arXiv Machine Learning

AI Level of Detail: Distance-Aware ML Model Precision Selection for Real-Time Human Motion Prediction in Games

arXiv:2606. 06565v1 Announce Type: cross Abstract: Modern game engines spend significant compute animating NPCs with learned motion models.

arXiv Machine Learning
Jun 15

$\mu_0$: A Scalable 3D Interaction-Trace World Model

arXiv:2606. 13769v1 Announce Type: cross Abstract: World models that capture how actions induce physical change enable scalable robot learning without reliance on embodiment-specific action labels.

By Seungjae Lee, Yoonkyo Jung, Jusuk Lee, Jonghun Shin, Amir Hossein Shahidzadeh, Yao-Chih Lee, H. Jin Kim, Jia-Bin Huang, Furong Huang
arXiv Computer Vision
2d ago

MolmoMotion: Forecasting Point Trajectories in 3D with Language Instruction

arXiv:2606.18558v2 Announce Type: replace Abstract: Motion forecasting is central to visual intelligence: agents must anticipate how objects will move in order to plan actions, reason about physical...

By Jianing Zhang, Chenhao Zheng, Yajun Yang, Max Argus, Rustin Soraki, Winson Han, Taira Anderson, Chun-Liang Li, Shuo Liu, Jiafei Duan, Zhongzheng Ren, Jieyu Zhang, Ranjay Krishna
arXiv Computer Vision
Sep 28

InternW0-$\Delta$: A World Action Model Bridging Predictive Dynamics and Actions with 20K+ Hours of Open Data

InternW0-Δ is a unified World Action Model that integrates pretrained visual dynamics, scene semantics, 4D geometry, and motion priors within a Mixture-of-Transformers framework to generate robot actions. It leverages a frozen VLM for semantic guidance, a 4D foundation model for geometric priors, and introduces Causal Imprint to learn future-relevant scene changes without future-video rollout. The model is pretrained on a newly curated 20K‑hour heterogeneous corpus of robot and human demonstrations, achieving superior performance on simulation benchmarks and real‑robot platforms.

By Xingyu Miao, Zizun Li, Baole Fang, Kaiwen Song, Tenghui Wang, Hanxue Zhang, Yating Wang, Xudong Li, Yuping He, Xueyuan Wei, Chao Gao, Xijie Yang, Yingxiang Xu, Kerui Ren, Wenqi Guo, Jianjun Zhou, Xinzhe Wang, Weiguang Zhao, Ni Yang, Zetao Cai, Yufei Xue, Hengjie Li, Zeyu He, Yuanzhen Zhou, Rong Fu, Jianyang Zhang, Siwei Cui, Fuxian Huang, Yunsong Zhou, Xing Gao, Yifei Yao, Qiaojun Yu, Kailin Li, Ming Zhou, Mu Huang, Xinyue Li, Wenze Cui, Bingqi Jiang, Xueyue Zhu, Junting Dong, Haoyu Guo, Tao Lu, Mulin Yu, Bowen Zhou, Bin Zhao, Tianfan Xue, Weinan Zhang, Chunhua Shen
arXiv AI
Jun 30

MotionAtlas: Detailed Region Captioning for Motion-Centric Videos

arXiv:2606. 29531v1 Announce Type: cross Abstract: We propose MotionAtlas, a system for detailed captioning of motion-centric videos, comprising (1) a dedicated human-annotated benchmark, (2) a scalable, high-quality pipeline to construct training samples, and (3) a family of powerful Video-MLLMs.

By Weisong Liu, Haochen Wang, Kuan Gao, Yuhao Wang, Yikang Zhou, Zhongwei Ren, Jacky Mai, Anna Wang, Yanwei Li, Jason Li, Zhaoxiang Zhang
arXiv Computer Vision
Oct 1

SYNCR: A Cross-Video Reasoning Benchmark with Synthetic Grounding

SYNCR is a synthetic benchmark designed to evaluate multimodal large language models on cross‑video reasoning. It contains 4,000 question‑answer pairs across 4,827 unique videos, covering tasks in temporal alignment, spatial tracking, comparative reasoning, and holistic synthesis. The benchmark reveals a significant performance gap between current models and humans, with models excelling at temporal ordering but struggling with precise physical and spatial reasoning.

By Sara Ghazanfari, Siddharth Garg, Prashanth Krishnamurthy, Farshad Khorrami
arXiv AI
Oct 2

One Basis to Animate Them All: Gaussian Blendshape Distillation for Real-Time Avatars

The paper introduces GALA, a distillation technique that replaces costly neural decoding in 3D Gaussian avatars with a shallow MLP predicting blendshape coefficients, enabling real‑time animation. By constructing a basis via block‑local PCA under a rendering‑aware metric, GALA achieves high fidelity while reducing memory usage. Experiments on three avatar models show up to three orders of magnitude lower CPU cost and frame rates up to 60fps on mobile devices.

By Ramazan Fazylov, Stamatis Lefkimmiatis, Ivan Laptev
arXiv AI
Oct 7

PlaySuite: A Large-Scale Benchmark for Interactive Visual Intelligence

PlaySuite is a large-scale benchmark that evaluates interactive visual intelligence by using over 5,000 open-source video games from platforms like PyWeek and itch.io. The benchmark covers diverse game engines (Pygame, HTML5, Godot, Unity) and introduces a unified closed-loop interaction framework and a Video-LLM-as-a-judge protocol to standardize progress measurement. Evaluation of fourteen recent models shows a perception-action gap, with strong reasoning but poor sustained progress, spatial grounding, action execution, and self-correction.

By Dheeraj Varghese, Anna Vettoruzzo, Walter Simoncini, Michelle Lorena Acevedo Callejas, Mohammad Mahdi Derakhshani, Kristof Meding, Joaquin Vanschoren, Cees G. M. Snoek
arXiv Computer Vision
Oct 16

Complementary Future Token Pruning for World Action Models

The paper introduces CF‑Prune, a training‑free method that prunes future‑frame tokens in pretrained World Action Models (WAMs) to reduce inference latency. By using instruction and action attention during the initial denoising pass, the framework identifies task‑relevant tokens, while an entropy‑based phase identification keeps dense computation in precision phases to avoid performance loss. Experiments on RoboLab, RoboCasa, and real‑world manipulation tasks show consistent speedups—up to 1.33× at 50% pruning—while maintaining task success rates within 1 percentage point of the baseline.

By Baekseung Kim, Junhoo Lee, Sohyeon Hong, Suhyun Jeon, Minkyu Kim, Seungyeon Kim, Donghoon Han, Nojun Kwak