arXiv:2609.25652v1 Announce Type: new
Abstract: Recent game world models support realistic visual simulation and interactive gameplay based on player inputs. However, they typically learn environment...
By Zijun Lin, Zhiyang Deng, Yuzhe Wu, Bihan Wen, Yeying Jin
arXiv:2505. 01458v2 Announce Type: replace-cross Abstract: Navigation and manipulation are core capabilities in Embodied AI, but training agents to perform them directly in the real world is costly, time-consuming, and unsafe.
By Lik Hang Kenny Wong, Xueyang Kang, Kaixin Bai, Jianwei Zhang
arXiv:2605. 14398v2 Announce Type: replace Abstract: World models have emerged as a powerful paradigm for building interactive simulation environments, with recent video-based approaches demonstrating impressive progress in generating visually plausible dynamics.
By Hongyu Wang, Jingquan Wang, Bocheng Zou, Radu Serban, Dan Negrut
The paper introduces Kuration SDK, a toolkit for curating raw gameplay data to address the Virtual2Real gap in action‑conditioned world models. It demonstrates that conventional metrics like FVD, LPIPS, and JEDi do not reliably predict playability, using CounterStrike data to show divergent model performance despite similar scores. By providing curation strategies and diagnostic tools, the SDK helps uncover root causes of the gap and accelerate the creation of sample‑efficient training datasets.
By Nirmit Desai, Eric Song, Mayank Sengupta, Tejal Bedmutha, Siri Reddy, Sahiti Dharmavaram, Kunal Sawarkar
arXiv:2607. 16355v1 Announce Type: cross Abstract: Recent advances in physics-grounded video generation leverage physics simulation as a physical prior to guide video synthesis toward physically plausible outcomes.
By Qirui Li, Jinkun Hao, Yibo Li, Ran Yi, Paul L. Rosin, Yu-Kun Lai
DeVI (Dexterous Video Imitation) is a framework that learns physics‑based character control for dexterous human‑object interaction by imitating text‑conditioned synthetic videos. It introduces hybrid imitation targets that combine reconstructed 3D human motion with tracked 2D object trajectories, avoiding explicit 3D object motion reconstruction. Visual HOI Alignment further refines the human reference to match both the generated video and the initial 3D object configuration, improving reconstruction quality and imitation success.
By Hyeonwoo Kim, Jeonghwan Kim, Kyungwon Cho, Junyoung Lee, Hanbyul Joo
arXiv:2607. 00642v1 Announce Type: new Abstract: Reinforcement learning has proven to be a valuable tool in the creation of advanced AI and robotic systems, contributing to everything from game playing to robotics to foundation models.
By Roberto Capobianco (Sony AI, Zurich, Switzerland), Harm van Seijen (Sony AI, North America, various locations), Nolan D. Bard (Sony AI, North America, various locations), Neil Burch (Sony AI, North America, various locations), Fatima Davelouis (Sony AI, North America, various locations), Josh Davidson (Sony AI, North America, various locations), Alisa Devlic (Sony AI, Zurich, Switzerland), Yunshu Du (Sony AI, North America, various locations), Ishan Durugkar (Sony AI, North America, various locations), Siddhant Gangapurwala (Sony AI, North America, various locations), Daniel Hernandez (Sony AI, North America, various locations), G. Zacharias Holland (Sony AI, North America, various locations), Sahil Jain (Sony AI, North America, various locations), Kenta Kawamoto (Sony AI, Tokyo, Japan), Raksha Kumaraswamy (Sony AI, North America, various locations), Patrick MacAlpine (Sony AI, North America, various locations), Dustin R. Morrill (Sony AI, North America, various locations), Declan Oller (Sony AI, North America, various locations), Francesco Riccio (Sony AI, Zurich, Switzerland), Akanksha Saran (Sony AI, North America, various locations), Craig Sherstan (Sony AI, Tokyo, Japan), Kaushik Subramanian (Sony AI, Zurich, Switzerland), Thomas J. Walsh (Sony AI, North America, various locations), Samuel Barrett (Sony AI, North America, various locations), Kizza N. Frisbee (Sony AI, North America, various locations), Mady Govil (Sony AI, North America, various locations), Johannes G\"unther (Sony AI, North America, various locations), Varun R. Kompella (Sony AI, North America, various locations), James A. MacGlashan (Sony AI, North America, various locations), Maxwell Svetlik (Sony AI, North America, various locations), Michael D. Thomure (Sony AI, North America, various locations), Jaden B. Travnik (Sony AI, North America, various locations), Kevin Waugh (Sony AI, North America, various locations), Elahe Aghapour (Sony AI, North America, various locations), Florian Fuchs (Sony AI, Zurich, Switzerland), Andreanne Lemay (Sony AI, North America, various locations), Shruti Mishra (Sony AI, Zurich, Switzerland), Takuma Seno (Sony AI, Tokyo, Japan), Peter Stone (Sony AI, North America, various locations), Michael Spranger (Sony AI, Tokyo, Japan), Peter R. Wurman (Sony AI, North America, various locations)
arXiv:2609.25001v1 Announce Type: new
Abstract: Modern video games provide a measurable testbed for AI models, combining abilities of visual understanding, instruction decomposition, goal planning, a...
By Yiran Wang, Xingyilang Yin, Junfu Pu, Guangzhi Wang, Kaifeng Li, Mingyu Ouyang, Huiqiang Sun, Lingen Li, Cheng Cheng, Wangbo Yu, Honghao Chen, Xiaodong Cun, Chi-Man Pun, Zhiguo Cao, Ying Shan
arXiv:2606. 08729v1 Announce Type: cross Abstract: Simulation plays a key role in automated robotics research supported by large language models (LLMs).
By Ruihua Han, Shuai Wang, Chengyang Li, Rui Gao, Xinyi Wang, Zhe Liu, Guoliang Li, Yupu Lu, Qi Hao, Jia Pan, Hengshuang Zhao
arXiv:2608.24680v1 Announce Type: new
Abstract: Video games provide a scalable source of training data for video world models, offering diverse environments, complex interactions, and abundant in-the...
By Wenxuan Shen, Dongna Jin, Dongping Chen
Fluid-Gen-Zero is a training-free framework that generates physics-aware fluid-object interaction videos by separating physical reasoning from appearance synthesis. It uses a physics simulator for motion dynamics and a pretrained video generator for visual quality, coordinated through a two-level agentic workflow involving a vision-language model for planning and latent-space guidance for simulation signals. The method improves simulation alignment and fluid flow accuracy across multiple backbones while maintaining perceptual quality, as shown by quantitative metrics and human preference studies.
By Hong Huang, Yuqiu Liu, Chenyu You, Daniel Martin, Chuhang Zou, Wuyang Chen
arXiv:2609.36593v1 Announce Type: cross
Abstract: Creating diverse physical simulations remains labor-intensive because assets, layout, physical parameters, motion, control, and rendering must be des...
By Xiaoyu Xiong, Tsun-Hsuan Wang, Yi-Ling Qiao, Tao Du, Minchen Li