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SubscribeRethinking Visual Intelligence: Insights from Video Pretraining
Large language models (LLMs) have demonstrated that large-scale pretraining enables systems to adapt rapidly to new problems with little supervision in the language domain. This success, however, has not translated as effectively to the visual domain, where models, including LLMs, continue to struggle with compositional understanding, sample efficiency, and general-purpose problem-solving. We investigate Video Diffusion Models (VDMs) as a promising direction for bridging this gap. Pretraining on spatiotemporal data endows these models with strong inductive biases for structure and dynamics, which we hypothesize can support broad task adaptability. To test this, we design a controlled evaluation in which both a pretrained LLM and a pretrained VDM are equipped with lightweight adapters and presented with tasks in their natural modalities. Across benchmarks including ARC-AGI, ConceptARC, visual games, route planning, and cellular automata, VDMs demonstrate higher data efficiency than their language counterparts. Taken together, our results indicate that video pretraining offers inductive biases that support progress toward visual foundation models.
Vision-Zero: Scalable VLM Self-Improvement via Strategic Gamified Self-Play
Although reinforcement learning (RL) can effectively enhance the reasoning capabilities of vision-language models (VLMs), current methods remain heavily dependent on labor-intensive datasets that require extensive manual construction and verification, leading to extremely high training costs and consequently constraining the practical deployment of VLMs. To address this challenge, we propose Vision-Zero, a domain-agnostic framework enabling VLM self-improvement through competitive visual games generated from arbitrary image pairs. Specifically, Vision-Zero encompasses three main attributes: (1) Strategic Self-Play Framework: Vision-Zero trains VLMs in "Who Is the Spy"-style games, where the models engage in strategic reasoning and actions across multiple roles. Through interactive gameplay, models autonomously generate their training data without human annotation. (2) Gameplay from Arbitrary Images: Unlike existing gamified frameworks, Vision-Zero can generate games from arbitrary images, thereby enhancing the model's reasoning ability across diverse domains and showing strong generalization to different tasks. We demonstrate this versatility using three distinct types of image datasets: CLEVR-based synthetic scenes, charts, and real-world images. (3) Sustainable Performance Gain: We introduce Iterative Self-Play Policy Optimization (Iterative-SPO), a novel training algorithm that alternates between Self-Play and reinforcement learning with verifiable rewards (RLVR), mitigating the performance plateau often seen in self-play-only training and achieving sustained long-term improvements. Despite using label-free data, Vision-Zero achieves state-of-the-art performance on reasoning, chart question answering, and vision-centric understanding tasks, surpassing other annotation-based methods. Models and code has been released at https://github.com/wangqinsi1/Vision-Zero.
G1: Bootstrapping Perception and Reasoning Abilities of Vision-Language Model via Reinforcement Learning
Vision-Language Models (VLMs) excel in many direct multimodal tasks but struggle to translate this prowess into effective decision-making within interactive, visually rich environments like games. This ``knowing-doing'' gap significantly limits their potential as autonomous agents, as leading VLMs often performing badly in simple games. To address this, we introduce VLM-Gym, a curated reinforcement learning (RL) environment featuring diverse visual games with unified interfaces and adjustable, compositional difficulty, specifically designed for scalable multi-game parallel training. Leveraging VLM-Gym, we train G0 models using pure RL-driven self-evolution, which demonstrate emergent perception and reasoning patterns. To further mitigate challenges arising from game diversity, we develop G1 models. G1 incorporates a perception-enhanced cold start prior to RL fine-tuning. Our resulting G1 models consistently surpass their teacher across all games and outperform leading proprietary models like Claude-3.7-Sonnet-Thinking. Systematic analysis reveals an intriguing finding: perception and reasoning abilities mutually bootstrap each other throughout the RL training process. Source code including VLM-Gym and RL training are released at https://github.com/chenllliang/G1 to foster future research in advancing VLMs as capable interactive agents.
Weak Supervision for Label Efficient Visual Bug Detection
As video games evolve into expansive, detailed worlds, visual quality becomes essential, yet increasingly challenging. Traditional testing methods, limited by resources, face difficulties in addressing the plethora of potential bugs. Machine learning offers scalable solutions; however, heavy reliance on large labeled datasets remains a constraint. Addressing this challenge, we propose a novel method, utilizing unlabeled gameplay and domain-specific augmentations to generate datasets & self-supervised objectives used during pre-training or multi-task settings for downstream visual bug detection. Our methodology uses weak-supervision to scale datasets for the crafted objectives and facilitates both autonomous and interactive weak-supervision, incorporating unsupervised clustering and/or an interactive approach based on text and geometric prompts. We demonstrate on first-person player clipping/collision bugs (FPPC) within the expansive Giantmap game world, that our approach is very effective, improving over a strong supervised baseline in a practical, very low-prevalence, low data regime (0.336 rightarrow 0.550 F1 score). With just 5 labeled "good" exemplars (i.e., 0 bugs), our self-supervised objective alone captures enough signal to outperform the low-labeled supervised settings. Building on large-pretrained vision models, our approach is adaptable across various visual bugs. Our results suggest applicability in curating datasets for broader image and video tasks within video games beyond visual bugs.
3D-RE-GEN: 3D Reconstruction of Indoor Scenes with a Generative Framework
Recent advances in 3D scene generation produce visually appealing output, but current representations hinder artists' workflows that require modifiable 3D textured mesh scenes for visual effects and game development. Despite significant advances, current textured mesh scene reconstruction methods are far from artist ready, suffering from incorrect object decomposition, inaccurate spatial relationships, and missing backgrounds. We present 3D-RE-GEN, a compositional framework that reconstructs a single image into textured 3D objects and a background. We show that combining state of the art models from specific domains achieves state of the art scene reconstruction performance, addressing artists' requirements. Our reconstruction pipeline integrates models for asset detection, reconstruction, and placement, pushing certain models beyond their originally intended domains. Obtaining occluded objects is treated as an image editing task with generative models to infer and reconstruct with scene level reasoning under consistent lighting and geometry. Unlike current methods, 3D-RE-GEN generates a comprehensive background that spatially constrains objects during optimization and provides a foundation for realistic lighting and simulation tasks in visual effects and games. To obtain physically realistic layouts, we employ a novel 4-DoF differentiable optimization that aligns reconstructed objects with the estimated ground plane. 3D-RE-GEN~achieves state of the art performance in single image 3D scene reconstruction, producing coherent, modifiable scenes through compositional generation guided by precise camera recovery and spatial optimization.
Audio-Visual Deception Detection: DOLOS Dataset and Parameter-Efficient Crossmodal Learning
Deception detection in conversations is a challenging yet important task, having pivotal applications in many fields such as credibility assessment in business, multimedia anti-frauds, and custom security. Despite this, deception detection research is hindered by the lack of high-quality deception datasets, as well as the difficulties of learning multimodal features effectively. To address this issue, we introduce DOLOSThe name ``DOLOS" comes from Greek mythology., the largest gameshow deception detection dataset with rich deceptive conversations. DOLOS includes 1,675 video clips featuring 213 subjects, and it has been labeled with audio-visual feature annotations. We provide train-test, duration, and gender protocols to investigate the impact of different factors. We benchmark our dataset on previously proposed deception detection approaches. To further improve the performance by fine-tuning fewer parameters, we propose Parameter-Efficient Crossmodal Learning (PECL), where a Uniform Temporal Adapter (UT-Adapter) explores temporal attention in transformer-based architectures, and a crossmodal fusion module, Plug-in Audio-Visual Fusion (PAVF), combines crossmodal information from audio-visual features. Based on the rich fine-grained audio-visual annotations on DOLOS, we also exploit multi-task learning to enhance performance by concurrently predicting deception and audio-visual features. Experimental results demonstrate the desired quality of the DOLOS dataset and the effectiveness of the PECL. The DOLOS dataset and the source codes are available at https://github.com/NMS05/Audio-Visual-Deception-Detection-DOLOS-Dataset-and-Parameter-Efficient-Crossmodal-Learning/tree/main.
Mastering Atari Games with Limited Data
Reinforcement learning has achieved great success in many applications. However, sample efficiency remains a key challenge, with prominent methods requiring millions (or even billions) of environment steps to train. Recently, there has been significant progress in sample efficient image-based RL algorithms; however, consistent human-level performance on the Atari game benchmark remains an elusive goal. We propose a sample efficient model-based visual RL algorithm built on MuZero, which we name EfficientZero. Our method achieves 194.3% mean human performance and 109.0% median performance on the Atari 100k benchmark with only two hours of real-time game experience and outperforms the state SAC in some tasks on the DMControl 100k benchmark. This is the first time an algorithm achieves super-human performance on Atari games with such little data. EfficientZero's performance is also close to DQN's performance at 200 million frames while we consume 500 times less data. EfficientZero's low sample complexity and high performance can bring RL closer to real-world applicability. We implement our algorithm in an easy-to-understand manner and it is available at https://github.com/YeWR/EfficientZero. We hope it will accelerate the research of MCTS-based RL algorithms in the wider community.
Beyond Outcomes: Transparent Assessment of LLM Reasoning in Games
Large Language Models (LLMs) are increasingly deployed in real-world applications that demand complex reasoning. To track progress, robust benchmarks are required to evaluate their capabilities beyond superficial pattern recognition. However, current LLM reasoning benchmarks often face challenges such as insufficient interpretability, performance saturation or data contamination. To address these challenges, we introduce GAMEBoT, a gaming arena designed for rigorous and transparent assessment of LLM reasoning capabilities. GAMEBoT decomposes complex reasoning in games into predefined modular subproblems. This decomposition allows us to design a suite of Chain-of-Thought (CoT) prompts that leverage domain knowledge to guide LLMs in addressing these subproblems before action selection. Furthermore, we develop a suite of rule-based algorithms to generate ground truth for these subproblems, enabling rigorous validation of the LLMs' intermediate reasoning steps. This approach facilitates evaluation of both the quality of final actions and the accuracy of the underlying reasoning process. GAMEBoT also naturally alleviates the risk of data contamination through dynamic games and head-to-head LLM competitions. We benchmark 17 prominent LLMs across eight games, encompassing various strategic abilities and game characteristics. Our results suggest that GAMEBoT presents a significant challenge, even when LLMs are provided with detailed CoT prompts. Project page: https://visual-ai.github.io/gamebot
V-MAGE: A Game Evaluation Framework for Assessing Visual-Centric Capabilities in Multimodal Large Language Models
Recent advancements in Multimodal Large Language Models (MLLMs) have led to significant improvements across various multimodal benchmarks. However, as evaluations shift from static datasets to open-world, dynamic environments, current game-based benchmarks remain inadequate because they lack visual-centric tasks and fail to assess the diverse reasoning skills required for real-world decision-making. To address this, we introduce Visual-centric Multiple Abilities Game Evaluation (V-MAGE), a game-based evaluation framework designed to assess visual reasoning capabilities of MLLMs. V-MAGE features five diverse games with 30+ handcrafted levels, testing models on core visual skills such as positioning, trajectory tracking, timing, and visual memory, alongside higher-level reasoning like long-term planning and deliberation. We use V-MAGE to evaluate leading MLLMs, revealing significant challenges in their visual perception and reasoning. In all game environments, the top-performing MLLMs, as determined by Elo rating comparisons, exhibit a substantial performance gap compared to humans. Our findings highlight critical limitations, including various types of perceptual errors made by the models, and suggest potential avenues for improvement from an agent-centric perspective, such as refining agent strategies and addressing perceptual inaccuracies. Code is available at https://github.com/CSU-JPG/V-MAGE.
Multi-Agent Game Generation and Evaluation via Audio-Visual Recordings
While AI excels at generating text, audio, images, and videos, creating interactive audio-visual content such as video games remains challenging. Current LLMs can generate JavaScript games and animations, but lack automated evaluation metrics and struggle with complex content that normally requires teams of humans working for many months (multi-shot, multi-agents) using assets made by artists. To tackle these issues, we built a new metric and a multi-agent system. We propose AVR-Eval, a relative metric for multimedia content quality using Audio-Visual Recordings (AVRs). An omni-modal model (processing text, video, and audio) compares the AVRs of two contents, with a text model reviewing evaluations to determine superiority. We show that AVR-Eval properly identifies good from broken or mismatched content. We built AVR-Agent, a multi-agent system generating JavaScript code from a bank of multimedia assets (audio, images, 3D models). The coding agent selects relevant assets, generates multiple initial codes, uses AVR-Eval to identify the best version, and iteratively improves it through omni-modal agent feedback from the AVR. We run experiments on games and animations with AVR-Eval (win rate of content A against B). We find that content generated by AVR-Agent has a significantly higher win rate against content made through one-shot generation. However, models struggle to leverage custom assets and AVR feedback effectively, showing no higher win rate. This reveals a critical gap: while humans benefit from high-quality assets and audio-visual feedback, current coding models do not seem to utilize these resources as effectively, highlighting fundamental differences between human and machine content creation approaches.
Playing Non-Embedded Card-Based Games with Reinforcement Learning
Significant progress has been made in AI for games, including board games, MOBA, and RTS games. However, complex agents are typically developed in an embedded manner, directly accessing game state information, unlike human players who rely on noisy visual data, leading to unfair competition. Developing complex non-embedded agents remains challenging, especially in card-based RTS games with complex features and large state spaces. We propose a non-embedded offline reinforcement learning training strategy using visual inputs to achieve real-time autonomous gameplay in the RTS game Clash Royale. Due to the lack of a object detection dataset for this game, we designed an efficient generative object detection dataset for training. We extract features using state-of-the-art object detection and optical character recognition models. Our method enables real-time image acquisition, perception feature fusion, decision-making, and control on mobile devices, successfully defeating built-in AI opponents. All code is open-sourced at https://github.com/wty-yy/katacr.
VideoGameBench: Can Vision-Language Models complete popular video games?
Vision-language models (VLMs) have achieved strong results on coding and math benchmarks that are challenging for humans, yet their ability to perform tasks that come naturally to humans--such as perception, spatial navigation, and memory management--remains understudied. Real video games are crafted to be intuitive for humans to learn and master by leveraging innate inductive biases, making them an ideal testbed for evaluating such capabilities in VLMs. To this end, we introduce VideoGameBench, a benchmark consisting of 10 popular video games from the 1990s that VLMs directly interact with in real-time. VideoGameBench challenges models to complete entire games with access to only raw visual inputs and a high-level description of objectives and controls, a significant departure from existing setups that rely on game-specific scaffolding and auxiliary information. We keep three of the games secret to encourage solutions that generalize to unseen environments. Our experiments show that frontier vision-language models struggle to progress beyond the beginning of each game. We find inference latency to be a major limitation of frontier models in the real-time setting; therefore, we introduce VideoGameBench Lite, a setting where the game pauses while waiting for the LM's next action. The best performing model, Gemini 2.5 Pro, completes only 0.48% of VideoGameBench and 1.6% of VideoGameBench Lite. We hope that the formalization of the human skills mentioned above into this benchmark motivates progress in these research directions.
Action Q-Transformer: Visual Explanation in Deep Reinforcement Learning with Encoder-Decoder Model using Action Query
The excellent performance of Transformer in supervised learning has led to growing interest in its potential application to deep reinforcement learning (DRL) to achieve high performance on a wide variety of problems. However, the decision making of a DRL agent is a black box, which greatly hinders the application of the agent to real-world problems. To address this problem, we propose the Action Q-Transformer (AQT), which introduces a transformer encoder-decoder structure to Q-learning based DRL methods. In AQT, the encoder calculates the state value function and the decoder calculates the advantage function to promote the acquisition of different attentions indicating the agent's decision-making. The decoder in AQT utilizes action queries, which represent the information of each action, as queries. This enables us to obtain the attentions for the state value and for each action. By acquiring and visualizing these attentions that detail the agent's decision-making, we achieve a DRL model with high interpretability. In this paper, we show that visualization of attention in Atari 2600 games enables detailed analysis of agents' decision-making in various game tasks. Further, experimental results demonstrate that our method can achieve higher performance than the baseline in some games.
BALROG: Benchmarking Agentic LLM and VLM Reasoning On Games
Large Language Models (LLMs) and Vision Language Models (VLMs) possess extensive knowledge and exhibit promising reasoning abilities; however, they still struggle to perform well in complex, dynamic environments. Real-world tasks require handling intricate interactions, advanced spatial reasoning, long-term planning, and continuous exploration of new strategies-areas in which we lack effective methodologies for comprehensively evaluating these capabilities. To address this gap, we introduce BALROG, a novel benchmark designed to assess the agentic capabilities of LLMs and VLMs through a diverse set of challenging games. Our benchmark incorporates a range of existing reinforcement learning environments with varying levels of difficulty, including tasks that are solvable by non-expert humans in seconds to extremely challenging ones that may take years to master (e.g., the NetHack Learning Environment). We devise fine-grained metrics to measure performance and conduct an extensive evaluation of several popular open-source and closed-source LLMs and VLMs. Our findings indicate that while current models achieve partial success in the easier games, they struggle significantly with more challenging tasks. Notably, we observe severe deficiencies in vision-based decision-making, as models perform worse when visual representations of the environments are provided. We release BALROG as an open and user-friendly benchmark to facilitate future research and development in the agentic community.
REGEN: Real-Time Photorealism Enhancement in Games via a Dual-Stage Generative Network Framework
Photorealism is an important aspect of modern video games since it can shape the player experience and simultaneously impact the immersion, narrative engagement, and visual fidelity. Although recent hardware technological breakthroughs, along with state-of-the-art rendering technologies, have significantly improved the visual realism of video games, achieving true photorealism in dynamic environments at real-time frame rates still remains a major challenge due to the tradeoff between visual quality and performance. In this short paper, we present a novel approach for enhancing the photorealism of rendered game frames using generative adversarial networks. To this end, we propose Real-time photorealism Enhancement in Games via a dual-stage gEnerative Network framework (REGEN), which employs a robust unpaired image-to-image translation model to produce semantically consistent photorealistic frames that transform the problem into a simpler paired image-to-image translation task. This enables training with a lightweight method that can achieve real-time inference time without compromising visual quality. We demonstrate the effectiveness of our framework on Grand Theft Auto V, showing that the approach achieves visual results comparable to the ones produced by the robust unpaired Im2Im method while improving inference speed by 32.14 times. Our findings also indicate that the results outperform the photorealism-enhanced frames produced by directly training a lightweight unpaired Im2Im translation method to translate the video game frames towards the visual characteristics of real-world images. Code, pre-trained models, and demos for this work are available at: https://github.com/stefanos50/REGEN.
RBench-V: A Primary Assessment for Visual Reasoning Models with Multi-modal Outputs
The rapid advancement of native multi-modal models and omni-models, exemplified by GPT-4o, Gemini, and o3, with their capability to process and generate content across modalities such as text and images, marks a significant milestone in the evolution of intelligence. Systematic evaluation of their multi-modal output capabilities in visual thinking processes (also known as multi-modal chain of thought, M-CoT) becomes critically important. However, existing benchmarks for evaluating multi-modal models primarily focus on assessing multi-modal inputs and text-only reasoning while neglecting the importance of reasoning through multi-modal outputs. In this paper, we present a benchmark, dubbed RBench-V, designed to assess models' vision-indispensable reasoning abilities. To construct RBench-V, we carefully hand-pick 803 questions covering math, physics, counting, and games. Unlike previous benchmarks that typically specify certain input modalities, RBench-V presents problems centered on multi-modal outputs, which require image manipulation such as generating novel images and constructing auxiliary lines to support the reasoning process. We evaluate numerous open- and closed-source models on RBench-V, including o3, Gemini 2.5 Pro, Qwen2.5-VL, etc. Even the best-performing model, o3, achieves only 25.8% accuracy on RBench-V, far below the human score of 82.3%, highlighting that current models struggle to leverage multi-modal reasoning. Data and code are available at https://evalmodels.github.io/rbenchv
Orak: A Foundational Benchmark for Training and Evaluating LLM Agents on Diverse Video Games
Large Language Model (LLM) agents are reshaping the game industry, particularly with more intelligent and human-preferable game characters. However, existing game benchmarks fall short of practical needs: they lack evaluations of diverse LLM capabilities across various game genres, studies of agentic modules crucial for complex gameplay, and fine-tuning datasets for aligning pre-trained LLMs into gaming agents. To fill these gaps, we present \benchname{}, a foundational benchmark designed to train and evaluate LLM agents across diverse real-world video games. Unlike existing benchmarks, Orak includes 12 popular video games spanning all major genres, enabling comprehensive studies of LLM capabilities and agentic modules essential for intricate game scenarios. To support consistent evaluation of LLMs, we introduce a plug-and-play interface based on Model Context Protocol (MCP) that enables LLMs to seamlessly connect with games and manipulate agentic modules. Additionally, we propose a fine-tuning dataset, consisting of LLM gameplay trajectories across diverse game genres. Orak offers a comprehensive evaluation framework, encompassing general game score leaderboards, LLM battle arenas, and in-depth analyses of visual input state, agentic strategies, and fine-tuning effects, establishing a foundation towards building generic gaming agents. Code is available at https://github.com/krafton-ai/Orak.
Atari-GPT: Investigating the Capabilities of Multimodal Large Language Models as Low-Level Policies for Atari Games
Recent advancements in large language models (LLMs) have expanded their capabilities beyond traditional text-based tasks to multimodal domains, integrating visual, auditory, and textual data. While multimodal LLMs have been extensively explored for high-level planning in domains like robotics and games, their potential as low-level controllers remains largely untapped. This paper explores the application of multimodal LLMs as low-level controllers in the domain of Atari video games, introducing Atari game performance as a new benchmark for evaluating the ability of multimodal LLMs to perform low-level control tasks. Unlike traditional reinforcement learning (RL) and imitation learning (IL) methods that require extensive computational resources as well as reward function specification, these LLMs utilize pre-existing multimodal knowledge to directly engage with game environments. Our study assesses multiple multimodal LLMs performance against traditional RL agents, human players, and random agents, focusing on their ability to understand and interact with complex visual scenes and formulate strategic responses. Additionally, we examine the impact of In-Context Learning (ICL) by incorporating human-demonstrated game-play trajectories to enhance the models contextual understanding. Through this investigation, we aim to determine the extent to which multimodal LLMs can leverage their extensive training to effectively function as low-level controllers, thereby redefining potential applications in dynamic and visually complex environments. Additional results and videos are available at our project webpage: https://sites.google.com/view/atari-gpt/.
Level Up Your Tutorials: VLMs for Game Tutorials Quality Assessment
Designing effective game tutorials is crucial for a smooth learning curve for new players, especially in games with many rules and complex core mechanics. Evaluating the effectiveness of these tutorials usually requires multiple iterations with testers who have no prior knowledge of the game. Recent Vision-Language Models (VLMs) have demonstrated significant capabilities in understanding and interpreting visual content. VLMs can analyze images, provide detailed insights, and answer questions about their content. They can recognize objects, actions, and contexts in visual data, making them valuable tools for various applications, including automated game testing. In this work, we propose an automated game-testing solution to evaluate the quality of game tutorials. Our approach leverages VLMs to analyze frames from video game tutorials, answer relevant questions to simulate human perception, and provide feedback. This feedback is compared with expected results to identify confusing or problematic scenes and highlight potential errors for developers. In addition, we publish complete tutorial videos and annotated frames from different game versions used in our tests. This solution reduces the need for extensive manual testing, especially by speeding up and simplifying the initial development stages of the tutorial to improve the final game experience.
Play to Generalize: Learning to Reason Through Game Play
Developing generalizable reasoning capabilities in multimodal large language models (MLLMs) remains challenging. Motivated by cognitive science literature suggesting that gameplay promotes transferable cognitive skills, we propose a novel post-training paradigm, Visual Game Learning, or ViGaL, where MLLMs develop out-of-domain generalization of multimodal reasoning through playing arcade-like games. Specifically, we show that post-training a 7B-parameter MLLM via reinforcement learning (RL) on simple arcade-like games, e.g. Snake, significantly enhances its downstream performance on multimodal math benchmarks like MathVista, and on multi-discipline questions like MMMU, without seeing any worked solutions, equations, or diagrams during RL, suggesting the capture of transferable reasoning skills. Remarkably, our model outperforms specialist models tuned on multimodal reasoning data in multimodal reasoning benchmarks, while preserving the base model's performance on general visual benchmarks, a challenge where specialist models often fall short. Our findings suggest a new post-training paradigm: synthetic, rule-based games can serve as controllable and scalable pre-text tasks that unlock generalizable multimodal reasoning abilities in MLLMs.
KORGym: A Dynamic Game Platform for LLM Reasoning Evaluation
Recent advancements in large language models (LLMs) underscore the need for more comprehensive evaluation methods to accurately assess their reasoning capabilities. Existing benchmarks are often domain-specific and thus cannot fully capture an LLM's general reasoning potential. To address this limitation, we introduce the Knowledge Orthogonal Reasoning Gymnasium (KORGym), a dynamic evaluation platform inspired by KOR-Bench and Gymnasium. KORGym offers over fifty games in either textual or visual formats and supports interactive, multi-turn assessments with reinforcement learning scenarios. Using KORGym, we conduct extensive experiments on 19 LLMs and 8 VLMs, revealing consistent reasoning patterns within model families and demonstrating the superior performance of closed-source models. Further analysis examines the effects of modality, reasoning strategies, reinforcement learning techniques, and response length on model performance. We expect KORGym to become a valuable resource for advancing LLM reasoning research and developing evaluation methodologies suited to complex, interactive environments.
PromptVFX: Text-Driven Fields for Open-World 3D Gaussian Animation
Visual effects (VFX) are key to immersion in modern films, games, and AR/VR. Creating 3D effects requires specialized expertise and training in 3D animation software and can be time consuming. Generative solutions typically rely on computationally intense methods such as diffusion models which can be slow at 4D inference. We reformulate 3D animation as a field prediction task and introduce a text-driven framework that infers a time-varying 4D flow field acting on 3D Gaussians. By leveraging large language models (LLMs) and vision-language models (VLMs) for function generation, our approach interprets arbitrary prompts (e.g., "make the vase glow orange, then explode") and instantly updates color, opacity, and positions of 3D Gaussians in real time. This design avoids overheads such as mesh extraction, manual or physics-based simulations and allows both novice and expert users to animate volumetric scenes with minimal effort on a consumer device even in a web browser. Experimental results show that simple textual instructions suffice to generate compelling time-varying VFX, reducing the manual effort typically required for rigging or advanced modeling. We thus present a fast and accessible pathway to language-driven 3D content creation that can pave the way to democratize VFX further.
$\text{M}^{\text{3}}$: A Modular World Model over Streams of Tokens
Token-based world models emerged as a promising modular framework, modeling dynamics over token streams while optimizing tokenization separately. While successful in visual environments with discrete actions (e.g., Atari games), their broader applicability remains uncertain. In this paper, we introduce M^{3}, a modular world model that extends this framework, enabling flexible combinations of observation and action modalities through independent modality-specific components. M^{3} integrates several improvements from existing literature to enhance agent performance. Through extensive empirical evaluation across diverse benchmarks, M^{3} achieves state-of-the-art sample efficiency for planning-free world models. Notably, among these methods, it is the first to reach a human-level median score on Atari 100K, with superhuman performance on 13 games. We https://github.com/leor-c/M3{open-source our code and weights}.
Grounded Language Acquisition From Object and Action Imagery
Deep learning approaches to natural language processing have made great strides in recent years. While these models produce symbols that convey vast amounts of diverse knowledge, it is unclear how such symbols are grounded in data from the world. In this paper, we explore the development of a private language for visual data representation by training emergent language (EL) encoders/decoders in both i) a traditional referential game environment and ii) a contrastive learning environment utilizing a within-class matching training paradigm. An additional classification layer utilizing neural machine translation and random forest classification was used to transform symbolic representations (sequences of integer symbols) to class labels. These methods were applied in two experiments focusing on object recognition and action recognition. For object recognition, a set of sketches produced by human participants from real imagery was used (Sketchy dataset) and for action recognition, 2D trajectories were generated from 3D motion capture systems (MOVI dataset). In order to interpret the symbols produced for data in each experiment, gradient-weighted class activation mapping (Grad-CAM) methods were used to identify pixel regions indicating semantic features which contribute evidence towards symbols in learned languages. Additionally, a t-distributed stochastic neighbor embedding (t-SNE) method was used to investigate embeddings learned by CNN feature extractors.
Two Giraffes in a Dirt Field: Using Game Play to Investigate Situation Modelling in Large Multimodal Models
While the situation has improved for text-only models, it again seems to be the case currently that multimodal (text and image) models develop faster than ways to evaluate them. In this paper, we bring a recently developed evaluation paradigm from text models to multimodal models, namely evaluation through the goal-oriented game (self) play, complementing reference-based and preference-based evaluation. Specifically, we define games that challenge a model's capability to represent a situation from visual information and align such representations through dialogue. We find that the largest closed models perform rather well on the games that we define, while even the best open-weight models struggle with them. On further analysis, we find that the exceptional deep captioning capabilities of the largest models drive some of the performance. There is still room to grow for both kinds of models, ensuring the continued relevance of the benchmark.
Playable Game Generation
In recent years, Artificial Intelligence Generated Content (AIGC) has advanced from text-to-image generation to text-to-video and multimodal video synthesis. However, generating playable games presents significant challenges due to the stringent requirements for real-time interaction, high visual quality, and accurate simulation of game mechanics. Existing approaches often fall short, either lacking real-time capabilities or failing to accurately simulate interactive mechanics. To tackle the playability issue, we propose a novel method called PlayGen, which encompasses game data generation, an autoregressive DiT-based diffusion model, and a comprehensive playability-based evaluation framework. Validated on well-known 2D and 3D games, PlayGen achieves real-time interaction, ensures sufficient visual quality, and provides accurate interactive mechanics simulation. Notably, these results are sustained even after over 1000 frames of gameplay on an NVIDIA RTX 2060 GPU. Our code is publicly available: https://github.com/GreatX3/Playable-Game-Generation. Our playable demo generated by AI is: http://124.156.151.207.
SoccerNet-Echoes: A Soccer Game Audio Commentary Dataset
The application of Automatic Speech Recognition (ASR) technology in soccer offers numerous opportunities for sports analytics. Specifically, extracting audio commentaries with ASR provides valuable insights into the events of the game, and opens the door to several downstream applications such as automatic highlight generation. This paper presents SoccerNet-Echoes, an augmentation of the SoccerNet dataset with automatically generated transcriptions of audio commentaries from soccer game broadcasts, enhancing video content with rich layers of textual information derived from the game audio using ASR. These textual commentaries, generated using the Whisper model and translated with Google Translate, extend the usefulness of the SoccerNet dataset in diverse applications such as enhanced action spotting, automatic caption generation, and game summarization. By incorporating textual data alongside visual and auditory content, SoccerNet-Echoes aims to serve as a comprehensive resource for the development of algorithms specialized in capturing the dynamics of soccer games. We detail the methods involved in the curation of this dataset and the integration of ASR. We also highlight the implications of a multimodal approach in sports analytics, and how the enriched dataset can support diverse applications, thus broadening the scope of research and development in the field of sports analytics.
GlitchBench: Can large multimodal models detect video game glitches?
Large multimodal models (LMMs) have evolved from large language models (LLMs) to integrate multiple input modalities, such as visual inputs. This integration augments the capacity of LLMs for tasks requiring visual comprehension and reasoning. However, the extent and limitations of their enhanced abilities are not fully understood, especially when it comes to real-world tasks. To address this gap, we introduce GlitchBench, a novel benchmark derived from video game quality assurance tasks, to test and evaluate the reasoning capabilities of LMMs. Our benchmark is curated from a variety of unusual and glitched scenarios from video games and aims to challenge both the visual and linguistic reasoning powers of LMMs in detecting and interpreting out-of-the-ordinary events. We evaluate multiple state-of-the-art LMMs, and we show that GlitchBench presents a new challenge for these models. Code and data are available at: https://glitchbench.github.io/
Zebra-CoT: A Dataset for Interleaved Vision Language Reasoning
Humans often use visual aids, for example diagrams or sketches, when solving complex problems. Training multimodal models to do the same, known as Visual Chain of Thought (Visual CoT), is challenging due to: (1) poor off-the-shelf visual CoT performance, which hinders reinforcement learning, and (2) the lack of high-quality visual CoT training data. We introduce Zebra-CoT, a diverse large-scale dataset with 182,384 samples, containing logically coherent interleaved text-image reasoning traces. We focus on four categories of tasks where sketching or visual reasoning is especially natural, spanning scientific questions such as geometry, physics, and algorithms; 2D visual reasoning tasks like visual search and jigsaw puzzles; 3D reasoning tasks including 3D multi-hop inference, embodied and robot planning; visual logic problems and strategic games like chess. Fine-tuning the Anole-7B model on the Zebra-CoT training corpus results in an improvement of +12% in our test-set accuracy and yields up to +13% performance gain on standard VLM benchmark evaluations. Fine-tuning Bagel-7B yields a model that generates high-quality interleaved visual reasoning chains, underscoring Zebra-CoT's effectiveness for developing multimodal reasoning abilities. We open-source our dataset and models to support development and evaluation of visual CoT.
Can MLLMs Read the Room? A Multimodal Benchmark for Verifying Truthfulness in Multi-Party Social Interactions
As AI systems become increasingly integrated into human lives, endowing them with robust social intelligence has emerged as a critical frontier. A key aspect of this intelligence is discerning truth from deception, a ubiquitous element of human interaction that is conveyed through a complex interplay of verbal language and non-verbal visual cues. However, automatic deception detection in dynamic, multi-party conversations remains a significant challenge. The recent rise of powerful Multimodal Large Language Models (MLLMs), with their impressive abilities in visual and textual understanding, makes them natural candidates for this task. Consequently, their capabilities in this crucial domain are mostly unquantified. To address this gap, we introduce a new task, Multimodal Interactive Veracity Assessment (MIVA), and present a novel multimodal dataset derived from the social deduction game Werewolf. This dataset provides synchronized video, text, with verifiable ground-truth labels for every statement. We establish a comprehensive benchmark evaluating state-of-the-art MLLMs, revealing a significant performance gap: even powerful models like GPT-4o struggle to distinguish truth from falsehood reliably. Our analysis of failure modes indicates that these models fail to ground language in visual social cues effectively and may be overly conservative in their alignment, highlighting the urgent need for novel approaches to building more perceptive and trustworthy AI systems.
FightLadder: A Benchmark for Competitive Multi-Agent Reinforcement Learning
Recent advances in reinforcement learning (RL) heavily rely on a variety of well-designed benchmarks, which provide environmental platforms and consistent criteria to evaluate existing and novel algorithms. Specifically, in multi-agent RL (MARL), a plethora of benchmarks based on cooperative games have spurred the development of algorithms that improve the scalability of cooperative multi-agent systems. However, for the competitive setting, a lightweight and open-sourced benchmark with challenging gaming dynamics and visual inputs has not yet been established. In this work, we present FightLadder, a real-time fighting game platform, to empower competitive MARL research. Along with the platform, we provide implementations of state-of-the-art MARL algorithms for competitive games, as well as a set of evaluation metrics to characterize the performance and exploitability of agents. We demonstrate the feasibility of this platform by training a general agent that consistently defeats 12 built-in characters in single-player mode, and expose the difficulty of training a non-exploitable agent without human knowledge and demonstrations in two-player mode. FightLadder provides meticulously designed environments to address critical challenges in competitive MARL research, aiming to catalyze a new era of discovery and advancement in the field. Videos and code at https://sites.google.com/view/fightladder/home.
Deep Hierarchical Planning from Pixels
Intelligent agents need to select long sequences of actions to solve complex tasks. While humans easily break down tasks into subgoals and reach them through millions of muscle commands, current artificial intelligence is limited to tasks with horizons of a few hundred decisions, despite large compute budgets. Research on hierarchical reinforcement learning aims to overcome this limitation but has proven to be challenging, current methods rely on manually specified goal spaces or subtasks, and no general solution exists. We introduce Director, a practical method for learning hierarchical behaviors directly from pixels by planning inside the latent space of a learned world model. The high-level policy maximizes task and exploration rewards by selecting latent goals and the low-level policy learns to achieve the goals. Despite operating in latent space, the decisions are interpretable because the world model can decode goals into images for visualization. Director outperforms exploration methods on tasks with sparse rewards, including 3D maze traversal with a quadruped robot from an egocentric camera and proprioception, without access to the global position or top-down view that was used by prior work. Director also learns successful behaviors across a wide range of environments, including visual control, Atari games, and DMLab levels.
On the detection of synthetic images generated by diffusion models
Over the past decade, there has been tremendous progress in creating synthetic media, mainly thanks to the development of powerful methods based on generative adversarial networks (GAN). Very recently, methods based on diffusion models (DM) have been gaining the spotlight. In addition to providing an impressive level of photorealism, they enable the creation of text-based visual content, opening up new and exciting opportunities in many different application fields, from arts to video games. On the other hand, this property is an additional asset in the hands of malicious users, who can generate and distribute fake media perfectly adapted to their attacks, posing new challenges to the media forensic community. With this work, we seek to understand how difficult it is to distinguish synthetic images generated by diffusion models from pristine ones and whether current state-of-the-art detectors are suitable for the task. To this end, first we expose the forensics traces left by diffusion models, then study how current detectors, developed for GAN-generated images, perform on these new synthetic images, especially in challenging social-networks scenarios involving image compression and resizing. Datasets and code are available at github.com/grip-unina/DMimageDetection.
IWR-Bench: Can LVLMs reconstruct interactive webpage from a user interaction video?
The webpage-to-code task requires models to understand visual representations of webpages and generate corresponding code. However, existing benchmarks primarily focus on static screenshot-to-code tasks, thereby overlooking the dynamic interactions fundamental to real-world web applications. To address this limitation, this paper introduces IWR-Bench, a novel benchmark for evaluating the capabilities of Large Vision-Language Models (LVLMs) in interactive webpage reconstruction from video. IWR-Bench comprises 113 meticulously curated tasks from 100 real-world websites, with 1,001 actions and featuring diverse interaction complexities (e.g., web games), visual styles, and domains. Aligning with standard web development practices, each task includes not only user interaction videos but also all crawled static assets (e.g., images, videos). This benchmark evaluates models on two fundamental challenges: comprehensive multi-modal reasoning to infer interaction logic from video and assets, and advanced code generation to translate this logic into functional code. An agent-as-a-judge framework with a comprehensive metric system automatically assesses the functional correctness and visual fidelity of generated webpages. Extensive experiments on 28 LVLMs reveal a significant challenge: the best model achieves an overall score of only 36.35%, as functional correctness (24.39% IFS) lags significantly behind visual fidelity (64.25% VFS). These results highlight critical limitations in current models' ability to reason about temporal dynamics and synthesize event-driven logic, establishing IWR-Bench as a challenging frontier for vision-language research. The benchmark and evaluation code will be made publicly available. Code is available at https://github.com/L-O-I/IWR-Bench.
SViM3D: Stable Video Material Diffusion for Single Image 3D Generation
We present Stable Video Materials 3D (SViM3D), a framework to predict multi-view consistent physically based rendering (PBR) materials, given a single image. Recently, video diffusion models have been successfully used to reconstruct 3D objects from a single image efficiently. However, reflectance is still represented by simple material models or needs to be estimated in additional steps to enable relighting and controlled appearance edits. We extend a latent video diffusion model to output spatially varying PBR parameters and surface normals jointly with each generated view based on explicit camera control. This unique setup allows for relighting and generating a 3D asset using our model as neural prior. We introduce various mechanisms to this pipeline that improve quality in this ill-posed setting. We show state-of-the-art relighting and novel view synthesis performance on multiple object-centric datasets. Our method generalizes to diverse inputs, enabling the generation of relightable 3D assets useful in AR/VR, movies, games and other visual media.
Beyond Reconstruction: A Physics Based Neural Deferred Shader for Photo-realistic Rendering
Deep learning based rendering has demonstrated major improvements for photo-realistic image synthesis, applicable to various applications including visual effects in movies and photo-realistic scene building in video games. However, a significant limitation is the difficulty of decomposing the illumination and material parameters, which limits such methods to reconstruct an input scene, without any possibility to control these parameters. This paper introduces a novel physics based neural deferred shading pipeline to decompose the data-driven rendering process, learn a generalizable shading function to produce photo-realistic results for shading and relighting tasks, we also provide a shadow estimator to efficiently mimic shadowing effect. Our model achieves improved performance compared to classical models and a state-of-art neural shading model, and enables generalizable photo-realistic shading from arbitrary illumination input.
VideoGameQA-Bench: Evaluating Vision-Language Models for Video Game Quality Assurance
With video games now generating the highest revenues in the entertainment industry, optimizing game development workflows has become essential for the sector's sustained growth. Recent advancements in Vision-Language Models (VLMs) offer considerable potential to automate and enhance various aspects of game development, particularly Quality Assurance (QA), which remains one of the industry's most labor-intensive processes with limited automation options. To accurately evaluate the performance of VLMs in video game QA tasks and determine their effectiveness in handling real-world scenarios, there is a clear need for standardized benchmarks, as existing benchmarks are insufficient to address the specific requirements of this domain. To bridge this gap, we introduce VideoGameQA-Bench, a comprehensive benchmark that covers a wide array of game QA activities, including visual unit testing, visual regression testing, needle-in-a-haystack tasks, glitch detection, and bug report generation for both images and videos of various games. Code and data are available at: https://asgaardlab.github.io/videogameqa-bench/
AnimeGamer: Infinite Anime Life Simulation with Next Game State Prediction
Recent advancements in image and video synthesis have opened up new promise in generative games. One particularly intriguing application is transforming characters from anime films into interactive, playable entities. This allows players to immerse themselves in the dynamic anime world as their favorite characters for life simulation through language instructions. Such games are defined as infinite game since they eliminate predetermined boundaries and fixed gameplay rules, where players can interact with the game world through open-ended language and experience ever-evolving storylines and environments. Recently, a pioneering approach for infinite anime life simulation employs large language models (LLMs) to translate multi-turn text dialogues into language instructions for image generation. However, it neglects historical visual context, leading to inconsistent gameplay. Furthermore, it only generates static images, failing to incorporate the dynamics necessary for an engaging gaming experience. In this work, we propose AnimeGamer, which is built upon Multimodal Large Language Models (MLLMs) to generate each game state, including dynamic animation shots that depict character movements and updates to character states, as illustrated in Figure 1. We introduce novel action-aware multimodal representations to represent animation shots, which can be decoded into high-quality video clips using a video diffusion model. By taking historical animation shot representations as context and predicting subsequent representations, AnimeGamer can generate games with contextual consistency and satisfactory dynamics. Extensive evaluations using both automated metrics and human evaluations demonstrate that AnimeGamer outperforms existing methods in various aspects of the gaming experience. Codes and checkpoints are available at https://github.com/TencentARC/AnimeGamer.
ViZDoom Competitions: Playing Doom from Pixels
This paper presents the first two editions of Visual Doom AI Competition, held in 2016 and 2017. The challenge was to create bots that compete in a multi-player deathmatch in a first-person shooter (FPS) game, Doom. The bots had to make their decisions based solely on visual information, i.e., a raw screen buffer. To play well, the bots needed to understand their surroundings, navigate, explore, and handle the opponents at the same time. These aspects, together with the competitive multi-agent aspect of the game, make the competition a unique platform for evaluating the state of the art reinforcement learning algorithms. The paper discusses the rules, solutions, results, and statistics that give insight into the agents' behaviors. Best-performing agents are described in more detail. The results of the competition lead to the conclusion that, although reinforcement learning can produce capable Doom bots, they still are not yet able to successfully compete against humans in this game. The paper also revisits the ViZDoom environment, which is a flexible, easy to use, and efficient 3D platform for research for vision-based reinforcement learning, based on a well-recognized first-person perspective game Doom.
lmgame-Bench: How Good are LLMs at Playing Games?
Playing video games requires perception, memory, and planning, exactly the faculties modern large language model (LLM) agents are expected to master. We study the major challenges in using popular video games to evaluate modern LLMs and find that directly dropping LLMs into games cannot make an effective evaluation, for three reasons -- brittle vision perception, prompt sensitivity, and potential data contamination. We introduce lmgame-Bench to turn games into reliable evaluations. lmgame-Bench features a suite of platformer, puzzle, and narrative games delivered through a unified Gym-style API and paired with lightweight perception and memory scaffolds, and is designed to stabilize prompt variance and remove contamination. Across 13 leading models, we show lmgame-Bench is challenging while still separating models well. Correlation analysis shows that every game probes a unique blend of capabilities often tested in isolation elsewhere. More interestingly, performing reinforcement learning on a single game from lmgame-Bench transfers both to unseen games and to external planning tasks. Our evaluation code is available at https://github.com/lmgame-org/GamingAgent/lmgame-bench.
Unbounded: A Generative Infinite Game of Character Life Simulation
We introduce the concept of a generative infinite game, a video game that transcends the traditional boundaries of finite, hard-coded systems by using generative models. Inspired by James P. Carse's distinction between finite and infinite games, we leverage recent advances in generative AI to create Unbounded: a game of character life simulation that is fully encapsulated in generative models. Specifically, Unbounded draws inspiration from sandbox life simulations and allows you to interact with your autonomous virtual character in a virtual world by feeding, playing with and guiding it - with open-ended mechanics generated by an LLM, some of which can be emergent. In order to develop Unbounded, we propose technical innovations in both the LLM and visual generation domains. Specifically, we present: (1) a specialized, distilled large language model (LLM) that dynamically generates game mechanics, narratives, and character interactions in real-time, and (2) a new dynamic regional image prompt Adapter (IP-Adapter) for vision models that ensures consistent yet flexible visual generation of a character across multiple environments. We evaluate our system through both qualitative and quantitative analysis, showing significant improvements in character life simulation, user instruction following, narrative coherence, and visual consistency for both characters and the environments compared to traditional related approaches.
V-GameGym: Visual Game Generation for Code Large Language Models
Code large language models have demonstrated remarkable capabilities in programming tasks, yet current benchmarks primarily focus on single modality rather than visual game development. Most existing code-related benchmarks evaluate syntax correctness and execution accuracy, overlooking critical game-specific metrics such as playability, visual aesthetics, and user engagement that are essential for real-world deployment. To address the gap between current LLM capabilities in algorithmic problem-solving and competitive programming versus the comprehensive requirements of practical game development, we present V-GameGym, a comprehensive benchmark comprising 2,219 high-quality samples across 100 thematic clusters derived from real-world repositories, adopting a novel clustering-based curation methodology to ensure both diversity and structural completeness. Further, we introduce a multimodal evaluation framework with an automated LLM-driven pipeline for visual code synthesis using complete UI sandbox environments. Our extensive analysis reveals that V-GameGym effectively bridges the gap between code generation accuracy and practical game development workflows, providing quantifiable quality metrics for visual programming and interactive element generation.
Generating Pedagogically Meaningful Visuals for Math Word Problems: A New Benchmark and Analysis of Text-to-Image Models
Visuals are valuable tools for teaching math word problems (MWPs), helping young learners interpret textual descriptions into mathematical expressions before solving them. However, creating such visuals is labor-intensive and there is a lack of automated methods to support this process. In this paper, we present Math2Visual, an automatic framework for generating pedagogically meaningful visuals from MWP text descriptions. Math2Visual leverages a pre-defined visual language and a design space grounded in interviews with math teachers, to illustrate the core mathematical relationships in MWPs. Using Math2Visual, we construct an annotated dataset of 1,903 visuals and evaluate Text-to-Image (TTI) models for their ability to generate visuals that align with our design. We further fine-tune several TTI models with our dataset, demonstrating improvements in educational visual generation. Our work establishes a new benchmark for automated generation of pedagogically meaningful visuals and offers insights into key challenges in producing multimodal educational content, such as the misrepresentation of mathematical relationships and the omission of essential visual elements.
VLN-Game: Vision-Language Equilibrium Search for Zero-Shot Semantic Navigation
Following human instructions to explore and search for a specified target in an unfamiliar environment is a crucial skill for mobile service robots. Most of the previous works on object goal navigation have typically focused on a single input modality as the target, which may lead to limited consideration of language descriptions containing detailed attributes and spatial relationships. To address this limitation, we propose VLN-Game, a novel zero-shot framework for visual target navigation that can process object names and descriptive language targets effectively. To be more precise, our approach constructs a 3D object-centric spatial map by integrating pre-trained visual-language features with a 3D reconstruction of the physical environment. Then, the framework identifies the most promising areas to explore in search of potential target candidates. A game-theoretic vision language model is employed to determine which target best matches the given language description. Experiments conducted on the Habitat-Matterport 3D (HM3D) dataset demonstrate that the proposed framework achieves state-of-the-art performance in both object goal navigation and language-based navigation tasks. Moreover, we show that VLN-Game can be easily deployed on real-world robots. The success of VLN-Game highlights the promising potential of using game-theoretic methods with compact vision-language models to advance decision-making capabilities in robotic systems. The supplementary video and code can be accessed via the following link: https://sites.google.com/view/vln-game.
AlphaViT: A Flexible Game-Playing AI for Multiple Games and Variable Board Sizes
This paper presents novel game-playing AI agents based on the AlphaZero framework, enhanced with Vision Transformer (ViT): AlphaViT, AlphaViD, and AlphaVDA. These agents are designed to play multiple board games of various sizes using a single network with shared weights, thereby overcoming AlphaZero's limitation of fixed-board-size constraints. AlphaViT employs only a transformer encoder, whereas AlphaViD and AlphaVDA incorporate both transformer encoders and decoders. In AlphaViD, the decoder processes outputs from the encoder, whereas AlphaVDA uses a learnable embeddings as the decoder input. The additional decoder layers in AlphaViD and AlphaVDA provide flexibility to adapt to various action spaces and board sizes. Experimental results show that the proposed agents, trained on either individual games or multiple games simultaneously, consistently outperform traditional algorithms such as Minimax and Monte Carlo Tree Search and approach the performance of AlphaZero, despite using a single deep neural network (DNN) with shared weights. In particular, AlphaViT shows strong performance across all tested games. Furthermore, fine-tuning the DNN using pre-trained weights from small-board games accelerates convergence and improves performance, particularly in Gomoku. Interestingly, simultaneous training on multiple games yields performance comparable to, or even surpassing, single-game training. These results indicate the potential of transformer-based architectures to develop more flexible and robust game-playing AI agents that excel in multiple games and dynamic environments.
Model as a Game: On Numerical and Spatial Consistency for Generative Games
Recent advances in generative models have significantly impacted game generation. However, despite producing high-quality graphics and adequately receiving player input, existing models often fail to maintain fundamental game properties such as numerical and spatial consistency. Numerical consistency ensures gameplay mechanics correctly reflect score changes and other quantitative elements, while spatial consistency prevents jarring scene transitions, providing seamless player experiences. In this paper, we revisit the paradigm of generative games to explore what truly constitutes a Model as a Game (MaaG) with a well-developed mechanism. We begin with an empirical study on ``Traveler'', a 2D game created by an LLM featuring minimalist rules yet challenging generative models in maintaining consistency. Based on the DiT architecture, we design two specialized modules: (1) a numerical module that integrates a LogicNet to determine event triggers, with calculations processed externally as conditions for image generation; and (2) a spatial module that maintains a map of explored areas, retrieving location-specific information during generation and linking new observations to ensure continuity. Experiments across three games demonstrate that our integrated modules significantly enhance performance on consistency metrics compared to baselines, while incurring minimal time overhead during inference.
Video2Game: Real-time, Interactive, Realistic and Browser-Compatible Environment from a Single Video
Creating high-quality and interactive virtual environments, such as games and simulators, often involves complex and costly manual modeling processes. In this paper, we present Video2Game, a novel approach that automatically converts videos of real-world scenes into realistic and interactive game environments. At the heart of our system are three core components:(i) a neural radiance fields (NeRF) module that effectively captures the geometry and visual appearance of the scene; (ii) a mesh module that distills the knowledge from NeRF for faster rendering; and (iii) a physics module that models the interactions and physical dynamics among the objects. By following the carefully designed pipeline, one can construct an interactable and actionable digital replica of the real world. We benchmark our system on both indoor and large-scale outdoor scenes. We show that we can not only produce highly-realistic renderings in real-time, but also build interactive games on top.
Hunyuan-Game: Industrial-grade Intelligent Game Creation Model
Intelligent game creation represents a transformative advancement in game development, utilizing generative artificial intelligence to dynamically generate and enhance game content. Despite notable progress in generative models, the comprehensive synthesis of high-quality game assets, including both images and videos, remains a challenging frontier. To create high-fidelity game content that simultaneously aligns with player preferences and significantly boosts designer efficiency, we present Hunyuan-Game, an innovative project designed to revolutionize intelligent game production. Hunyuan-Game encompasses two primary branches: image generation and video generation. The image generation component is built upon a vast dataset comprising billions of game images, leading to the development of a group of customized image generation models tailored for game scenarios: (1) General Text-to-Image Generation. (2) Game Visual Effects Generation, involving text-to-effect and reference image-based game visual effect generation. (3) Transparent Image Generation for characters, scenes, and game visual effects. (4) Game Character Generation based on sketches, black-and-white images, and white models. The video generation component is built upon a comprehensive dataset of millions of game and anime videos, leading to the development of five core algorithmic models, each targeting critical pain points in game development and having robust adaptation to diverse game video scenarios: (1) Image-to-Video Generation. (2) 360 A/T Pose Avatar Video Synthesis. (3) Dynamic Illustration Generation. (4) Generative Video Super-Resolution. (5) Interactive Game Video Generation. These image and video generation models not only exhibit high-level aesthetic expression but also deeply integrate domain-specific knowledge, establishing a systematic understanding of diverse game and anime art styles.
Agents Play Thousands of 3D Video Games
We present PORTAL, a novel framework for developing artificial intelligence agents capable of playing thousands of 3D video games through language-guided policy generation. By transforming decision-making problems into language modeling tasks, our approach leverages large language models (LLMs) to generate behavior trees represented in domain-specific language (DSL). This method eliminates the computational burden associated with traditional reinforcement learning approaches while preserving strategic depth and rapid adaptability. Our framework introduces a hybrid policy structure that combines rule-based nodes with neural network components, enabling both high-level strategic reasoning and precise low-level control. A dual-feedback mechanism incorporating quantitative game metrics and vision-language model analysis facilitates iterative policy improvement at both tactical and strategic levels. The resulting policies are instantaneously deployable, human-interpretable, and capable of generalizing across diverse gaming environments. Experimental results demonstrate PORTAL's effectiveness across thousands of first-person shooter (FPS) games, showcasing significant improvements in development efficiency, policy generalization, and behavior diversity compared to traditional approaches. PORTAL represents a significant advancement in game AI development, offering a practical solution for creating sophisticated agents that can operate across thousands of commercial video games with minimal development overhead. Experiment results on the 3D video games are best viewed on https://zhongwen.one/projects/portal .
NitroGen: An Open Foundation Model for Generalist Gaming Agents
We introduce NitroGen, a vision-action foundation model for generalist gaming agents that is trained on 40,000 hours of gameplay videos across more than 1,000 games. We incorporate three key ingredients: 1) an internet-scale video-action dataset constructed by automatically extracting player actions from publicly available gameplay videos, 2) a multi-game benchmark environment that can measure cross-game generalization, and 3) a unified vision-action model trained with large-scale behavior cloning. NitroGen exhibits strong competence across diverse domains, including combat encounters in 3D action games, high-precision control in 2D platformers, and exploration in procedurally generated worlds. It transfers effectively to unseen games, achieving up to 52% relative improvement in task success rates over models trained from scratch. We release the dataset, evaluation suite, and model weights to advance research on generalist embodied agents.
VideoGameBunny: Towards vision assistants for video games
Large multimodal models (LMMs) hold substantial promise across various domains, from personal assistance in daily tasks to sophisticated applications like medical diagnostics. However, their capabilities have limitations in the video game domain, such as challenges with scene understanding, hallucinations, and inaccurate descriptions of video game content, especially in open-source models. This paper describes the development of VideoGameBunny, a LLaVA-style model based on Bunny, specifically tailored for understanding images from video games. We release intermediate checkpoints, training logs, and an extensive dataset comprising 185,259 video game images from 413 titles, along with 389,565 image-instruction pairs that include image captions, question-answer pairs, and a JSON representation of 16 elements of 136,974 images. Our experiments show that our high quality game-related data has the potential to make a relatively small model outperform the much larger state-of-the-art model LLaVa-1.6-34b (which has more than 4x the number of parameters). Our study paves the way for future research in video game understanding on tasks such as playing, commentary, and debugging. Code and data are available at https://videogamebunny.github.io/
VGBench: Evaluating Large Language Models on Vector Graphics Understanding and Generation
In the realm of vision models, the primary mode of representation is using pixels to rasterize the visual world. Yet this is not always the best or unique way to represent visual content, especially for designers and artists who depict the world using geometry primitives such as polygons. Vector graphics (VG), on the other hand, offer a textual representation of visual content, which can be more concise and powerful for content like cartoons or sketches. Recent studies have shown promising results on processing vector graphics with capable Large Language Models (LLMs). However, such works focus solely on qualitative results, understanding, or a specific type of vector graphics. We propose VGBench, a comprehensive benchmark for LLMs on handling vector graphics through diverse aspects, including (a) both visual understanding and generation, (b) evaluation of various vector graphics formats, (c) diverse question types, (d) wide range of prompting techniques, (e) under multiple LLMs. Evaluating on our collected 4279 understanding and 5845 generation samples, we find that LLMs show strong capability on both aspects while exhibiting less desirable performance on low-level formats (SVG). Both data and evaluation pipeline will be open-sourced at https://vgbench.github.io.
Read to Play (R2-Play): Decision Transformer with Multimodal Game Instruction
Developing a generalist agent is a longstanding objective in artificial intelligence. Previous efforts utilizing extensive offline datasets from various tasks demonstrate remarkable performance in multitasking scenarios within Reinforcement Learning. However, these works encounter challenges in extending their capabilities to new tasks. Recent approaches integrate textual guidance or visual trajectory into decision networks to provide task-specific contextual cues, representing a promising direction. However, it is observed that relying solely on textual guidance or visual trajectory is insufficient for accurately conveying the contextual information of tasks. This paper explores enhanced forms of task guidance for agents, enabling them to comprehend gameplay instructions, thereby facilitating a "read-to-play" capability. Drawing inspiration from the success of multimodal instruction tuning in visual tasks, we treat the visual-based RL task as a long-horizon vision task and construct a set of multimodal game instructions to incorporate instruction tuning into a decision transformer. Experimental results demonstrate that incorporating multimodal game instructions significantly enhances the decision transformer's multitasking and generalization capabilities.
Immersed in my Ideas: Using Virtual Reality and Multimodal Interactions to Visualize Users' Ideas and Thoughts
This paper introduces VIVRA (Voice Interactive Virtual Reality Annotation), a VR application combining multimodal interaction with large language models (LLMs) to transform users' ideas into interactive 3D visualizations. VIVRA converts verbalized thoughts into "idea balloons" that summarize and expand on detected topics by an LLM. VIVRA allows users to verbalize their thoughts in real time or record their ideas to display the topics later. We evaluated the effectiveness of VIVRA in an exploratory study with 29 participants and a user study with 10 participants. Our results show that VIVRA enhanced users' ability to reflect on and develop ideas, achieving high levels of satisfaction, usability, and engagement. Participants valued VIVRA as a reflective tool for exploring personal thoughts and ideas. We discuss the potential advantages and uses of this application, highlighting the potential of combining immersive technologies with LLMs to create powerful ideation and reflection tools.
Text-Based Reasoning About Vector Graphics
While large multimodal models excel in broad vision-language benchmarks, they often struggle with tasks requiring precise perception of low-level visual details, such as comparing line lengths or solving simple mazes. In particular, this failure mode persists in question-answering tasks about vector graphics -- images composed purely of 2D objects and shapes. To address this challenge, we propose the Visually Descriptive Language Model (VDLM), which performs text-based reasoning about vector graphics. VDLM leverages Scalable Vector Graphics (SVG) for a more precise visual description and first uses an off-the-shelf raster-to-SVG algorithm for encoding. Since existing language models cannot understand raw SVGs in a zero-shot setting, VDLM then bridges SVG with pretrained language models through a newly introduced intermediate symbolic representation, Primal Visual Description (PVD), comprising primitive attributes (e.g., shape, position, measurement) with their corresponding predicted values. PVD is task-agnostic and represents visual primitives that are universal across all vector graphics. It can be learned with procedurally generated (SVG, PVD) pairs and also enables the direct use of LLMs for generalization to complex reasoning tasks. By casting an image to a text-based representation, we can leverage the power of language models to learn alignment from SVG to visual primitives and generalize to unseen question-answering tasks. Empirical results show that VDLM achieves stronger zero-shot performance compared to state-of-the-art LMMs, such as GPT-4V, in various low-level multimodal perception and reasoning tasks on vector graphics. We additionally present extensive analyses on VDLM's performance, demonstrating that our framework offers better interpretability due to its disentangled perception and reasoning processes. Project page: https://mikewangwzhl.github.io/VDLM/
Hunyuan-GameCraft-2: Instruction-following Interactive Game World Model
Recent advances in generative world models have enabled remarkable progress in creating open-ended game environments, evolving from static scene synthesis toward dynamic, interactive simulation. However, current approaches remain limited by rigid action schemas and high annotation costs, restricting their ability to model diverse in-game interactions and player-driven dynamics. To address these challenges, we introduce Hunyuan-GameCraft-2, a new paradigm of instruction-driven interaction for generative game world modeling. Instead of relying on fixed keyboard inputs, our model allows users to control game video contents through natural language prompts, keyboard, or mouse signals, enabling flexible and semantically rich interaction within generated worlds. We formally defined the concept of interactive video data and developed an automated process to transform large-scale, unstructured text-video pairs into causally aligned interactive datasets. Built upon a 14B image-to-video Mixture-of-Experts(MoE) foundation model, our model incorporates a text-driven interaction injection mechanism for fine-grained control over camera motion, character behavior, and environment dynamics. We introduce an interaction-focused benchmark, InterBench, to evaluate interaction performance comprehensively. Extensive experiments demonstrate that our model generates temporally coherent and causally grounded interactive game videos that faithfully respond to diverse and free-form user instructions such as "open the door", "draw a torch", or "trigger an explosion".
TransAnimate: Taming Layer Diffusion to Generate RGBA Video
Text-to-video generative models have made remarkable advancements in recent years. However, generating RGBA videos with alpha channels for transparency and visual effects remains a significant challenge due to the scarcity of suitable datasets and the complexity of adapting existing models for this purpose. To address these limitations, we present TransAnimate, an innovative framework that integrates RGBA image generation techniques with video generation modules, enabling the creation of dynamic and transparent videos. TransAnimate efficiently leverages pre-trained text-to-transparent image model weights and combines them with temporal models and controllability plugins trained on RGB videos, adapting them for controllable RGBA video generation tasks. Additionally, we introduce an interactive motion-guided control mechanism, where directional arrows define movement and colors adjust scaling, offering precise and intuitive control for designing game effects. To further alleviate data scarcity, we have developed a pipeline for creating an RGBA video dataset, incorporating high-quality game effect videos, extracted foreground objects, and synthetic transparent videos. Comprehensive experiments demonstrate that TransAnimate generates high-quality RGBA videos, establishing it as a practical and effective tool for applications in gaming and visual effects.
MM-VID: Advancing Video Understanding with GPT-4V(ision)
We present MM-VID, an integrated system that harnesses the capabilities of GPT-4V, combined with specialized tools in vision, audio, and speech, to facilitate advanced video understanding. MM-VID is designed to address the challenges posed by long-form videos and intricate tasks such as reasoning within hour-long content and grasping storylines spanning multiple episodes. MM-VID uses a video-to-script generation with GPT-4V to transcribe multimodal elements into a long textual script. The generated script details character movements, actions, expressions, and dialogues, paving the way for large language models (LLMs) to achieve video understanding. This enables advanced capabilities, including audio description, character identification, and multimodal high-level comprehension. Experimental results demonstrate the effectiveness of MM-VID in handling distinct video genres with various video lengths. Additionally, we showcase its potential when applied to interactive environments, such as video games and graphic user interfaces.
VisPlay: Self-Evolving Vision-Language Models from Images
Reinforcement learning (RL) provides a principled framework for improving Vision-Language Models (VLMs) on complex reasoning tasks. However, existing RL approaches often rely on human-annotated labels or task-specific heuristics to define verifiable rewards, both of which are costly and difficult to scale. We introduce VisPlay, a self-evolving RL framework that enables VLMs to autonomously improve their reasoning abilities using large amounts of unlabeled image data. Starting from a single base VLM, VisPlay assigns the model into two interacting roles: an Image-Conditioned Questioner that formulates challenging yet answerable visual questions, and a Multimodal Reasoner that generates silver responses. These roles are jointly trained with Group Relative Policy Optimization (GRPO), which incorporates diversity and difficulty rewards to balance the complexity of generated questions with the quality of the silver answers. VisPlay scales efficiently across two model families. When trained on Qwen2.5-VL and MiMo-VL, VisPlay achieves consistent improvements in visual reasoning, compositional generalization, and hallucination reduction across eight benchmarks, including MM-Vet and MMMU, demonstrating a scalable path toward self-evolving multimodal intelligence. The project page is available at https://bruno686.github.io/VisPlay/
M^3VIR: A Large-Scale Multi-Modality Multi-View Synthesized Benchmark Dataset for Image Restoration and Content Creation
The gaming and entertainment industry is rapidly evolving, driven by immersive experiences and the integration of generative AI (GAI) technologies. Training such models effectively requires large-scale datasets that capture the diversity and context of gaming environments. However, existing datasets are often limited to specific domains or rely on artificial degradations, which do not accurately capture the unique characteristics of gaming content. Moreover, benchmarks for controllable video generation remain absent. To address these limitations, we introduce M^3VIR, a large-scale, multi-modal, multi-view dataset specifically designed to overcome the shortcomings of current resources. Unlike existing datasets, M^3VIR provides diverse, high-fidelity gaming content rendered with Unreal Engine 5, offering authentic ground-truth LR-HR paired and multi-view frames across 80 scenes in 8 categories. It includes M^3VIR_MR for super-resolution (SR), novel view synthesis (NVS), and combined NVS+SR tasks, and M^3VIR_{MS}, the first multi-style, object-level ground-truth set enabling research on controlled video generation. Additionally, we benchmark several state-of-the-art SR and NVS methods to establish performance baselines. While no existing approaches directly handle controlled video generation, M^3VIR provides a benchmark for advancing this area. By releasing the dataset, we aim to facilitate research in AI-powered restoration, compression, and controllable content generation for next-generation cloud gaming and entertainment.
Position: Interactive Generative Video as Next-Generation Game Engine
Modern game development faces significant challenges in creativity and cost due to predetermined content in traditional game engines. Recent breakthroughs in video generation models, capable of synthesizing realistic and interactive virtual environments, present an opportunity to revolutionize game creation. In this position paper, we propose Interactive Generative Video (IGV) as the foundation for Generative Game Engines (GGE), enabling unlimited novel content generation in next-generation gaming. GGE leverages IGV's unique strengths in unlimited high-quality content synthesis, physics-aware world modeling, user-controlled interactivity, long-term memory capabilities, and causal reasoning. We present a comprehensive framework detailing GGE's core modules and a hierarchical maturity roadmap (L0-L4) to guide its evolution. Our work charts a new course for game development in the AI era, envisioning a future where AI-powered generative systems fundamentally reshape how games are created and experienced.
FlashAdventure: A Benchmark for GUI Agents Solving Full Story Arcs in Diverse Adventure Games
GUI agents powered by LLMs show promise in interacting with diverse digital environments. Among these, video games offer a valuable testbed due to their varied interfaces, with adventure games posing additional challenges through complex, narrative-driven interactions. Existing game benchmarks, however, lack diversity and rarely evaluate agents on completing entire storylines. To address this, we introduce FlashAdventure, a benchmark of 34 Flash-based adventure games designed to test full story arc completion and tackle the observation-behavior gap: the challenge of remembering and acting on earlier gameplay information. We also propose CUA-as-a-Judge, an automated gameplay evaluator, and COAST, an agentic framework leveraging long-term clue memory to better plan and solve sequential tasks. Experiments show current GUI agents struggle with full story arcs, while COAST improves milestone completion by bridging the observation-behavior gap. Nonetheless, a marked discrepancy between humans and best-performing agents warrants continued research efforts to narrow this divide.
Video-Text as Game Players: Hierarchical Banzhaf Interaction for Cross-Modal Representation Learning
Contrastive learning-based video-language representation learning approaches, e.g., CLIP, have achieved outstanding performance, which pursue semantic interaction upon pre-defined video-text pairs. To clarify this coarse-grained global interaction and move a step further, we have to encounter challenging shell-breaking interactions for fine-grained cross-modal learning. In this paper, we creatively model video-text as game players with multivariate cooperative game theory to wisely handle the uncertainty during fine-grained semantic interaction with diverse granularity, flexible combination, and vague intensity. Concretely, we propose Hierarchical Banzhaf Interaction (HBI) to value possible correspondence between video frames and text words for sensitive and explainable cross-modal contrast. To efficiently realize the cooperative game of multiple video frames and multiple text words, the proposed method clusters the original video frames (text words) and computes the Banzhaf Interaction between the merged tokens. By stacking token merge modules, we achieve cooperative games at different semantic levels. Extensive experiments on commonly used text-video retrieval and video-question answering benchmarks with superior performances justify the efficacy of our HBI. More encouragingly, it can also serve as a visualization tool to promote the understanding of cross-modal interaction, which have a far-reaching impact on the community. Project page is available at https://jpthu17.github.io/HBI/.
ViewCraft3D: High-Fidelity and View-Consistent 3D Vector Graphics Synthesis
3D vector graphics play a crucial role in various applications including 3D shape retrieval, conceptual design, and virtual reality interactions due to their ability to capture essential structural information with minimal representation. While recent approaches have shown promise in generating 3D vector graphics, they often suffer from lengthy processing times and struggle to maintain view consistency. To address these limitations, we propose ViewCraft3D (VC3D), an efficient method that leverages 3D priors to generate 3D vector graphics. Specifically, our approach begins with 3D object analysis, employs a geometric extraction algorithm to fit 3D vector graphics to the underlying structure, and applies view-consistent refinement process to enhance visual quality. Our comprehensive experiments demonstrate that VC3D outperforms previous methods in both qualitative and quantitative evaluations, while significantly reducing computational overhead. The resulting 3D sketches maintain view consistency and effectively capture the essential characteristics of the original objects.
Reinforcement Learning in Vision: A Survey
Recent advances at the intersection of reinforcement learning (RL) and visual intelligence have enabled agents that not only perceive complex visual scenes but also reason, generate, and act within them. This survey offers a critical and up-to-date synthesis of the field. We first formalize visual RL problems and trace the evolution of policy-optimization strategies from RLHF to verifiable reward paradigms, and from Proximal Policy Optimization to Group Relative Policy Optimization. We then organize more than 200 representative works into four thematic pillars: multi-modal large language models, visual generation, unified model frameworks, and vision-language-action models. For each pillar we examine algorithmic design, reward engineering, benchmark progress, and we distill trends such as curriculum-driven training, preference-aligned diffusion, and unified reward modeling. Finally, we review evaluation protocols spanning set-level fidelity, sample-level preference, and state-level stability, and we identify open challenges that include sample efficiency, generalization, and safe deployment. Our goal is to provide researchers and practitioners with a coherent map of the rapidly expanding landscape of visual RL and to highlight promising directions for future inquiry. Resources are available at: https://github.com/weijiawu/Awesome-Visual-Reinforcement-Learning.
From Virtual Games to Real-World Play
We introduce RealPlay, a neural network-based real-world game engine that enables interactive video generation from user control signals. Unlike prior works focused on game-style visuals, RealPlay aims to produce photorealistic, temporally consistent video sequences that resemble real-world footage. It operates in an interactive loop: users observe a generated scene, issue a control command, and receive a short video chunk in response. To enable such realistic and responsive generation, we address key challenges including iterative chunk-wise prediction for low-latency feedback, temporal consistency across iterations, and accurate control response. RealPlay is trained on a combination of labeled game data and unlabeled real-world videos, without requiring real-world action annotations. Notably, we observe two forms of generalization: (1) control transfer-RealPlay effectively maps control signals from virtual to real-world scenarios; and (2) entity transfer-although training labels originate solely from a car racing game, RealPlay generalizes to control diverse real-world entities, including bicycles and pedestrians, beyond vehicles. Project page can be found: https://wenqsun.github.io/RealPlay/
Visual Story-Writing: Writing by Manipulating Visual Representations of Stories
We define "visual story-writing" as using visual representations of story elements to support writing and revising narrative texts. To demonstrate this approach, we developed a text editor that automatically visualizes a graph of entity interactions, movement between locations, and a timeline of story events. Interacting with these visualizations results in suggested text edits: for example, connecting two characters in the graph creates an interaction between them, moving an entity updates their described location, and rearranging events on the timeline reorganizes the narrative sequence. Through two user studies on narrative text editing and writing, we found that visuals supported participants in planning high-level revisions, tracking story elements, and exploring story variations in ways that encourage creativity. Broadly, our work lays the foundation for writing support, not just through words, but also visuals.
Matrix-Game: Interactive World Foundation Model
We introduce Matrix-Game, an interactive world foundation model for controllable game world generation. Matrix-Game is trained using a two-stage pipeline that first performs large-scale unlabeled pretraining for environment understanding, followed by action-labeled training for interactive video generation. To support this, we curate Matrix-Game-MC, a comprehensive Minecraft dataset comprising over 2,700 hours of unlabeled gameplay video clips and over 1,000 hours of high-quality labeled clips with fine-grained keyboard and mouse action annotations. Our model adopts a controllable image-to-world generation paradigm, conditioned on a reference image, motion context, and user actions. With over 17 billion parameters, Matrix-Game enables precise control over character actions and camera movements, while maintaining high visual quality and temporal coherence. To evaluate performance, we develop GameWorld Score, a unified benchmark measuring visual quality, temporal quality, action controllability, and physical rule understanding for Minecraft world generation. Extensive experiments show that Matrix-Game consistently outperforms prior open-source Minecraft world models (including Oasis and MineWorld) across all metrics, with particularly strong gains in controllability and physical consistency. Double-blind human evaluations further confirm the superiority of Matrix-Game, highlighting its ability to generate perceptually realistic and precisely controllable videos across diverse game scenarios. To facilitate future research on interactive image-to-world generation, we will open-source the Matrix-Game model weights and the GameWorld Score benchmark at https://github.com/SkyworkAI/Matrix-Game.
PhysGame: Uncovering Physical Commonsense Violations in Gameplay Videos
Recent advancements in video-based large language models (Video LLMs) have witnessed the emergence of diverse capabilities to reason and interpret dynamic visual content. Among them, gameplay videos stand out as a distinctive data source, often containing glitches that defy physics commonsense. This characteristic renders them an effective benchmark for assessing the under-explored capability of physical commonsense understanding in video LLMs. In this paper, we propose PhysGame as a pioneering benchmark to evaluate physical commonsense violations in gameplay videos. PhysGame comprises 880 videos associated with glitches spanning four fundamental domains (i.e., mechanics, kinematics, optics, and material properties) and across 12 distinct physical commonsense. Through extensively evaluating various state-ofthe-art video LLMs, our findings reveal that the performance of current open-source video LLMs significantly lags behind that of proprietary counterparts. To bridge this gap, we curate an instruction tuning dataset PhysInstruct with 140,057 question-answering pairs to facilitate physical commonsense learning. In addition, we also propose a preference optimization dataset PhysDPO with 34,358 training pairs, where the dis-preferred responses are generated conditioned on misleading titles (i.e., meta information hacking), fewer frames (i.e., temporal hacking) and lower spatial resolutions (i.e., spatial hacking). Based on the suite of datasets, we propose PhysVLM as a physical knowledge-enhanced video LLM. Extensive experiments on both physical-oriented benchmark PhysGame and general video understanding benchmarks demonstrate the state-ofthe-art performance of PhysVLM.
ViStoryBench: Comprehensive Benchmark Suite for Story Visualization
Story visualization, which aims to generate a sequence of visually coherent images aligning with a given narrative and reference images, has seen significant progress with recent advancements in generative models. To further enhance the performance of story visualization frameworks in real-world scenarios, we introduce a comprehensive evaluation benchmark, ViStoryBench. We collect a diverse dataset encompassing various story types and artistic styles, ensuring models are evaluated across multiple dimensions such as different plots (e.g., comedy, horror) and visual aesthetics (e.g., anime, 3D renderings). ViStoryBench is carefully curated to balance narrative structures and visual elements, featuring stories with single and multiple protagonists to test models' ability to maintain character consistency. Additionally, it includes complex plots and intricate world-building to challenge models in generating accurate visuals. To ensure comprehensive comparisons, our benchmark incorporates a wide range of evaluation metrics assessing critical aspects. This structured and multifaceted framework enables researchers to thoroughly identify both the strengths and weaknesses of different models, fostering targeted improvements.
Yan: Foundational Interactive Video Generation
We present Yan, a foundational framework for interactive video generation, covering the entire pipeline from simulation and generation to editing. Specifically, Yan comprises three core modules. AAA-level Simulation: We design a highly-compressed, low-latency 3D-VAE coupled with a KV-cache-based shift-window denoising inference process, achieving real-time 1080P/60FPS interactive simulation. Multi-Modal Generation: We introduce a hierarchical autoregressive caption method that injects game-specific knowledge into open-domain multi-modal video diffusion models (VDMs), then transforming the VDM into a frame-wise, action-controllable, real-time infinite interactive video generator. Notably, when the textual and visual prompts are sourced from different domains, the model demonstrates strong generalization, allowing it to blend and compose the style and mechanics across domains flexibly according to user prompts. Multi-Granularity Editing: We propose a hybrid model that explicitly disentangles interactive mechanics simulation from visual rendering, enabling multi-granularity video content editing during interaction through text. Collectively, Yan offers an integration of these modules, pushing interactive video generation beyond isolated capabilities toward a comprehensive AI-driven interactive creation paradigm, paving the way for the next generation of creative tools, media, and entertainment. The project page is: https://greatx3.github.io/Yan/.
GVGAI-LLM: Evaluating Large Language Model Agents with Infinite Games
We introduce GVGAI-LLM, a video game benchmark for evaluating the reasoning and problem-solving capabilities of large language models (LLMs). Built on the General Video Game AI framework, it features a diverse collection of arcade-style games designed to test a model's ability to handle tasks that differ from most existing LLM benchmarks. The benchmark leverages a game description language that enables rapid creation of new games and levels, helping to prevent overfitting over time. Each game scene is represented by a compact set of ASCII characters, allowing for efficient processing by language models. GVGAI-LLM defines interpretable metrics, including the meaningful step ratio, step efficiency, and overall score, to assess model behavior. Through zero-shot evaluations across a broad set of games and levels with diverse challenges and skill depth, we reveal persistent limitations of LLMs in spatial reasoning and basic planning. Current models consistently exhibit spatial and logical errors, motivating structured prompting and spatial grounding techniques. While these interventions lead to partial improvements, the benchmark remains very far from solved. GVGAI-LLM provides a reproducible testbed for advancing research on language model capabilities, with a particular emphasis on agentic behavior and contextual reasoning.
Static Vs. Agentic Game Master AI for Facilitating Solo Role-Playing Experiences
This paper presents a game master AI for single-player role-playing games. The AI is designed to deliver interactive text-based narratives and experiences typically associated with multiplayer tabletop games like Dungeons & Dragons. We report on the design process and the series of experiments to improve the functionality and experience design, resulting in two functional versions of the system. While v1 of our system uses simplified prompt engineering, v2 leverages a multi-agent architecture and the ReAct framework to include reasoning and action. A comparative evaluation demonstrates that v2 as an agentic system maintains play while significantly improving modularity and game experience, including immersion and curiosity. Our findings contribute to the evolution of AI-driven interactive fiction, highlighting new avenues for enhancing solo role-playing experiences.
Game Generation via Large Language Models
Recently, the emergence of large language models (LLMs) has unlocked new opportunities for procedural content generation. However, recent attempts mainly focus on level generation for specific games with defined game rules such as Super Mario Bros. and Zelda. This paper investigates the game generation via LLMs. Based on video game description language, this paper proposes an LLM-based framework to generate game rules and levels simultaneously. Experiments demonstrate how the framework works with prompts considering different combinations of context. Our findings extend the current applications of LLMs and offer new insights for generating new games in the area of procedural content generation.
GameFactory: Creating New Games with Generative Interactive Videos
Generative game engines have the potential to revolutionize game development by autonomously creating new content and reducing manual workload. However, existing video-based game generation methods fail to address the critical challenge of scene generalization, limiting their applicability to existing games with fixed styles and scenes. In this paper, we present GameFactory, a framework focused on exploring scene generalization in game video generation. To enable the creation of entirely new and diverse games, we leverage pre-trained video diffusion models trained on open-domain video data. To bridge the domain gap between open-domain priors and small-scale game dataset, we propose a multi-phase training strategy that decouples game style learning from action control, preserving open-domain generalization while achieving action controllability. Using Minecraft as our data source, we release GF-Minecraft, a high-quality and diversity action-annotated video dataset for research. Furthermore, we extend our framework to enable autoregressive action-controllable game video generation, allowing the production of unlimited-length interactive game videos. Experimental results demonstrate that GameFactory effectively generates open-domain, diverse, and action-controllable game videos, representing a significant step forward in AI-driven game generation. Our dataset and project page are publicly available at https://vvictoryuki.github.io/gamefactory/.
WinoGAViL: Gamified Association Benchmark to Challenge Vision-and-Language Models
While vision-and-language models perform well on tasks such as visual question answering, they struggle when it comes to basic human commonsense reasoning skills. In this work, we introduce WinoGAViL: an online game of vision-and-language associations (e.g., between werewolves and a full moon), used as a dynamic evaluation benchmark. Inspired by the popular card game Codenames, a spymaster gives a textual cue related to several visual candidates, and another player tries to identify them. Human players are rewarded for creating associations that are challenging for a rival AI model but still solvable by other human players. We use the game to collect 3.5K instances, finding that they are intuitive for humans (>90% Jaccard index) but challenging for state-of-the-art AI models, where the best model (ViLT) achieves a score of 52%, succeeding mostly where the cue is visually salient. Our analysis as well as the feedback we collect from players indicate that the collected associations require diverse reasoning skills, including general knowledge, common sense, abstraction, and more. We release the dataset, the code and the interactive game, allowing future data collection that can be used to develop models with better association abilities.
Simulating the Visual World with Artificial Intelligence: A Roadmap
The landscape of video generation is shifting, from a focus on generating visually appealing clips to building virtual environments that support interaction and maintain physical plausibility. These developments point toward the emergence of video foundation models that function not only as visual generators but also as implicit world models, models that simulate the physical dynamics, agent-environment interactions, and task planning that govern real or imagined worlds. This survey provides a systematic overview of this evolution, conceptualizing modern video foundation models as the combination of two core components: an implicit world model and a video renderer. The world model encodes structured knowledge about the world, including physical laws, interaction dynamics, and agent behavior. It serves as a latent simulation engine that enables coherent visual reasoning, long-term temporal consistency, and goal-driven planning. The video renderer transforms this latent simulation into realistic visual observations, effectively producing videos as a "window" into the simulated world. We trace the progression of video generation through four generations, in which the core capabilities advance step by step, ultimately culminating in a world model, built upon a video generation model, that embodies intrinsic physical plausibility, real-time multimodal interaction, and planning capabilities spanning multiple spatiotemporal scales. For each generation, we define its core characteristics, highlight representative works, and examine their application domains such as robotics, autonomous driving, and interactive gaming. Finally, we discuss open challenges and design principles for next-generation world models, including the role of agent intelligence in shaping and evaluating these systems. An up-to-date list of related works is maintained at this link.
Video-as-Answer: Predict and Generate Next Video Event with Joint-GRPO
While language models have become impactful in many real-world applications, video generation remains largely confined to entertainment. Motivated by video's inherent capacity to demonstrate physical-world information that is difficult to convey through language alone (e.g., imagine teaching someone to tie a tie using only text), we identify an underutilized opportunity to extend video as a new answer modality for Next-Event Prediction (NEP), formalized as Video-Next-Event Prediction (VNEP). While the established NEP task takes a video with a procedural or predictive question as input to predict the next event in text, VNEP requires dynamic video responses. This shift from telling to showing unlocks more intuitive and customized answers for procedural learning and creative exploration. However, this task remains challenging for existing models, as it demands an understanding of multimodal input, instruction-conditioned reasoning, and the generation of video with visual and semantic consistency. To address this, we introduce VANS, a model that leverages reinforcement learning to align a Vision-Language Model (VLM) with a Video Diffusion Model (VDM) for VNEP. The core of VANS is our proposed Joint-GRPO that orchestrates the VLM and VDM to function as a unit. Driven by a shared reward on their respective output, it optimizes the VLM to produce captions that are both accurate and friendly to visualize, while guiding the VDM to generate videos that are faithful to these captions and the input visual context. To enable this learning, we craft VANS-Data-100K, a dedicated dataset for the VNEP task. Experiments on procedural and predictive benchmarks demonstrate that VANS achieves state-of-the-art performance in both video event prediction and visualization. Codes are released in https://github.com/KlingTeam/VANS.
Bringing Objects to Life: 4D generation from 3D objects
Recent advancements in generative modeling now enable the creation of 4D content (moving 3D objects) controlled with text prompts. 4D generation has large potential in applications like virtual worlds, media, and gaming, but existing methods provide limited control over the appearance and geometry of generated content. In this work, we introduce a method for animating user-provided 3D objects by conditioning on textual prompts to guide 4D generation, enabling custom animations while maintaining the identity of the original object. We first convert a 3D mesh into a ``static" 4D Neural Radiance Field (NeRF) that preserves the visual attributes of the input object. Then, we animate the object using an Image-to-Video diffusion model driven by text. To improve motion realism, we introduce an incremental viewpoint selection protocol for sampling perspectives to promote lifelike movement and a masked Score Distillation Sampling (SDS) loss, which leverages attention maps to focus optimization on relevant regions. We evaluate our model in terms of temporal coherence, prompt adherence, and visual fidelity and find that our method outperforms baselines that are based on other approaches, achieving up to threefold improvements in identity preservation measured using LPIPS scores, and effectively balancing visual quality with dynamic content.
VS-Bench: Evaluating VLMs for Strategic Reasoning and Decision-Making in Multi-Agent Environments
Recent advancements in Vision Language Models (VLMs) have expanded their capabilities to interactive agent tasks, yet existing benchmarks remain limited to single-agent or text-only environments. In contrast, real-world scenarios often involve multiple agents interacting within rich visual and linguistic contexts, posing challenges with both multimodal observations and strategic interactions. To bridge this gap, we introduce Visual Strategic Bench (VS-Bench), a multimodal benchmark that evaluates VLMs for strategic reasoning and decision-making in multi-agent environments. VS-Bench comprises eight vision-grounded environments spanning cooperative, competitive, and mixed-motive interactions, designed to assess agents' ability to predict others' future moves and optimize for long-term objectives. We consider two complementary evaluation dimensions, including offline evaluation of strategic reasoning by next-action prediction accuracy and online evaluation of decision-making by normalized episode return. Extensive experiments of fourteen leading VLMs reveal a significant gap between current models and optimal performance, with the best models attaining 47.8% prediction accuracy and 24.3% normalized return. We further conduct in-depth analyses on multimodal observations, test-time scaling, social behaviors, and failure cases of VLM agents. By standardizing the evaluation and highlighting the limitations of existing models, we envision VS-Bench as a foundation for future research on strategic multimodal agents. Code and data are available at https://vs-bench.github.io.
Game Plot Design with an LLM-powered Assistant: An Empirical Study with Game Designers
We introduce GamePlot, an LLM-powered assistant that supports game designers in crafting immersive narratives for turn-based games, and allows them to test these games through a collaborative game play and refine the plot throughout the process. Our user study with 14 game designers shows high levels of both satisfaction with the generated game plots and sense of ownership over the narratives, but also reconfirms that LLM are limited in their ability to generate complex and truly innovative content. We also show that diverse user populations have different expectations from AI assistants, and encourage researchers to study how tailoring assistants to diverse user groups could potentially lead to increased job satisfaction and greater creativity and innovation over time.
VR-GPT: Visual Language Model for Intelligent Virtual Reality Applications
The advent of immersive Virtual Reality applications has transformed various domains, yet their integration with advanced artificial intelligence technologies like Visual Language Models remains underexplored. This study introduces a pioneering approach utilizing VLMs within VR environments to enhance user interaction and task efficiency. Leveraging the Unity engine and a custom-developed VLM, our system facilitates real-time, intuitive user interactions through natural language processing, without relying on visual text instructions. The incorporation of speech-to-text and text-to-speech technologies allows for seamless communication between the user and the VLM, enabling the system to guide users through complex tasks effectively. Preliminary experimental results indicate that utilizing VLMs not only reduces task completion times but also improves user comfort and task engagement compared to traditional VR interaction methods.
A Survey of Interactive Generative Video
Interactive Generative Video (IGV) has emerged as a crucial technology in response to the growing demand for high-quality, interactive video content across various domains. In this paper, we define IGV as a technology that combines generative capabilities to produce diverse high-quality video content with interactive features that enable user engagement through control signals and responsive feedback. We survey the current landscape of IGV applications, focusing on three major domains: 1) gaming, where IGV enables infinite exploration in virtual worlds; 2) embodied AI, where IGV serves as a physics-aware environment synthesizer for training agents in multimodal interaction with dynamically evolving scenes; and 3) autonomous driving, where IGV provides closed-loop simulation capabilities for safety-critical testing and validation. To guide future development, we propose a comprehensive framework that decomposes an ideal IGV system into five essential modules: Generation, Control, Memory, Dynamics, and Intelligence. Furthermore, we systematically analyze the technical challenges and future directions in realizing each component for an ideal IGV system, such as achieving real-time generation, enabling open-domain control, maintaining long-term coherence, simulating accurate physics, and integrating causal reasoning. We believe that this systematic analysis will facilitate future research and development in the field of IGV, ultimately advancing the technology toward more sophisticated and practical applications.
BlenderAlchemy: Editing 3D Graphics with Vision-Language Models
Graphics design is important for various applications, including movie production and game design. To create a high-quality scene, designers usually need to spend hours in software like Blender, in which they might need to interleave and repeat operations, such as connecting material nodes, hundreds of times. Moreover, slightly different design goals may require completely different sequences, making automation difficult. In this paper, we propose a system that leverages Vision-Language Models (VLMs), like GPT-4V, to intelligently search the design action space to arrive at an answer that can satisfy a user's intent. Specifically, we design a vision-based edit generator and state evaluator to work together to find the correct sequence of actions to achieve the goal. Inspired by the role of visual imagination in the human design process, we supplement the visual reasoning capabilities of VLMs with "imagined" reference images from image-generation models, providing visual grounding of abstract language descriptions. In this paper, we provide empirical evidence suggesting our system can produce simple but tedious Blender editing sequences for tasks such as editing procedural materials from text and/or reference images, as well as adjusting lighting configurations for product renderings in complex scenes.
Hunyuan-GameCraft: High-dynamic Interactive Game Video Generation with Hybrid History Condition
Recent advances in diffusion-based and controllable video generation have enabled high-quality and temporally coherent video synthesis, laying the groundwork for immersive interactive gaming experiences. However, current methods face limitations in dynamics, generality, long-term consistency, and efficiency, which limit the ability to create various gameplay videos. To address these gaps, we introduce Hunyuan-GameCraft, a novel framework for high-dynamic interactive video generation in game environments. To achieve fine-grained action control, we unify standard keyboard and mouse inputs into a shared camera representation space, facilitating smooth interpolation between various camera and movement operations. Then we propose a hybrid history-conditioned training strategy that extends video sequences autoregressively while preserving game scene information. Additionally, to enhance inference efficiency and playability, we achieve model distillation to reduce computational overhead while maintaining consistency across long temporal sequences, making it suitable for real-time deployment in complex interactive environments. The model is trained on a large-scale dataset comprising over one million gameplay recordings across over 100 AAA games, ensuring broad coverage and diversity, then fine-tuned on a carefully annotated synthetic dataset to enhance precision and control. The curated game scene data significantly improves the visual fidelity, realism and action controllability. Extensive experiments demonstrate that Hunyuan-GameCraft significantly outperforms existing models, advancing the realism and playability of interactive game video generation.
Code2Logic: Game-Code-Driven Data Synthesis for Enhancing VLMs General Reasoning
Visual-language Chain-of-Thought (CoT) data resources are relatively scarce compared to text-only counterparts, limiting the improvement of reasoning capabilities in Vision Language Models (VLMs). However, high-quality vision-language reasoning data is expensive and labor-intensive to annotate. To address this issue, we leverage a promising resource: game code, which naturally contains logical structures and state transition processes. Therefore, we propose Code2Logic, a novel game-code-driven approach for multimodal reasoning data synthesis. Our approach leverages Large Language Models (LLMs) to adapt game code, enabling automatic acquisition of reasoning processes and results through code execution. Using the Code2Logic approach, we developed the GameQA dataset to train and evaluate VLMs. GameQA is cost-effective and scalable to produce, challenging for state-of-the-art models, and diverse with 30 games and 158 tasks. Surprisingly, despite training solely on game data, VLMs demonstrated out of domain generalization, specifically Qwen2.5-VL-7B improving performance by 2.33\% across 7 diverse vision-language benchmarks. Our code and dataset are available at https://github.com/tongjingqi/Code2Logic.
SOLAMI: Social Vision-Language-Action Modeling for Immersive Interaction with 3D Autonomous Characters
Human beings are social animals. How to equip 3D autonomous characters with similar social intelligence that can perceive, understand and interact with humans remains an open yet foundamental problem. In this paper, we introduce SOLAMI, the first end-to-end Social vision-Language-Action (VLA) Modeling framework for Immersive interaction with 3D autonomous characters. Specifically, SOLAMI builds 3D autonomous characters from three aspects: (1) Social VLA Architecture: We propose a unified social VLA framework to generate multimodal response (speech and motion) based on the user's multimodal input to drive the character for social interaction. (2) Interactive Multimodal Data: We present SynMSI, a synthetic multimodal social interaction dataset generated by an automatic pipeline using only existing motion datasets to address the issue of data scarcity. (3) Immersive VR Interface: We develop a VR interface that enables users to immersively interact with these characters driven by various architectures. Extensive quantitative experiments and user studies demonstrate that our framework leads to more precise and natural character responses (in both speech and motion) that align with user expectations with lower latency.
ViSTa Dataset: Do vision-language models understand sequential tasks?
Using vision-language models (VLMs) as reward models in reinforcement learning holds promise for reducing costs and improving safety. So far, VLM reward models have only been used for goal-oriented tasks, where the agent must reach a particular final outcome. We explore VLMs' potential to supervise tasks that cannot be scored by the final state alone. To this end, we introduce ViSTa, a dataset for evaluating Vision-based understanding of Sequential Tasks. ViSTa comprises over 4,000 videos with step-by-step descriptions in virtual home, Minecraft, and real-world environments. Its novel hierarchical structure -- basic single-step tasks composed into more and more complex sequential tasks -- allows a fine-grained understanding of how well VLMs can judge tasks with varying complexity. To illustrate this, we use ViSTa to evaluate state-of-the-art VLMs, including CLIP, ViCLIP, and GPT-4o. We find that, while they are all good at object recognition, they fail to understand sequential tasks, with only GPT-4o achieving non-trivial performance.
Efficient neural supersampling on a novel gaming dataset
Real-time rendering for video games has become increasingly challenging due to the need for higher resolutions, framerates and photorealism. Supersampling has emerged as an effective solution to address this challenge. Our work introduces a novel neural algorithm for supersampling rendered content that is 4 times more efficient than existing methods while maintaining the same level of accuracy. Additionally, we introduce a new dataset which provides auxiliary modalities such as motion vectors and depth generated using graphics rendering features like viewport jittering and mipmap biasing at different resolutions. We believe that this dataset fills a gap in the current dataset landscape and can serve as a valuable resource to help measure progress in the field and advance the state-of-the-art in super-resolution techniques for gaming content.
Scaling Behavior Cloning Improves Causal Reasoning: An Open Model for Real-Time Video Game Playing
Behavior cloning is enjoying a resurgence in popularity as scaling both model and data sizes proves to provide a strong starting point for many tasks of interest. In this work, we introduce an open recipe for training a video game playing foundation model designed for inference in realtime on a consumer GPU. We release all data (8300+ hours of high quality human gameplay), training and inference code, and pretrained checkpoints under an open license. We show that our best model is capable of playing a variety of 3D video games at a level competitive with human play. We use this recipe to systematically examine the scaling laws of behavior cloning to understand how the model's performance and causal reasoning varies with model and data scale. We first show in a simple toy problem that, for some types of causal reasoning, increasing both the amount of training data and the depth of the network results in the model learning a more causal policy. We then systematically study how causality varies with the number of parameters (and depth) and training steps in scaled models of up to 1.2 billion parameters, and we find similar scaling results to what we observe in the toy problem.
Neural MMO v1.3: A Massively Multiagent Game Environment for Training and Evaluating Neural Networks
Progress in multiagent intelligence research is fundamentally limited by the number and quality of environments available for study. In recent years, simulated games have become a dominant research platform within reinforcement learning, in part due to their accessibility and interpretability. Previous works have targeted and demonstrated success on arcade, first person shooter (FPS), real-time strategy (RTS), and massive online battle arena (MOBA) games. Our work considers massively multiplayer online role-playing games (MMORPGs or MMOs), which capture several complexities of real-world learning that are not well modeled by any other game genre. We present Neural MMO, a massively multiagent game environment inspired by MMOs and discuss our progress on two more general challenges in multiagent systems engineering for AI research: distributed infrastructure and game IO. We further demonstrate that standard policy gradient methods and simple baseline models can learn interesting emergent exploration and specialization behaviors in this setting.
ROCKET-1: Master Open-World Interaction with Visual-Temporal Context Prompting
Vision-language models (VLMs) have excelled in multimodal tasks, but adapting them to embodied decision-making in open-world environments presents challenges. A key issue is the difficulty in smoothly connecting individual entities in low-level observations with abstract concepts required for planning. A common approach to address this problem is through the use of hierarchical agents, where VLMs serve as high-level reasoners that break down tasks into executable sub-tasks, typically specified using language and imagined observations. However, language often fails to effectively convey spatial information, while generating future images with sufficient accuracy remains challenging. To address these limitations, we propose visual-temporal context prompting, a novel communication protocol between VLMs and policy models. This protocol leverages object segmentation from both past and present observations to guide policy-environment interactions. Using this approach, we train ROCKET-1, a low-level policy that predicts actions based on concatenated visual observations and segmentation masks, with real-time object tracking provided by SAM-2. Our method unlocks the full potential of VLMs visual-language reasoning abilities, enabling them to solve complex creative tasks, especially those heavily reliant on spatial understanding. Experiments in Minecraft demonstrate that our approach allows agents to accomplish previously unattainable tasks, highlighting the effectiveness of visual-temporal context prompting in embodied decision-making. Codes and demos will be available on the project page: https://craftjarvis.github.io/ROCKET-1.
ViCrit: A Verifiable Reinforcement Learning Proxy Task for Visual Perception in VLMs
Reinforcement learning (RL) has shown great effectiveness for fine-tuning large language models (LLMs) using tasks that are challenging yet easily verifiable, such as math reasoning or code generation. However, extending this success to visual perception in vision-language models (VLMs) has been impeded by the scarcity of vision-centric tasks that are simultaneously challenging and unambiguously verifiable. To this end, we introduce ViCrit (Visual Caption Hallucination Critic), an RL proxy task that trains VLMs to localize a subtle, synthetic visual hallucination injected into paragraphs of human-written image captions. Starting from a 200-word captions, we inject a single, subtle visual description error-altering a few words on objects, attributes, counts, or spatial relations-and task the model to pinpoint the corrupted span given the image and the modified caption. This formulation preserves the full perceptual difficulty while providing a binary, exact-match reward that is easy to compute and unambiguous. Models trained with the ViCrit Task exhibit substantial gains across a variety of VL benchmarks. Crucially, the improvements transfer beyond natural-image training data to abstract image reasoning and visual math, showing promises of learning to perceive rather than barely memorizing seen objects. To facilitate evaluation, we further introduce ViCrit-Bench, a category-balanced diagnostic benchmark that systematically probes perception errors across diverse image domains and error types. Together, our results demonstrate that fine-grained hallucination criticism is an effective and generalizable objective for enhancing visual perception in VLMs.
VisEscape: A Benchmark for Evaluating Exploration-driven Decision-making in Virtual Escape Rooms
Escape rooms present a unique cognitive challenge that demands exploration-driven planning: players should actively search their environment, continuously update their knowledge based on new discoveries, and connect disparate clues to determine which elements are relevant to their objectives. Motivated by this, we introduce VisEscape, a benchmark of 20 virtual escape rooms specifically designed to evaluate AI models under these challenging conditions, where success depends not only on solving isolated puzzles but also on iteratively constructing and refining spatial-temporal knowledge of a dynamically changing environment. On VisEscape, we observed that even state-of-the-art multimodal models generally fail to escape the rooms, showing considerable variation in their levels of progress and trajectories. To address this issue, we propose VisEscaper, which effectively integrates Memory, Feedback, and ReAct modules, demonstrating significant improvements by performing 3.7 times more effectively and 5.0 times more efficiently on average.
VR.net: A Real-world Dataset for Virtual Reality Motion Sickness Research
Researchers have used machine learning approaches to identify motion sickness in VR experience. These approaches demand an accurately-labeled, real-world, and diverse dataset for high accuracy and generalizability. As a starting point to address this need, we introduce `VR.net', a dataset offering approximately 12-hour gameplay videos from ten real-world games in 10 diverse genres. For each video frame, a rich set of motion sickness-related labels, such as camera/object movement, depth field, and motion flow, are accurately assigned. Building such a dataset is challenging since manual labeling would require an infeasible amount of time. Instead, we utilize a tool to automatically and precisely extract ground truth data from 3D engines' rendering pipelines without accessing VR games' source code. We illustrate the utility of VR.net through several applications, such as risk factor detection and sickness level prediction. We continuously expand VR.net and envision its next version offering 10X more data than the current form. We believe that the scale, accuracy, and diversity of VR.net can offer unparalleled opportunities for VR motion sickness research and beyond.
Generative Visual Communication in the Era of Vision-Language Models
Visual communication, dating back to prehistoric cave paintings, is the use of visual elements to convey ideas and information. In today's visually saturated world, effective design demands an understanding of graphic design principles, visual storytelling, human psychology, and the ability to distill complex information into clear visuals. This dissertation explores how recent advancements in vision-language models (VLMs) can be leveraged to automate the creation of effective visual communication designs. Although generative models have made great progress in generating images from text, they still struggle to simplify complex ideas into clear, abstract visuals and are constrained by pixel-based outputs, which lack flexibility for many design tasks. To address these challenges, we constrain the models' operational space and introduce task-specific regularizations. We explore various aspects of visual communication, namely, sketches and visual abstraction, typography, animation, and visual inspiration.
Human-like Bots for Tactical Shooters Using Compute-Efficient Sensors
Artificial intelligence (AI) has enabled agents to master complex video games, from first-person shooters like Counter-Strike to real-time strategy games such as StarCraft II and racing games like Gran Turismo. While these achievements are notable, applying these AI methods in commercial video game production remains challenging due to computational constraints. In commercial scenarios, the majority of computational resources are allocated to 3D rendering, leaving limited capacity for AI methods, which often demand high computational power, particularly those relying on pixel-based sensors. Moreover, the gaming industry prioritizes creating human-like behavior in AI agents to enhance player experience, unlike academic models that focus on maximizing game performance. This paper introduces a novel methodology for training neural networks via imitation learning to play a complex, commercial-standard, VALORANT-like 2v2 tactical shooter game, requiring only modest CPU hardware during inference. Our approach leverages an innovative, pixel-free perception architecture using a small set of ray-cast sensors, which capture essential spatial information efficiently. These sensors allow AI to perform competently without the computational overhead of traditional methods. Models are trained to mimic human behavior using supervised learning on human trajectory data, resulting in realistic and engaging AI agents. Human evaluation tests confirm that our AI agents provide human-like gameplay experiences while operating efficiently under computational constraints. This offers a significant advancement in AI model development for tactical shooter games and possibly other genres.
SEE-2-SOUND: Zero-Shot Spatial Environment-to-Spatial Sound
Generating combined visual and auditory sensory experiences is critical for the consumption of immersive content. Recent advances in neural generative models have enabled the creation of high-resolution content across multiple modalities such as images, text, speech, and videos. Despite these successes, there remains a significant gap in the generation of high-quality spatial audio that complements generated visual content. Furthermore, current audio generation models excel in either generating natural audio or speech or music but fall short in integrating spatial audio cues necessary for immersive experiences. In this work, we introduce SEE-2-SOUND, a zero-shot approach that decomposes the task into (1) identifying visual regions of interest; (2) locating these elements in 3D space; (3) generating mono-audio for each; and (4) integrating them into spatial audio. Using our framework, we demonstrate compelling results for generating spatial audio for high-quality videos, images, and dynamic images from the internet, as well as media generated by learned approaches.
See and Think: Embodied Agent in Virtual Environment
Large language models (LLMs) have achieved impressive progress on several open-world tasks. Recently, using LLMs to build embodied agents has been a hotspot. In this paper, we propose STEVE, a comprehensive and visionary embodied agent in the Minecraft virtual environment. STEVE consists of three key components: vision perception, language instruction, and code action. Vision perception involves the interpretation of visual information in the environment, which is then integrated into the LLMs component with agent state and task instruction. Language instruction is responsible for iterative reasoning and decomposing complex tasks into manageable guidelines. Code action generates executable skill actions based on retrieval in skill database, enabling the agent to interact effectively within the Minecraft environment. We also collect STEVE-21K dataset, which includes 600+ vision-environment pairs, 20K knowledge question-answering pairs, and 200+ skill-code pairs. We conduct continuous block search, knowledge question and answering, and tech tree mastery to evaluate the performance. Extensive experiments show that STEVE achieves at most 1.5 times faster unlocking key tech trees and 2.5 times quicker in block search tasks compared to previous state-of-the-art methods.
Scalable Multi-Task Reinforcement Learning for Generalizable Spatial Intelligence in Visuomotor Agents
While Reinforcement Learning (RL) has achieved remarkable success in language modeling, its triumph hasn't yet fully translated to visuomotor agents. A primary challenge in RL models is their tendency to overfit specific tasks or environments, thereby hindering the acquisition of generalizable behaviors across diverse settings. This paper provides a preliminary answer to this challenge by demonstrating that RL-finetuned visuomotor agents in Minecraft can achieve zero-shot generalization to unseen worlds. Specifically, we explore RL's potential to enhance generalizable spatial reasoning and interaction capabilities in 3D worlds. To address challenges in multi-task RL representation, we analyze and establish cross-view goal specification as a unified multi-task goal space for visuomotor policies. Furthermore, to overcome the significant bottleneck of manual task design, we propose automated task synthesis within the highly customizable Minecraft environment for large-scale multi-task RL training, and we construct an efficient distributed RL framework to support this. Experimental results show RL significantly boosts interaction success rates by 4times and enables zero-shot generalization of spatial reasoning across diverse environments, including real-world settings. Our findings underscore the immense potential of RL training in 3D simulated environments, especially those amenable to large-scale task generation, for significantly advancing visuomotor agents' spatial reasoning.
VP3D: Unleashing 2D Visual Prompt for Text-to-3D Generation
Recent innovations on text-to-3D generation have featured Score Distillation Sampling (SDS), which enables the zero-shot learning of implicit 3D models (NeRF) by directly distilling prior knowledge from 2D diffusion models. However, current SDS-based models still struggle with intricate text prompts and commonly result in distorted 3D models with unrealistic textures or cross-view inconsistency issues. In this work, we introduce a novel Visual Prompt-guided text-to-3D diffusion model (VP3D) that explicitly unleashes the visual appearance knowledge in 2D visual prompt to boost text-to-3D generation. Instead of solely supervising SDS with text prompt, VP3D first capitalizes on 2D diffusion model to generate a high-quality image from input text, which subsequently acts as visual prompt to strengthen SDS optimization with explicit visual appearance. Meanwhile, we couple the SDS optimization with additional differentiable reward function that encourages rendering images of 3D models to better visually align with 2D visual prompt and semantically match with text prompt. Through extensive experiments, we show that the 2D Visual Prompt in our VP3D significantly eases the learning of visual appearance of 3D models and thus leads to higher visual fidelity with more detailed textures. It is also appealing in view that when replacing the self-generating visual prompt with a given reference image, VP3D is able to trigger a new task of stylized text-to-3D generation. Our project page is available at https://vp3d-cvpr24.github.io.
Fast and Knowledge-Free Deep Learning for General Game Playing (Student Abstract)
We develop a method of adapting the AlphaZero model to General Game Playing (GGP) that focuses on faster model generation and requires less knowledge to be extracted from the game rules. The dataset generation uses MCTS playing instead of self-play; only the value network is used, and attention layers replace the convolutional ones. This allows us to abandon any assumptions about the action space and board topology. We implement the method within the Regular Boardgames GGP system and show that we can build models outperforming the UCT baseline for most games efficiently.
A Benchmark for Generalizing Across Diverse Team Strategies in Competitive Pokémon
Developing AI agents that can robustly adapt to dramatically different strategic landscapes without retraining is a central challenge for multi-agent learning. Pok\'emon Video Game Championships (VGC) is a domain with an extraordinarily large space of possible team configurations of approximately 10^{139} - far larger than those of Dota or Starcraft. The highly discrete, combinatorial nature of team building in Pok\'emon VGC causes optimal strategies to shift dramatically depending on both the team being piloted and the opponent's team, making generalization uniquely challenging. To advance research on this problem, we introduce VGC-Bench: a benchmark that provides critical infrastructure, standardizes evaluation protocols, and supplies human-play datasets and a range of baselines - from large-language-model agents and behavior cloning to reinforcement learning and empirical game-theoretic methods such as self-play, fictitious play, and double oracle. In the restricted setting where an agent is trained and evaluated on a single-team configuration, our methods are able to win against a professional VGC competitor. We extensively evaluated all baseline methods over progressively larger team sets and find that even the best-performing algorithm in the single-team setting struggles at scaling up as team size grows. Thus, policy generalization across diverse team strategies remains an open challenge for the community. Our code is open sourced at https://github.com/cameronangliss/VGC-Bench.
Narrative-to-Scene Generation: An LLM-Driven Pipeline for 2D Game Environments
Recent advances in large language models(LLMs) enable compelling story generation, but connecting narrative text to playable visual environments remains an open challenge in procedural content generation(PCG). We present a lightweight pipeline that transforms short narrative prompts into a sequence of 2D tile-based game scenes, reflecting the temporal structure of stories. Given an LLM-generated narrative, our system identifies three key time frames, extracts spatial predicates in the form of "Object-Relation-Object" triples, and retrieves visual assets using affordance-aware semantic embeddings from the GameTileNet dataset. A layered terrain is generated using Cellular Automata, and objects are placed using spatial rules grounded in the predicate structure. We evaluated our system in ten diverse stories, analyzing tile-object matching, affordance-layer alignment, and spatial constraint satisfaction across frames. This prototype offers a scalable approach to narrative-driven scene generation and lays the foundation for future work on multi-frame continuity, symbolic tracking, and multi-agent coordination in story-centered PCG.
HOLODECK 2.0: Vision-Language-Guided 3D World Generation with Editing
3D scene generation plays a crucial role in gaming, artistic creation, virtual reality and many other domains. However, current 3D scene design still relies heavily on extensive manual effort from creators, and existing automated methods struggle to generate open-domain scenes or support flexible editing. As a result, generating 3D worlds directly from text has garnered increasing attention. In this paper, we introduce HOLODECK 2.0, an advanced vision-language-guided framework for 3D world generation with support for interactive scene editing based on human feedback. HOLODECK 2.0 can generate diverse and stylistically rich 3D scenes (e.g., realistic, cartoon, anime, and cyberpunk styles) that exhibit high semantic fidelity to fine-grained input descriptions, suitable for both indoor and open-domain environments. HOLODECK 2.0 leverages vision-language models (VLMs) to identify and parse the objects required in a scene and generates corresponding high-quality assets via state-of-the-art 3D generative models. It then iteratively applies spatial constraints derived from the VLMs to achieve semantically coherent and physically plausible layouts. Human evaluations and CLIP-based assessments demonstrate that HOLODECK 2.0 effectively generates high-quality scenes closely aligned with detailed textual descriptions, consistently outperforming baselines across indoor and open-domain scenarios. Additionally, we provide editing capabilities that flexibly adapt to human feedback, supporting layout refinement and style-consistent object edits. Finally, we present a practical application of HOLODECK 2.0 in procedural game modeling, generating visually rich and immersive environments, potentially boosting efficiency.
Reasoning via Video: The First Evaluation of Video Models' Reasoning Abilities through Maze-Solving Tasks
Video Models have achieved remarkable success in high-fidelity video generation with coherent motion dynamics. Analogous to the development from text generation to text-based reasoning in language modeling, the development of video models motivates us to ask: Can video models reason via video generation? Compared with the discrete text corpus, video grounds reasoning in explicit spatial layouts and temporal continuity, which serves as an ideal substrate for spatial reasoning. In this work, we explore the reasoning via video paradigm and introduce VR-Bench -- a comprehensive benchmark designed to systematically evaluate video models' reasoning capabilities. Grounded in maze-solving tasks that inherently require spatial planning and multi-step reasoning, VR-Bench contains 7,920 procedurally generated videos across five maze types and diverse visual styles. Our empirical analysis demonstrates that SFT can efficiently elicit the reasoning ability of video model. Video models exhibit stronger spatial perception during reasoning, outperforming leading VLMs and generalizing well across diverse scenarios, tasks, and levels of complexity. We further discover a test-time scaling effect, where diverse sampling during inference improves reasoning reliability by 10--20%. These findings highlight the unique potential and scalability of reasoning via video for spatial reasoning tasks.
S^2VG: 3D Stereoscopic and Spatial Video Generation via Denoising Frame Matrix
While video generation models excel at producing high-quality monocular videos, generating 3D stereoscopic and spatial videos for immersive applications remains an underexplored challenge. We present a pose-free and training-free method that leverages an off-the-shelf monocular video generation model to produce immersive 3D videos. Our approach first warps the generated monocular video into pre-defined camera viewpoints using estimated depth information, then applies a novel frame matrix inpainting framework. This framework utilizes the original video generation model to synthesize missing content across different viewpoints and timestamps, ensuring spatial and temporal consistency without requiring additional model fine-tuning. Moreover, we develop a \dualupdate~scheme that further improves the quality of video inpainting by alleviating the negative effects propagated from disoccluded areas in the latent space. The resulting multi-view videos are then adapted into stereoscopic pairs or optimized into 4D Gaussians for spatial video synthesis. We validate the efficacy of our proposed method by conducting experiments on videos from various generative models, such as Sora, Lumiere, WALT, and Zeroscope. The experiments demonstrate that our method has a significant improvement over previous methods. Project page at: https://daipengwa.github.io/S-2VG_ProjectPage/
VinciCoder: Unifying Multimodal Code Generation via Coarse-to-fine Visual Reinforcement Learning
Multimodal code generation has garnered significant interest within the research community. Despite the notable success of recent vision-language models (VLMs) on specialized tasks like chart-to-code generation, their reliance on single-task training regimens fosters a narrow paradigm that hinders the development of generalized VIsioN Code Intelligence. In this work, we introduce VinciCoder, a unified multimodal code generation model that addresses this limitation via a two-stage training framework. We begin by constructing a large-scale Supervised Finetuning (SFT) corpus comprising 1.6M image-code pairs for tasks involving direct code generation and visual-based code refinement. Subsequently, we introduce a Visual Reinforcement Learning (ViRL) strategy, which employs a coarse-to-fine reward mechanism to improve visual fidelity by calculating visual similarity across local and global image patches. Extensive experiments on diverse multimodal code generation benchmarks demonstrate that VinciCoder achieves state-of-the-art performance, surpassing recent open-source models. The ablation study further validates the effectiveness of our proposed coarse-to-fine ViRL strategy. The data, code and model is available at https://github.com/DocTron-hub/VinciCoder.
Animate Any Character in Any World
Recent advances in world models have greatly enhanced interactive environment simulation. Existing methods mainly fall into two categories: (1) static world generation models, which construct 3D environments without active agents, and (2) controllable-entity models, which allow a single entity to perform limited actions in an otherwise uncontrollable environment. In this work, we introduce AniX, leveraging the realism and structural grounding of static world generation while extending controllable-entity models to support user-specified characters capable of performing open-ended actions. Users can provide a 3DGS scene and a character, then direct the character through natural language to perform diverse behaviors from basic locomotion to object-centric interactions while freely exploring the environment. AniX synthesizes temporally coherent video clips that preserve visual fidelity with the provided scene and character, formulated as a conditional autoregressive video generation problem. Built upon a pre-trained video generator, our training strategy significantly enhances motion dynamics while maintaining generalization across actions and characters. Our evaluation covers a broad range of aspects, including visual quality, character consistency, action controllability, and long-horizon coherence.
DreamCraft: Text-Guided Generation of Functional 3D Environments in Minecraft
Procedural Content Generation (PCG) algorithms enable the automatic generation of complex and diverse artifacts. However, they don't provide high-level control over the generated content and typically require domain expertise. In contrast, text-to-3D methods allow users to specify desired characteristics in natural language, offering a high amount of flexibility and expressivity. But unlike PCG, such approaches cannot guarantee functionality, which is crucial for certain applications like game design. In this paper, we present a method for generating functional 3D artifacts from free-form text prompts in the open-world game Minecraft. Our method, DreamCraft, trains quantized Neural Radiance Fields (NeRFs) to represent artifacts that, when viewed in-game, match given text descriptions. We find that DreamCraft produces more aligned in-game artifacts than a baseline that post-processes the output of an unconstrained NeRF. Thanks to the quantized representation of the environment, functional constraints can be integrated using specialized loss terms. We show how this can be leveraged to generate 3D structures that match a target distribution or obey certain adjacency rules over the block types. DreamCraft inherits a high degree of expressivity and controllability from the NeRF, while still being able to incorporate functional constraints through domain-specific objectives.
CLIP meets GamePhysics: Towards bug identification in gameplay videos using zero-shot transfer learning
Gameplay videos contain rich information about how players interact with the game and how the game responds. Sharing gameplay videos on social media platforms, such as Reddit, has become a common practice for many players. Often, players will share gameplay videos that showcase video game bugs. Such gameplay videos are software artifacts that can be utilized for game testing, as they provide insight for bug analysis. Although large repositories of gameplay videos exist, parsing and mining them in an effective and structured fashion has still remained a big challenge. In this paper, we propose a search method that accepts any English text query as input to retrieve relevant videos from large repositories of gameplay videos. Our approach does not rely on any external information (such as video metadata); it works solely based on the content of the video. By leveraging the zero-shot transfer capabilities of the Contrastive Language-Image Pre-Training (CLIP) model, our approach does not require any data labeling or training. To evaluate our approach, we present the GamePhysics dataset consisting of 26,954 videos from 1,873 games, that were collected from the GamePhysics section on the Reddit website. Our approach shows promising results in our extensive analysis of simple queries, compound queries, and bug queries, indicating that our approach is useful for object and event detection in gameplay videos. An example application of our approach is as a gameplay video search engine to aid in reproducing video game bugs. Please visit the following link for the code and the data: https://asgaardlab.github.io/CLIPxGamePhysics/
Multiverse of Greatness: Generating Story Branches with LLMs
This paper presents Dynamic Context Prompting/Programming (DCP/P), a novel framework for interacting with LLMs to generate graph-based content with a dynamic context window history. While there is an existing study utilizing LLMs to generate a visual novel game, the previous study involved a manual process of output extraction and did not provide flexibility in generating a longer, coherent story. We evaluate DCP/P against our baseline, which does not provide context history to an LLM and only relies on the initial story data. Through objective evaluation, we show that simply providing the LLM with a summary leads to a subpar story compared to additionally providing the LLM with the proper context of the story. We also provide an extensive qualitative analysis and discussion. We qualitatively examine the quality of the objectively best-performing generated game from each approach. In addition, we examine biases in word choices and word sentiment of the generated content. We find a consistent observation with previous studies that LLMs are biased towards certain words, even with a different LLM family. Finally, we provide a comprehensive discussion on opportunities for future studies.
Optimus-3: Towards Generalist Multimodal Minecraft Agents with Scalable Task Experts
Recently, agents based on multimodal large language models (MLLMs) have achieved remarkable progress across various domains. However, building a generalist agent with capabilities such as perception, planning, action, grounding, and reflection in open-world environments like Minecraft remains challenges: insufficient domain-specific data, interference among heterogeneous tasks, and visual diversity in open-world settings. In this paper, we address these challenges through three key contributions. 1) We propose a knowledge-enhanced data generation pipeline to provide scalable and high-quality training data for agent development. 2) To mitigate interference among heterogeneous tasks, we introduce a Mixture-of-Experts (MoE) architecture with task-level routing. 3) We develop a Multimodal Reasoning-Augmented Reinforcement Learning approach to enhance the agent's reasoning ability for visual diversity in Minecraft. Built upon these innovations, we present Optimus-3, a general-purpose agent for Minecraft. Extensive experimental results demonstrate that Optimus-3 surpasses both generalist multimodal large language models and existing state-of-the-art agents across a wide range of tasks in the Minecraft environment. Project page: https://cybertronagent.github.io/Optimus-3.github.io/
Text-to-Vector Generation with Neural Path Representation
Vector graphics are widely used in digital art and highly favored by designers due to their scalability and layer-wise properties. However, the process of creating and editing vector graphics requires creativity and design expertise, making it a time-consuming task. Recent advancements in text-to-vector (T2V) generation have aimed to make this process more accessible. However, existing T2V methods directly optimize control points of vector graphics paths, often resulting in intersecting or jagged paths due to the lack of geometry constraints. To overcome these limitations, we propose a novel neural path representation by designing a dual-branch Variational Autoencoder (VAE) that learns the path latent space from both sequence and image modalities. By optimizing the combination of neural paths, we can incorporate geometric constraints while preserving expressivity in generated SVGs. Furthermore, we introduce a two-stage path optimization method to improve the visual and topological quality of generated SVGs. In the first stage, a pre-trained text-to-image diffusion model guides the initial generation of complex vector graphics through the Variational Score Distillation (VSD) process. In the second stage, we refine the graphics using a layer-wise image vectorization strategy to achieve clearer elements and structure. We demonstrate the effectiveness of our method through extensive experiments and showcase various applications. The project page is https://intchous.github.io/T2V-NPR.
RoboSVG: A Unified Framework for Interactive SVG Generation with Multi-modal Guidance
Scalable Vector Graphics (SVGs) are fundamental to digital design and robot control, encoding not only visual structure but also motion paths in interactive drawings. In this work, we introduce RoboSVG, a unified multimodal framework for generating interactive SVGs guided by textual, visual, and numerical signals. Given an input query, the RoboSVG model first produces multimodal guidance, then synthesizes candidate SVGs through dedicated generation modules, and finally refines them under numerical guidance to yield high-quality outputs. To support this framework, we construct RoboDraw, a large-scale dataset of one million examples, each pairing an SVG generation condition (e.g., text, image, and partial SVG) with its corresponding ground-truth SVG code. RoboDraw dataset enables systematic study of four tasks, including basic generation (Text-to-SVG, Image-to-SVG) and interactive generation (PartialSVG-to-SVG, PartialImage-to-SVG). Extensive experiments demonstrate that RoboSVG achieves superior query compliance and visual fidelity across tasks, establishing a new state of the art in versatile SVG generation. The dataset and source code of this project will be publicly available soon.
Audio-Synchronized Visual Animation
Current visual generation methods can produce high quality videos guided by texts. However, effectively controlling object dynamics remains a challenge. This work explores audio as a cue to generate temporally synchronized image animations. We introduce Audio Synchronized Visual Animation (ASVA), a task animating a static image to demonstrate motion dynamics, temporally guided by audio clips across multiple classes. To this end, we present AVSync15, a dataset curated from VGGSound with videos featuring synchronized audio visual events across 15 categories. We also present a diffusion model, AVSyncD, capable of generating dynamic animations guided by audios. Extensive evaluations validate AVSync15 as a reliable benchmark for synchronized generation and demonstrate our models superior performance. We further explore AVSyncDs potential in a variety of audio synchronized generation tasks, from generating full videos without a base image to controlling object motions with various sounds. We hope our established benchmark can open new avenues for controllable visual generation. More videos on project webpage https://lzhangbj.github.io/projects/asva/asva.html.
VR-Thinker: Boosting Video Reward Models through Thinking-with-Image Reasoning
Recent advancements in multimodal reward models (RMs) have substantially improved post-training for visual generative models. However, current RMs face inherent limitations: (1) visual inputs consume large context budgets, forcing fewer frames and causing loss of fine-grained details; and (2) all visual information is packed into the initial prompt, exacerbating hallucination and forgetting during chain-of-thought reasoning. To overcome these issues, we introduce VideoReward Thinker (VR-Thinker), a thinking-with-image framework that equips the RM with visual reasoning operations (e.g., select frame) and a configurable visual memory window. This allows the RM to actively acquire and update visual evidence within context limits, improving reasoning fidelity and reliability. We activate visual reasoning via a reinforcement fine-tuning pipeline: (i) Cold Start with curated visual chain-of-thought data to distill basic reasoning skills and operation formatting; (ii) select samples whose per-dimension and overall judgments are all correct, then conduct Rejection sampling Fine-Tuning on these high-quality traces to further enhance reasoning; and (iii) apply Group Relative Policy Optimization (GRPO) to strengthen reasoning. Our approach delivers state-of-the-art accuracy among open-source models on video preference benchmarks, especially for longer videos: a 7B VR-Thinker achieves 80.5% on VideoGen Reward, 82.3% on GenAI-Bench, and 75.6% on MJ-Bench-Video. These results validate the effectiveness and promise of thinking-with-image multimodal reward modeling.
Seed1.5-VL Technical Report
We present Seed1.5-VL, a vision-language foundation model designed to advance general-purpose multimodal understanding and reasoning. Seed1.5-VL is composed with a 532M-parameter vision encoder and a Mixture-of-Experts (MoE) LLM of 20B active parameters. Despite its relatively compact architecture, it delivers strong performance across a wide spectrum of public VLM benchmarks and internal evaluation suites, achieving the state-of-the-art performance on 38 out of 60 public benchmarks. Moreover, in agent-centric tasks such as GUI control and gameplay, Seed1.5-VL outperforms leading multimodal systems, including OpenAI CUA and Claude 3.7. Beyond visual and video understanding, it also demonstrates strong reasoning abilities, making it particularly effective for multimodal reasoning challenges such as visual puzzles. We believe these capabilities will empower broader applications across diverse tasks. In this report, we mainly provide a comprehensive review of our experiences in building Seed1.5-VL across model design, data construction, and training at various stages, hoping that this report can inspire further research. Seed1.5-VL is now accessible at https://www.volcengine.com/ (Volcano Engine Model ID: doubao-1-5-thinking-vision-pro-250428)
AutoVFX: Physically Realistic Video Editing from Natural Language Instructions
Modern visual effects (VFX) software has made it possible for skilled artists to create imagery of virtually anything. However, the creation process remains laborious, complex, and largely inaccessible to everyday users. In this work, we present AutoVFX, a framework that automatically creates realistic and dynamic VFX videos from a single video and natural language instructions. By carefully integrating neural scene modeling, LLM-based code generation, and physical simulation, AutoVFX is able to provide physically-grounded, photorealistic editing effects that can be controlled directly using natural language instructions. We conduct extensive experiments to validate AutoVFX's efficacy across a diverse spectrum of videos and instructions. Quantitative and qualitative results suggest that AutoVFX outperforms all competing methods by a large margin in generative quality, instruction alignment, editing versatility, and physical plausibility.
