sensitive domains, however, state-of-the-art agents are Reinforcement Learning (RL) based and require long training times, despite excelling at dialog strategy. This paper introduces a novel zero-shot method for controllable CTS agents, where LLMs guide the dialog planning through domain graphs by searching and pruning relevant graph nodes based on user interaction preferences. We show that these agents significantly outperform state-of-the-art CTS agents (p<0.0001; Barnard Exact test) in simulation. This generalizes to all available CTS domains. Finally, we perform user evaluation to test the agent's performance in the wild, showing that our policy significantly (p<0.05; Barnard Exact) improves task-success compared to the state-of-the-art RL-based CTS agent.

  • 2 authors
·
Oct 8, 2024

CARLA-GS: Decoupling Representation, Reasoning, and Physics Simulation for Autonomous Driving Corner-Case Synthesis

Safety evaluation for autonomous driving is dominated by rare, safety-critical interactions, motivating simulators that can deliberately synthesize corner cases with photorealistic observations. Corner-case generation is inherently a multi-source problem spanning visual representation, scene reasoning, and vehicle trajectory generation and control. Prior knowledge- and model-based approaches typically focus on scene or trajectory components in isolation, while diffusion-based methods attempt end-to-end generation but still struggle to ensure spatiotemporal consistency and physical realism. To unify these aspects within a single framework, we propose CARLA-GS, a modular corner-case synthesis pipeline that decouples visual representation, semantic reasoning, and physics-based execution while maintaining tight cross-module coupling. Starting from real driving data, we reconstruct an editable gaussian scene with additional geometry-consistent constraints. A multi-agent LLM then performs scene-level reasoning to identify risky interactions and generate intent-level waypoint trajectories, while the low-level motion control is delegated to CARLA, where a PID controller ensures kinematic and dynamic feasibility. The simulated vehicle states are finally re-projected into the gaussian scene for ego-centric rendering. This design enables high-level semantic reasoning, low-level physically executable motion, and photorealistic corner-case generation within a unified pipeline. Experiments on the Waymo Open Dataset show, both quantitatively and qualitatively, that our framework enables controllable corner-case generation and produces photorealistic, spatiotemporally consistent videos aligned with semantic intent and physically feasible motion.

  • 3 authors
·
Jul 7

R2RDreamer: 3D-aware Data Augmentation for Spatially-generalized 2D Manipulation Policies

Spatial generalization is critical for imitation-learned manipulation policies, but achieving it typically requires scaling demonstrations across diverse object poses, robot configurations, and camera viewpoints. Data augmentation from a few source demonstrations offers a practical alternative to costly real-world collection. Simulation-based augmentation can create controllable variation, but requires complex environment and object setup and may introduce a sim-to-real gap. Recent real-to-real methods avoid these issues by jointly editing 3D observations and action trajectories from real demonstrations, yet they still rely on strong 3D scene parsing and geometry completion, and often produce observations tailored to 3D pointcloud policies rather than RGB-based 2D policies. We propose R2RDreamer, a real-to-real demonstration augmentation framework that preserves the geometric consistency of 3D action-observation editing while moving visual completion to 2D video space. Specifically, R2RDreamer first performs lightweight 3D augmentation by editing incomplete object pointclouds and end-effector trajectories in a shared 3D frame; it then projects the edited scene into masked image-space control videos with occlusion-aware reasoning and uses a dense-control image-to-video model to complete temporally coherent RGB observations. Experiments on spatially shifted manipulation tasks with both 2D diffusion-style policies and vision-language-action policies show that R2RDreamer improves spatial generalization from limited source demonstrations, with analyses validating the contributions of 3D editing, occlusion-aware projection, and video completion.

  • 10 authors
·
Jun 14

Pre-Trained Video Generative Models as World Simulators

Video generative models pre-trained on large-scale internet datasets have achieved remarkable success, excelling at producing realistic synthetic videos. However, they often generate clips based on static prompts (e.g., text or images), limiting their ability to model interactive and dynamic scenarios. In this paper, we propose Dynamic World Simulation (DWS), a novel approach to transform pre-trained video generative models into controllable world simulators capable of executing specified action trajectories. To achieve precise alignment between conditioned actions and generated visual changes, we introduce a lightweight, universal action-conditioned module that seamlessly integrates into any existing model. Instead of focusing on complex visual details, we demonstrate that consistent dynamic transition modeling is the key to building powerful world simulators. Building upon this insight, we further introduce a motion-reinforced loss that enhances action controllability by compelling the model to capture dynamic changes more effectively. Experiments demonstrate that DWS can be versatilely applied to both diffusion and autoregressive transformer models, achieving significant improvements in generating action-controllable, dynamically consistent videos across games and robotics domains. Moreover, to facilitate the applications of the learned world simulator in downstream tasks such as model-based reinforcement learning, we propose prioritized imagination to improve sample efficiency, demonstrating competitive performance compared with state-of-the-art methods.

  • 5 authors
·
Feb 10, 2025

$τ$-Voice: Benchmarking Full-Duplex Voice Agents on Real-World Domains

Full-duplex voice agents--systems that listen and speak simultaneously--are rapidly moving from research to production. However, existing evaluations address conversational dynamics and task completion in isolation. We introduce τ-voice, a benchmark for evaluating voice agents on grounded tasks with real-world complexity: agents must navigate complex multi-turn conversations, adhere to domain policies, and interact with the environment. The framework extends τ^2-bench into a novel voice agent benchmark combining verifiable completion of complex grounded tasks, full-duplex interaction, and realistic audio--enabling direct comparison between voice and text performance. A controllable and realistic voice user simulator provides diverse accents, realistic audio environments, and rich turn-taking dynamics; by decoupling simulation from wall-clock time, the user simulator can use the most capable LLM without real-time constraints. We evaluate task completion (pass@1) and voice interaction quality across 278 tasks: while GPT-5 (reasoning) achieves 85%, voice agents reach only 31--51% under clean conditions and 26--38% under realistic conditions with noise and diverse accents--retaining only 30--45% of text capability; qualitative analysis confirms 79--90% of failures stem from agent behavior, suggesting that observed failures primarily reflect agent behavior under our evaluation setup. τ-voice provides a reproducible testbed for measuring progress toward voice agents that are natural, conversational, and reliable.

  • 4 authors
·
Mar 13

ReRoPE: Repurposing RoPE for Relative Camera Control

Video generation with controllable camera viewpoints is essential for applications such as interactive content creation, gaming, and simulation. Existing methods typically adapt pre-trained video models using camera poses relative to a fixed reference, e.g., the first frame. However, these encodings lack shift-invariance, often leading to poor generalization and accumulated drift. While relative camera pose embeddings defined between arbitrary view pairs offer a more robust alternative, integrating them into pre-trained video diffusion models without prohibitive training costs or architectural changes remains challenging. We introduce ReRoPE, a plug-and-play framework that incorporates relative camera information into pre-trained video diffusion models without compromising their generation capability. Our approach is based on the insight that Rotary Positional Embeddings (RoPE) in existing models underutilize their full spectral bandwidth, particularly in the low-frequency components. By seamlessly injecting relative camera pose information into these underutilized bands, ReRoPE achieves precise control while preserving strong pre-trained generative priors. We evaluate our method on both image-to-video (I2V) and video-to-video (V2V) tasks in terms of camera control accuracy and visual fidelity. Our results demonstrate that ReRoPE offers a training-efficient path toward controllable, high-fidelity video generation. See project page for more results: https://sisyphe-lee.github.io/ReRoPE/

  • 6 authors
·
Feb 8

Learning Interactive Real-World Simulators

Generative models trained on internet data have revolutionized how text, image, and video content can be created. Perhaps the next milestone for generative models is to simulate realistic experience in response to actions taken by humans, robots, and other interactive agents. Applications of a real-world simulator range from controllable content creation in games and movies, to training embodied agents purely in simulation that can be directly deployed in the real world. We explore the possibility of learning a universal simulator (UniSim) of real-world interaction through generative modeling. We first make the important observation that natural datasets available for learning a real-world simulator are often rich along different axes (e.g., abundant objects in image data, densely sampled actions in robotics data, and diverse movements in navigation data). With careful orchestration of diverse datasets, each providing a different aspect of the overall experience, UniSim can emulate how humans and agents interact with the world by simulating the visual outcome of both high-level instructions such as "open the drawer" and low-level controls such as "move by x, y" from otherwise static scenes and objects. There are numerous use cases for such a real-world simulator. As an example, we use UniSim to train both high-level vision-language planners and low-level reinforcement learning policies, each of which exhibit zero-shot real-world transfer after training purely in a learned real-world simulator. We also show that other types of intelligence such as video captioning models can benefit from training with simulated experience in UniSim, opening up even wider applications. Video demos can be found at https://universal-simulator.github.io.

  • 6 authors
·
Oct 9, 2023

PEARL: Training Socratic Tutors with Pedagogically Aligned Reinforcement Learning

Large Language Models (LLMs) show strong potential as educational tutors. Existing approaches typically train them to solve problems and provide correct answers, but this problem-solving-centered paradigm overlooks key requirements of effective tutoring: progressive guidance and the coordination of multiple pedagogical objectives across multi-turn interactions. Developing such tutors remains challenging because student behavior varies substantially with individual knowledge states, pedagogical effectiveness depends on multiple factors beyond final-answer correctness, and coordinating these objectives over tutor-student interactions is inherently difficult. To address these challenges, we propose PEARL, a PEdagogically Aligned Reinforcement Learning framework for training Socratic tutoring agents. First, we introduce a controllable student simulator that disentangles latent cognitive states from response generation, enabling simulation of diverse abilities and misconceptions. Second, we develop a pedagogically aligned reward model that jointly assesses pedagogical quality and objective correctness. Finally, we propose a stable multi-objective reinforcement learning approach that balances competing pedagogical objectives during tutor training. Experiments across multiple benchmarks show that PEARL performs competitively against tutoring-specific open-source systems and leading proprietary LLMs.

  • 7 authors
·
Aug 31

GameDirector: Decoupling Gameplay Logic from Rendering for Player-Configurable Game World Models

Recent game world models support realistic visual simulation and interactive gameplay based on player inputs. However, they typically learn environment dynamics from pixel-level supervision, jointly modeling perception, memory, state transitions, and rendering within a single end-to-end framework. While this design enables open-ended, action-controllable generation, it still falls short of delivering a complete gameplay experience. Games are governed by explicit mechanics, such as health deduction, skill activation, combat rules, and termination conditions. These mechanics depend on precise and consistent state transitions that generative models alone cannot reliably enforce. In contrast, game engines can guarantee such mechanics through hard-coded rules, but provide limited flexibility for player-driven creation. To bridge these paradigms, we introduce GameDirector, the first agentic framework that decouples rule-based gameplay logic from visual rendering. Given player-defined configurations, the framework acts as an intelligent director that interprets visual observations, updates game states, tactically controls NPCs, and enforces gameplay rules. It then translates these decisions into text prompts that guide the video world model to render the resulting gameplay. This separation allows players to configure characters, states, and rules much like a game developer while preserving coherent game mechanics. Experiments on three games, using data collected by our automated gameplay agent, show that GameDirector achieves accurate state tracking, reliable rule following, and improves boss action quality by more than 39.9% over various end-to-end game world model settings. Overall, by externalizing player-controllable game logic, GameDirector establishes a middle ground between hard-coded simulation and generative modeling, enabling more flexible and closed-loop gameplay experiences.

  • 5 authors
·
Sep 21

3D Multiphase Heterogeneous Microstructure Generation Using Conditional Latent Diffusion Models

The ability to generate 3D multiphase microstructures on-demand with targeted attributes can greatly accelerate the design of advanced materials. Here, we present a conditional latent diffusion model (LDM) framework that rapidly synthesizes high-fidelity 3D multiphase microstructures tailored to user specifications. Using this approach, we generate diverse two-phase and three-phase microstructures at high resolution (volumes of 128 times 128 times 64 voxels, representing >10^6 voxels each) within seconds, overcoming the scalability and time limitations of traditional simulation-based methods. Key design features, such as desired volume fractions and tortuosities, are incorporated as controllable inputs to guide the generative process, ensuring that the output structures meet prescribed statistical and topological targets. Moreover, the framework predicts corresponding manufacturing (processing) parameters for each generated microstructure, helping to bridge the gap between digital microstructure design and experimental fabrication. While demonstrated on organic photovoltaic (OPV) active-layer morphologies, the flexible architecture of our approach makes it readily adaptable to other material systems and microstructure datasets. By combining computational efficiency, adaptability, and experimental relevance, this framework addresses major limitations of existing methods and offers a powerful tool for accelerated materials discovery.

  • 6 authors
·
Mar 12, 2025

Text-to-CT Generation via 3D Latent Diffusion Model with Contrastive Vision-Language Pretraining

Objective: While recent advances in text-conditioned generative models have enabled the synthesis of realistic medical images, progress has been largely confined to 2D modalities such as chest X-rays. Extending text-to-image generation to volumetric Computed Tomography (CT) remains a significant challenge, due to its high dimensionality, anatomical complexity, and the absence of robust frameworks that align vision-language data in 3D medical imaging. Methods: We introduce a novel architecture for Text-to-CT generation that combines a latent diffusion model with a 3D contrastive vision-language pretraining scheme. Our approach leverages a dual-encoder CLIP-style model trained on paired CT volumes and radiology reports to establish a shared embedding space, which serves as the conditioning input for generation. CT volumes are compressed into a low-dimensional latent space via a pretrained volumetric VAE, enabling efficient 3D denoising diffusion without requiring external super-resolution stages. Results: We evaluate our method on the CT-RATE dataset and conduct a comprehensive assessment of image fidelity, clinical relevance, and semantic alignment. Our model achieves competitive performance across all tasks, significantly outperforming prior baselines for text-to-CT generation. Moreover, we demonstrate that CT scans synthesized by our framework can effectively augment real data, improving downstream diagnostic performance. Conclusion: Our results show that modality-specific vision-language alignment is a key component for high-quality 3D medical image generation. By integrating contrastive pretraining and volumetric diffusion, our method offers a scalable and controllable solution for synthesizing clinically meaningful CT volumes from text, paving the way for new applications in data augmentation, medical education, and automated clinical simulation.

  • 5 authors
·
May 31, 2025

DrivingGen: A Comprehensive Benchmark for Generative Video World Models in Autonomous Driving

Video generation models, as one form of world models, have emerged as one of the most exciting frontiers in AI, promising agents the ability to imagine the future by modeling the temporal evolution of complex scenes. In autonomous driving, this vision gives rise to driving world models: generative simulators that imagine ego and agent futures, enabling scalable simulation, safe testing of corner cases, and rich synthetic data generation. Yet, despite fast-growing research activity, the field lacks a rigorous benchmark to measure progress and guide priorities. Existing evaluations remain limited: generic video metrics overlook safety-critical imaging factors; trajectory plausibility is rarely quantified; temporal and agent-level consistency is neglected; and controllability with respect to ego conditioning is ignored. Moreover, current datasets fail to cover the diversity of conditions required for real-world deployment. To address these gaps, we present DrivingGen, the first comprehensive benchmark for generative driving world models. DrivingGen combines a diverse evaluation dataset curated from both driving datasets and internet-scale video sources, spanning varied weather, time of day, geographic regions, and complex maneuvers, with a suite of new metrics that jointly assess visual realism, trajectory plausibility, temporal coherence, and controllability. Benchmarking 14 state-of-the-art models reveals clear trade-offs: general models look better but break physics, while driving-specific ones capture motion realistically but lag in visual quality. DrivingGen offers a unified evaluation framework to foster reliable, controllable, and deployable driving world models, enabling scalable simulation, planning, and data-driven decision-making.

PhysAlign: Physics-Coherent Image-to-Video Generation through Feature and 3D Representation Alignment

Video Diffusion Models (VDMs) offer a promising approach for simulating dynamic scenes and environments, with broad applications in robotics and media generation. However, existing models often generate temporally incoherent content that violates basic physical intuition, significantly limiting their practical applicability. We propose PhysAlign, an efficient framework for physics-coherent image-to-video (I2V) generation that explicitly addresses this limitation. To overcome the critical scarcity of physics-annotated videos, we first construct a fully controllable synthetic data generation pipeline based on rigid-body simulation, yielding a highly-curated dataset with accurate, fine-grained physics and 3D annotations. Leveraging this data, PhysAlign constructs a unified physical latent space by coupling explicit 3D geometry constraints with a Gram-based spatio-temporal relational alignment that extracts kinematic priors from video foundation models. Extensive experiments demonstrate that PhysAlign significantly outperforms existing VDMs on tasks requiring complex physical reasoning and temporal stability, without compromising zero-shot visual quality. PhysAlign shows the potential to bridge the gap between raw visual synthesis and rigid-body kinematics, establishing a practical paradigm for genuinely physics-grounded video generation. The project page is available at https://physalign.github.io/PhysAlign.

  • 7 authors
·
Mar 13

WALL-SS: Scaling Long-horizon World Models via Next-Scale Autoregression

Generative world models provide robots with predictive models of how the world evolves under interaction, with growing potential for simulation, planning, policy evaluation, and robot learning. Beyond clip-level future prediction, a unified generative formulation should relate actions to consequences, support flexible horizons and continuous interaction, and enable reward-driven optimization. We introduce WALL-SS, a world model that generates visual futures through Scale-wise autoregressive Scaling, enabling action-controllable and long-horizon robotic simulation. WALL-SS represents embodied trajectories as causal sequences of temporally interleaved observations and actions, making action-dependent state transitions explicit while naturally supporting variable-length generation, streaming extension through reusable causal states, and direct optimization through sequence probabilities. To make this formulation effective over long horizons, we generate each future observation in a coarse-to-fine manner and develop three complementary components within the same hierarchy. Action-conditioned next-scale prediction injects scale-aligned action representations to improve action-future coupling and model both successful and failed behaviors. Scale-compressed long-horizon memory retains recent interactions at fine resolution while compressing distant observations and actions, with scale-wise dream forcing enhancing robustness to self-generated context. Finally, on-policy alignment optimizes autoregressive visual dynamics with action-following and long-term consistency rewards while preserving the pretrained visual distribution. Experiments show that WALL-SS improves action following and trajectory accuracy, supports coherent minute-long streaming rollout under bounded memory, and consistently benefits from on-policy alignment in reducing action drift and long-horizon inconsistency.

  • 25 authors
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Aug 25

DanceTogether! Identity-Preserving Multi-Person Interactive Video Generation

Controllable video generation (CVG) has advanced rapidly, yet current systems falter when more than one actor must move, interact, and exchange positions under noisy control signals. We address this gap with DanceTogether, the first end-to-end diffusion framework that turns a single reference image plus independent pose-mask streams into long, photorealistic videos while strictly preserving every identity. A novel MaskPoseAdapter binds "who" and "how" at every denoising step by fusing robust tracking masks with semantically rich-but noisy-pose heat-maps, eliminating the identity drift and appearance bleeding that plague frame-wise pipelines. To train and evaluate at scale, we introduce (i) PairFS-4K, 26 hours of dual-skater footage with 7,000+ distinct IDs, (ii) HumanRob-300, a one-hour humanoid-robot interaction set for rapid cross-domain transfer, and (iii) TogetherVideoBench, a three-track benchmark centered on the DanceTogEval-100 test suite covering dance, boxing, wrestling, yoga, and figure skating. On TogetherVideoBench, DanceTogether outperforms the prior arts by a significant margin. Moreover, we show that a one-hour fine-tune yields convincing human-robot videos, underscoring broad generalization to embodied-AI and HRI tasks. Extensive ablations confirm that persistent identity-action binding is critical to these gains. Together, our model, datasets, and benchmark lift CVG from single-subject choreography to compositionally controllable, multi-actor interaction, opening new avenues for digital production, simulation, and embodied intelligence. Our video demos and code are available at https://DanceTog.github.io/.

  • 12 authors
·
May 23, 2025 2

ABot-World-0: Infinite Interactive World Rollout on a Single Desktop GPU

We present ABot-World-0, an action-conditioned video world model for real-time, long-horizon closed-loop interaction, supported by a multi-source data infrastructure spanning AAA games, simulation engines, and internet videos to learn controllable world dynamics. WorldExplorer performs agent-driven collection guided by training feedback, while a unified pipeline applies 14 deterministic quality checks, VLM-based assessment, and synchronized action and text annotation. We progressively distill a bidirectional action-conditioned teacher into a causal student through teacher forcing and ODE distillation, and introduce LongForcing to align long student self-rollouts with an extended-horizon teacher, mitigating accumulated distribution shift and autoregressive drift. Raw keyboard actions provide a unified control interface for scene roaming and third-person character interaction, while reference-character memory provides persistent appearance cues for identity consistency during third-person rollouts. For deployment, we co-design a streaming inference stack with a lightweight VAE decoder, efficient attention, memory-aware scheduling, and low-bit DiT inference. Across optimized low-bit configurations, ABot-World-0 streams 720P video at up to 16 FPS on a single NVIDIA RTX 5090 desktop GPU, with 1.2s action-to-first-frame latency and approximately 19GiB peak VRAM. Experiments on WorldRoamBench and extended interactive rollouts demonstrate competitive controllability and coherent long-horizon world evolution.

ASID: Active Exploration for System Identification in Robotic Manipulation

Model-free control strategies such as reinforcement learning have shown the ability to learn control strategies without requiring an accurate model or simulator of the world. While this is appealing due to the lack of modeling requirements, such methods can be sample inefficient, making them impractical in many real-world domains. On the other hand, model-based control techniques leveraging accurate simulators can circumvent these challenges and use a large amount of cheap simulation data to learn controllers that can effectively transfer to the real world. The challenge with such model-based techniques is the requirement for an extremely accurate simulation, requiring both the specification of appropriate simulation assets and physical parameters. This requires considerable human effort to design for every environment being considered. In this work, we propose a learning system that can leverage a small amount of real-world data to autonomously refine a simulation model and then plan an accurate control strategy that can be deployed in the real world. Our approach critically relies on utilizing an initial (possibly inaccurate) simulator to design effective exploration policies that, when deployed in the real world, collect high-quality data. We demonstrate the efficacy of this paradigm in identifying articulation, mass, and other physical parameters in several challenging robotic manipulation tasks, and illustrate that only a small amount of real-world data can allow for effective sim-to-real transfer. Project website at https://weirdlabuw.github.io/asid

  • 6 authors
·
Apr 18, 2024

From Generation to Simulation: How Far Are World Models from Being True Simulators?

With the rapid progress of diffusion models and large-scale video generation, generative world models are increasingly expected to replace traditional simulators, including physics engines, game engines, and reinforcement-learning environments. Yet the remaining distance from generation to simulation lacks a systematic assessment. We present a capability-based study using an external yardstick: eight capabilities of a traditional simulator, namely asset construction, physics engine, interaction, controllability, stability, state feedback, diversity, and evaluation metrics. We trace three main technical routes--latent dynamics, video generation, and joint-embedding prediction--and map exactly 200 representative works published from 2018 to June 2026 onto these capabilities. Our analysis shows that world models have achieved functional substitution in interaction and controllability for specific scenarios, but remain short of traditional simulators in formal guarantees of physical laws, structured state feedback, and reproducible long-horizon evolution. State feedback is the most neglected cross-route shortcoming: only 6 of 163 implementation papers expose a runtime interface for querying entity states or physical parameters. We identify six research directions: formalized physics, a unified action interface, first-class state feedback, long-horizon stability, downstream-utility evaluation, and cross-route hybridization. Project page: https://github.com/AtongWang/world-model-simulators

  • 6 authors
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Aug 23 2

Realiz3D: 3D Generation Made Photorealistic via Domain-Aware Learning

We often aim to generate images that are both photorealistic and 3D-consistent, adhering to precise geometry, material, and viewpoint controls. Typically, this is achieved by fine-tuning an image generator, pre-trained on billions of real images, using renders of synthetic 3D assets, where annotations for control signals are available. While this approach can learn the desired controls, it often compromises the realism of the images due to domain gap between photographs and renders. We observe that this issue largely arises from the model learning an unintended association between the presence of control signals and the synthetic appearance of the images. To address this, we introduce Realiz3D, a lightweight framework for training diffusion models, that decouples controls and visual domain. The key idea is to explicitly learn visual domain, real or synthetic, separately from other control signals by introducing a co-variate that, fed into small residual adapters, shifts the domain. Then, the generator can be trained to gain controllability, without fitting to specific visual domain. In this way, the model can be guided to produce realistic images even when controls are applied. We enhance control transferability to the real domain by leveraging insights about roles of different layers and denoising steps in diffusion-based generators, informing new training and inference strategies that further mitigate the gap. We demonstrate the advantages of Realiz3D in tasks as text-to-multiview generation and texturing from 3D inputs, producing outputs that are 3D-consistent and photorealistic.

facebook AI at Meta
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Mar 24 2

PhysStream: Streaming Physics-Grounded Video Generation with Structured Scene Memory and Fine-Grained Motion Control

Interactive control for video generation is moving from coarse prompts toward fine-grained, physically meaningful manipulation of dynamic scenes. Yet existing controllable methods either require the full control schedule before generation starts, or use pixel-space signals that dictate object positions rather than physical dynamics. To address these limitations, we propose PhysStream, an autoregressive model for physics-grounded image-to-video synthesis that incorporates structured scene memory---positional maps and object tracking maps derived online from previously generated frames---and supports fine-grained motion control via sparse velocity-increment signals that encode physical quantities, letting the model learn the underlying dynamics. We train our model in two stages: a bidirectional model is first finetuned with motion-control conditioning, then a causal autoregressive model is trained with additional structured scene memory, further improving physical consistency. PhysStream enables interactive, mid-generation control over multi-object tabletop rigid-body scenes---a capability not supported by prior methods---reducing motion distribution distance (FVMD) by 33% and trajectory error by 12% over the strongest baselines on synthetic benchmarks, and is preferred by human evaluators in over 85% of in-the-wild comparisons. Please check our website for more details: https://czzzzh.github.io/PhysStream

  • 7 authors
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Sep 14 1

BandControlNet: Parallel Transformers-based Steerable Popular Music Generation with Fine-Grained Spatiotemporal Features

Controllable music generation promotes the interaction between humans and composition systems by projecting the users' intent on their desired music. The challenge of introducing controllability is an increasingly important issue in the symbolic music generation field. When building controllable generative popular multi-instrument music systems, two main challenges typically present themselves, namely weak controllability and poor music quality. To address these issues, we first propose spatiotemporal features as powerful and fine-grained controls to enhance the controllability of the generative model. In addition, an efficient music representation called REMI_Track is designed to convert multitrack music into multiple parallel music sequences and shorten the sequence length of each track with Byte Pair Encoding (BPE) techniques. Subsequently, we release BandControlNet, a conditional model based on parallel Transformers, to tackle the multiple music sequences and generate high-quality music samples that are conditioned to the given spatiotemporal control features. More concretely, the two specially designed modules of BandControlNet, namely structure-enhanced self-attention (SE-SA) and Cross-Track Transformer (CTT), are utilized to strengthen the resulting musical structure and inter-track harmony modeling respectively. Experimental results tested on two popular music datasets of different lengths demonstrate that the proposed BandControlNet outperforms other conditional music generation models on most objective metrics in terms of fidelity and inference speed and shows great robustness in generating long music samples. The subjective evaluations show BandControlNet trained on short datasets can generate music with comparable quality to state-of-the-art models, while outperforming them significantly using longer datasets.

  • 3 authors
·
Jul 15, 2024

Pseudo-Simulation for Autonomous Driving

Existing evaluation paradigms for Autonomous Vehicles (AVs) face critical limitations. Real-world evaluation is often challenging due to safety concerns and a lack of reproducibility, whereas closed-loop simulation can face insufficient realism or high computational costs. Open-loop evaluation, while being efficient and data-driven, relies on metrics that generally overlook compounding errors. In this paper, we propose pseudo-simulation, a novel paradigm that addresses these limitations. Pseudo-simulation operates on real datasets, similar to open-loop evaluation, but augments them with synthetic observations generated prior to evaluation using 3D Gaussian Splatting. Our key idea is to approximate potential future states the AV might encounter by generating a diverse set of observations that vary in position, heading, and speed. Our method then assigns a higher importance to synthetic observations that best match the AV's likely behavior using a novel proximity-based weighting scheme. This enables evaluating error recovery and the mitigation of causal confusion, as in closed-loop benchmarks, without requiring sequential interactive simulation. We show that pseudo-simulation is better correlated with closed-loop simulations (R^2=0.8) than the best existing open-loop approach (R^2=0.7). We also establish a public leaderboard for the community to benchmark new methodologies with pseudo-simulation. Our code is available at https://github.com/autonomousvision/navsim.

  • 14 authors
·
Jun 4, 2025

CPO: Condition Preference Optimization for Controllable Image Generation

To enhance controllability in text-to-image generation, ControlNet introduces image-based control signals, while ControlNet++ improves pixel-level cycle consistency between generated images and the input control signal. To avoid the prohibitive cost of back-propagating through the sampling process, ControlNet++ optimizes only low-noise timesteps (e.g., t < 200) using a single-step approximation, which not only ignores the contribution of high-noise timesteps but also introduces additional approximation errors. A straightforward alternative for optimizing controllability across all timesteps is Direct Preference Optimization (DPO), a fine-tuning method that increases model preference for more controllable images (I^{w}) over less controllable ones (I^{l}). However, due to uncertainty in generative models, it is difficult to ensure that win--lose image pairs differ only in controllability while keeping other factors, such as image quality, fixed. To address this, we propose performing preference learning over control conditions rather than generated images. Specifically, we construct winning and losing control signals, c^{w} and c^{l}, and train the model to prefer c^{w}. This method, which we term Condition Preference Optimization (CPO), eliminates confounding factors and yields a low-variance training objective. Our approach theoretically exhibits lower contrastive loss variance than DPO and empirically achieves superior results. Moreover, CPO requires less computation and storage for dataset curation. Extensive experiments show that CPO significantly improves controllability over the state-of-the-art ControlNet++ across multiple control types: over 10% error rate reduction in segmentation, 70--80% in human pose, and consistent 2--5% reductions in edge and depth maps.

  • 4 authors
·
Nov 6, 2025

Optimization-Guided Diffusion for Interactive Scene Generation

Realistic and diverse multi-agent driving scenes are crucial for evaluating autonomous vehicles, but safety-critical events which are essential for this task are rare and underrepresented in driving datasets. Data-driven scene generation offers a low-cost alternative by synthesizing complex traffic behaviors from existing driving logs. However, existing models often lack controllability or yield samples that violate physical or social constraints, limiting their usability. We present OMEGA, an optimization-guided, training-free framework that enforces structural consistency and interaction awareness during diffusion-based sampling from a scene generation model. OMEGA re-anchors each reverse diffusion step via constrained optimization, steering the generation towards physically plausible and behaviorally coherent trajectories. Building on this framework, we formulate ego-attacker interactions as a game-theoretic optimization in the distribution space, approximating Nash equilibria to generate realistic, safety-critical adversarial scenarios. Experiments on nuPlan and Waymo show that OMEGA improves generation realism, consistency, and controllability, increasing the ratio of physically and behaviorally valid scenes from 32.35% to 72.27% for free exploration capabilities, and from 11% to 80% for controllability-focused generation. Our approach can also generate 5times more near-collision frames with a time-to-collision under three seconds while maintaining the overall scene realism.

OpenDriveLab OpenDriveLab
·
Dec 8, 2025

Preserving Unstable Modes Through Inverse Dynamics in JEPA World Models

Robotic systems often exhibit unstable modes, along which small perturbations and disturbances can cause unbounded growth unless corrected through feedback. Controlling such systems from high-dimensional visual observations requires representations that preserve these modes. Joint-embedding predictive architectures (JEPAs) provide a natural framework for learning such representations and their dynamics from visual data. However, we demonstrate that next step prediction combined with anti-collapse regularization does not guarantee that controllable unstable modes are preserved: the training loss can be minimized while these modes are collapsed, making stabilization from the learned representation impossible. To address this, we augment world-model training with an action reconstruction objective (i.e., an inverse dynamics loss) that encourages control-aware representations, namely, visual representations that preserve crucial features for control. We prove that exact action reconstruction makes the encoder injective on the finite-horizon reachable subspace. Thus, the encoder cannot discard any state direction reachable by an action sequence within H steps. Moreover, we show that, as H grows, the dominant eigenspace of the finite-horizon controllability Gramian converges to the controllable unstable subspace. We establish our theoretical results for linear systems and demonstrate empirically that our findings extend to nonlinear visual control tasks (CartPole, Walker2D, and PointMaze), highlighting the benefits of control-aware representation learning.

  • 4 authors
·
Oct 5

MaskedMimic: Unified Physics-Based Character Control Through Masked Motion Inpainting

Crafting a single, versatile physics-based controller that can breathe life into interactive characters across a wide spectrum of scenarios represents an exciting frontier in character animation. An ideal controller should support diverse control modalities, such as sparse target keyframes, text instructions, and scene information. While previous works have proposed physically simulated, scene-aware control models, these systems have predominantly focused on developing controllers that each specializes in a narrow set of tasks and control modalities. This work presents MaskedMimic, a novel approach that formulates physics-based character control as a general motion inpainting problem. Our key insight is to train a single unified model to synthesize motions from partial (masked) motion descriptions, such as masked keyframes, objects, text descriptions, or any combination thereof. This is achieved by leveraging motion tracking data and designing a scalable training method that can effectively utilize diverse motion descriptions to produce coherent animations. Through this process, our approach learns a physics-based controller that provides an intuitive control interface without requiring tedious reward engineering for all behaviors of interest. The resulting controller supports a wide range of control modalities and enables seamless transitions between disparate tasks. By unifying character control through motion inpainting, MaskedMimic creates versatile virtual characters. These characters can dynamically adapt to complex scenes and compose diverse motions on demand, enabling more interactive and immersive experiences.

  • 5 authors
·
Sep 22, 2024 2

LucidDreaming: Controllable Object-Centric 3D Generation

With the recent development of generative models, Text-to-3D generations have also seen significant growth. Nonetheless, achieving precise control over 3D generation continues to be an arduous task, as using text to control often leads to missing objects and imprecise locations. Contemporary strategies for enhancing controllability in 3D generation often entail the introduction of additional parameters, such as customized diffusion models. This often induces hardness in adapting to different diffusion models or creating distinct objects. In this paper, we present LucidDreaming as an effective pipeline capable of fine-grained control over 3D generation. It requires only minimal input of 3D bounding boxes, which can be deduced from a simple text prompt using a Large Language Model. Specifically, we propose clipped ray sampling to separately render and optimize objects with user specifications. We also introduce object-centric density blob bias, fostering the separation of generated objects. With individual rendering and optimizing of objects, our method excels not only in controlled content generation from scratch but also within the pre-trained NeRF scenes. In such scenarios, existing generative approaches often disrupt the integrity of the original scene, and current editing methods struggle to synthesize new content in empty spaces. We show that our method exhibits remarkable adaptability across a spectrum of mainstream Score Distillation Sampling-based 3D generation frameworks, and achieves superior alignment of 3D content when compared to baseline approaches. We also provide a dataset of prompts with 3D bounding boxes, benchmarking 3D spatial controllability.

  • 3 authors
·
Nov 30, 2023

DisPose: Disentangling Pose Guidance for Controllable Human Image Animation

Controllable human image animation aims to generate videos from reference images using driving videos. Due to the limited control signals provided by sparse guidance (e.g., skeleton pose), recent works have attempted to introduce additional dense conditions (e.g., depth map) to ensure motion alignment. However, such strict dense guidance impairs the quality of the generated video when the body shape of the reference character differs significantly from that of the driving video. In this paper, we present DisPose to mine more generalizable and effective control signals without additional dense input, which disentangles the sparse skeleton pose in human image animation into motion field guidance and keypoint correspondence. Specifically, we generate a dense motion field from a sparse motion field and the reference image, which provides region-level dense guidance while maintaining the generalization of the sparse pose control. We also extract diffusion features corresponding to pose keypoints from the reference image, and then these point features are transferred to the target pose to provide distinct identity information. To seamlessly integrate into existing models, we propose a plug-and-play hybrid ControlNet that improves the quality and consistency of generated videos while freezing the existing model parameters. Extensive qualitative and quantitative experiments demonstrate the superiority of DisPose compared to current methods. Code: https://github.com/lihxxx/DisPose{https://github.com/lihxxx/DisPose}.

  • 7 authors
·
Dec 12, 2024 2