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Real-time in-between motion generation is universally required in games and highly desirable in existing animation pipelines. Its core challenge lies in the need to satisfy three critical conditions simultaneously: quality, controllability…
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,…
Human-Machine Interaction (HMI) systems have gained huge interest in recent years, with reference expression comprehension being one of the main challenges. Traditionally human-machine interaction has been mostly limited to speech and…
Many multi-agent interaction scenarios can be naturally modeled as noncooperative games, where each agent's decisions depend on others' future actions. However, deploying game-theoretic planners for autonomous decision-making requires a…
Interactive video generation models such as Genie, YUME, HY-World, and Matrix-Game are advancing rapidly, yet every model is evaluated on its own benchmark with private scenes and trajectories, making fair cross-model comparison impossible.…
Mobile Graphical User Interface (GUI) World Models (WMs) offer a promising path for improving mobile GUI agent performance at train- and inference-time. However, current approaches face a critical trade-off: text-based WMs sacrifice visual…
Autonomous vehicles operating in complex real-world environments require accurate predictions of interactive behaviors between traffic participants. This paper tackles the interaction prediction problem by formulating it with hierarchical…
Recent advancements in large multimodal models have led to the emergence of remarkable generalist capabilities in digital domains, yet their translation to physical agents such as robots remains a significant challenge. This report…
Experimentation is a cornerstone of successful game development and live operations, enabling teams to optimize player engagement, retention, and monetization. This article provides a comprehensive guide to implementing experimentation in…
Recent advances in whole-body robot control have enabled humanoid and legged robots to execute increasingly agile and coordinated movements. However, standardized benchmarks for evaluating robotic athletic performance in real-world settings…
Generative world models hold significant potential for simulating interactions with visuomotor policies in varied environments. Frontier video models can enable generation of realistic observations and environment interactions in a scalable…
Digital Human Modelling (DHM) is increasingly shaped by advances in AI, wearable biosensing, and interactive digital environments, particularly in research addressing accessibility and inclusion. However, many AI-enabled DHM approaches…
In interactive multi-agent settings, decision-making and planning are challenging mainly due to the agents' interconnected objectives. Dynamic game theory offers a formal framework for analyzing such intricacies. Yet, solving constrained…
Recent advances in Large Language Model (LLM)-based agents have shown remarkable progress in code generation. However, current agent methods mainly rely on text-output-based feedback (e.g. command-line outputs) for multi-round debugging and…
An important feature of a dynamic game is its monitoring structure namely, what the players effectively see from the played actions. We consider games with arbitrary monitoring structures. One of the purposes of this paper is to know to…
Recent advances in Generative AI have transformed how users interact with data analysis through natural language interfaces. However, many systems rely too heavily on LLMs, creating risks of hallucination, opaque reasoning, and reduced user…
Current image generation paradigms prioritize actualizing user intention - "see what you intend" - but often neglect the sociopolitical dimensions of this process. However, it is increasingly evident that image generation is political,…
Multi-person motion prediction is a challenging task, especially for real-world scenarios of highly interacted persons. Most previous works have been devoted to studying the case of weak interactions (e.g., walking together), in which…
The current software development tools show the same form of interaction as when they started back, in the mid 70's. However, since the appearance of visual languages and due to their own nature, they can be handled by tools which have…
Domain generalisation involves learning artificial intelligence (AI) models that can maintain high performance across diverse domains within a specific task. In video games, for instance, such AI models can supposedly learn to detect player…