Generative World Simulation with DAO and JING
We present a Generative World Simulation framework that couples persistent shared world state with continuous first-person audiovisual generation. The framework integrates DAO, a computable world engi...
RIGen introduces a framework for reciprocal interaction in generative gameplay, combining persistent state, configurable rules, contextual reasoning, and action-conditioned audiovisual generation. The system ensures that player actions have lasting consequences and that the generated world behaves according to its own state and rules, shaping future player choices. Using a Xonotic gameplay dataset, RIGen trains an audiovisual generator and later deploys it in an interactive FPS prototype, showing more reliable combat outcomes and reciprocal interaction.
We present a Generative World Simulation framework that couples persistent shared world state with continuous first-person audiovisual generation. The framework integrates DAO, a computable world engi...
arXiv:2610.19726v1 Announce Type: new Abstract: We present a Generative World Simulation framework that couples persistent shared world state with continuous first-person audiovisual generation. The...
GameWAM is the first World-Action Model designed for native closed-loop gameplay and GUI control in modern video games. It jointly generates future visual observations and executable keyboard-mouse trajectories using parallel visual and action generative processes, block-causal conditioning, and flow matching. The model predicts gameplay/GUI mode at each step, handles heterogeneous native controls, and employs block-cycle control for long-horizon interaction, achieving competitive task success with fewer native actions than prior agents.
arXiv:2608.23189v1 Announce Type: new Abstract: We present EchoWM, an omnimodal world model for enterable generative media that responds to continuous navigation while jointly generating 720p video,...
arXiv:2606. 26981v1 Announce Type: cross Abstract: Synthesizing human motion from textual descriptions is essential for immersive digital applications, yet existing methods face a persistent trade-off between semantic fidelity and physical realism.
Synthesizing human motion from textual descriptions is essential for immersive digital applications, yet existing methods face a persistent trade-off between semantic fidelity and physical realism. Large language model (LLM)-based approaches can interpret diverse open-vocabulary instructions and compose high-level action plans, but they often generate motions that violate physical constraints.
Long audio-video reasoning is difficult for omnimodal LLMs because the decisive evidence is often sparse, cross-modal, and too expensive to preserve with uniformly high-fidelity inputs. We introduce OmniReasoner, a tool-use post-training framework for Thinking with Long Audio-Video: omni-modal LLMs learn, via supervised fine-tuning and reinforcement learning, to decide whether and where to call a zoom-in tool before answering.
arXiv:2610.00691v1 Announce Type: new Abstract: Recent joint audio-video generative models can synthesize realistic videos with synchronized sound, but typically generate audio as a single mixed trac...
arXiv:2608. 03742v1 Announce Type: cross Abstract: Sound effects play a crucial role in conveying actions, events, and environmental cues across digital applications, often requiring a high degree of variation and contextual adaptability.
arXiv:2609.23797v1 Announce Type: cross Abstract: Human motion is shaped by both external acoustic events and behavioral intent: spatial audio conveys environmental cues that elicit or guide a respon...
We present LingBot-World 2. 0 (also known as LingBot-World-Infinity), an advanced iteration of LingBot-World featuring four distinct upgrades.
Recent advances in generative video modeling have enabled diverse generation, reference-based synthesis, extension, and editing, but existing approaches often rely on fragmented task-specific models. A general model must distinguish heterogeneous target, source, and reference signals to determine what to generate, preserve, or use as guidance, while reducing interference among tasks.