arXiv:2608. 19723v1 Announce Type: cross Abstract: Streaming video understanding requires models to causally update state as video arrives and organize growing history into semantic units that can evolve, persist, and be recalled under bounded computation and memory.
By Chenxi Shao, Bozhong Wang, Jiaxin Huang, Zhao Liu, Sunwei Zhu, Tianxin Hang, Gaoqi He, Yang Li, Changbo Wang
CHAMP is a cross‑domain matchmaking framework for Multiplayer Online Battle Arena games that tackles cold‑start, distribution shift, and data‑scarcity issues by using hybrid player profiles and a Domain‑Aware Win‑rate Network (DAWN). DAWN learns mode‑conditioned representations through a shared network, achieving 67.73% win‑rate prediction accuracy and improving match balance in large‑scale A/B tests. The system reduces imbalanced matches, notably cutting 5‑minute kill crushing rates by up to 20.73% for lower‑tier players.
By Kai Wang, Ge Fan, Chaoyun Zhang, Yuyang Jiang, Yuze Liu
Zing-0.5 is a 5B autoregressive world model that enables users to explore and influence generated worlds through joint keyboard and online text control. It integrates unified action and text conditioning, event-scale supervision for incremental generation, and low-cost real-time interaction, achieving high scores on WBench Navigation. The authors release model weights, inference code, and a serving implementation to support further research on playable generated worlds.
By Mingyang Chen, Shengdong Chen, Xiaoxiao Fu, Bosheng Gong, Haoyuan Guo, Bowen Li, Jiawen Li, Kejun Li, Tianpeng Li, Yin Liu, Haoze Sun, Zeyang Tian, Meng Wang, Xinmiao Wu, Jiangqiao Yan, Zining Zhao
Faynt is a family of Transformer policies (10M and 75M parameters) that control all 26 characters in Super Smash Bros. Melee from a single checkpoint. After reinforcement learning, the 10M model wins 98.4% of same‑character games against fourteen specialist and multi‑character releases, and defeats a zero‑delay Slippi‑AI model in all 68 evaluated games. The work details architecture, scaling, hyperparameter transfer, supervised pretraining on 840,000 human replays, post‑training curricula, distillation, and efficient inference, and it releases the weights, benchmark suites, and a platform for automated model tournaments.
By Ali Janati, Nikita Kuzmin, Rohit Swamy, Charles Niu
The paper introduces LM Fight Arena, a new benchmark that pits large multimodal models against each other in the fighting game Mortal Kombat II to evaluate real‑time visual understanding and sequential decision‑making. Six leading open‑ and closed‑source models were tested in a controlled tournament where each controlled the same character, ensuring a fair comparison. The framework offers a fully automated, reproducible, and objective assessment of an LMM’s strategic reasoning in a dynamic setting.
By Yushuo Zheng, Tongrui Ye, Zicheng Zhang, Xiongkuo Min, Huiyu Duan, Guangtao Zhai
arXiv:2607. 24573v1 Announce Type: new Abstract: Large language models (LLMs) increasingly support decisions about uncertain future events, yet evaluating their ability to forecast real-world outcomes remains difficult.
By Jonas Schr\"oder, Jonas Schweisthal, Oliver M\"uller, Markus Weinmann, Stefan Feuerriegel
arXiv:2609.28049v1 Announce Type: cross
Abstract: Video understanding is usually benchmarked on curated, single-actor, or professionally filmed clips, and a strong score there is routinely read as ev...
By Sai Varun Kodathala, Prashanth Pollishetty, Jaylen Cargill
Video understanding is usually benchmarked on curated, single-actor, or professionally filmed clips, and a strong score there is routinely read as evidence a model is robust enough for deployment. Ama...
arXiv:2609.05533v1 Announce Type: cross
Abstract: Long-horizon manipulation is partially observable: the information needed to choose the next action may appear only in observations from minutes earl...
By Cheng Yin, Wang Xu, Junpeng Yang, Sikyuen Tam, Hanyu Liu, Yuan Yao, Xiangrui Zeng, Junbo Cui, Yequan Wang, Zhouping Yin, Yankai Lin
arXiv:2605.14211v4 Announce Type: replace
Abstract: Long-horizon visuomotor tasks remain a fundamental challenge in AI, as current methods rely on hand-engineered rewards or action-labeled demonstrat...
By Benjamin Schneider, Xavier Schneider, Victor Zhong, Sun Sun
arXiv:2606. 00017v1 Announce Type: new Abstract: Training language model agents for multi-agent strategic interaction presents a core difficulty: the quality of any action may depend on future events that never materialize, on moves that violate game rules, or on decisions made by other players.
By Aliaksei Korshuk, Alexander Buyantuev, Ilya Makarov
arXiv:2606. 09826v1 Announce Type: cross Abstract: Vision-language model (VLM) agents are increasingly deployed in interactive game environments.
By Mingxian Lin, Shengju Qian, Yuqi Liu, Yi-Hua Huang, Yiyu Wang, Wei Huang, Yitang Li, Fan Zhang, Zeyu Hu, Lingting Zhu, Xin Wang, Xiaojuan Qi