Related papers: Memory Forcing: Spatio-Temporal Memory for Consist…
There is strong empirical evidence that the state-of-the-art diffusion modeling paradigm leads to models that memorize the training set, especially when the training set is small. Prior methods to mitigate the memorization problem often…
Despite increasing attention paid to the need for fast, scalable methods to analyze next-generation neuroscience data, comparatively little attention has been paid to the development of similar methods for behavioral analysis. Just as the…
In this work, we propose Mutual Forcing, a framework for fast autoregressive audio-video generation with long-horizon audio-video synchronization. Our approach addresses two key challenges: joint audio-video modeling and fast autoregressive…
Achieving cooperation among self-interested agents remains a fundamental challenge in multi-agent reinforcement learning. Recent work showed that mutual cooperation can be induced between "learning-aware" agents that account for and shape…
Generative models are increasingly used in 3D vision to synthesize novel shapes, yet it remains unclear whether their generation relies on memorizing training shapes. Understanding their memorization could help prevent training data leakage…
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,…
Recent advances in text-to-video diffusion models have enabled high-quality video synthesis, but controllable generation remains challenging, particularly under limited data and compute. Existing fine-tuning methods for conditional…
Current video generation models perform well at single-shot synthesis but struggle with multi-shot videos, facing critical challenges in maintaining character and background consistency across shots and flexibly generating videos of…
Recent advancements in video generation have enabled the development of ``world models'' capable of simulating potential futures for robotics and planning. However, specifying precise goals for these models remains a challenge; text…
This paper studies the human image animation task, which aims to generate a video of a certain reference identity following a particular motion sequence. Existing animation works typically employ the frame-warping technique to animate the…
Motivated by the challenge of achieving rapid learning in physical environments, this paper presents the development and training of a robotic system designed to navigate and solve a labyrinth game using model-based reinforcement learning…
Video restoration (VR) aims to recover high-quality videos from degraded ones. Although recent zero-shot VR methods using pre-trained diffusion models (DMs) show good promise, they suffer from approximation errors during reverse diffusion…
Procedural Content Generation (PCG) is widely used to create scalable and diverse environments in games. However, existing methods, such as the Wave Function Collapse (WFC) algorithm, are often limited to static scenarios and lack the…
For semantic segmentation, most existing real-time deep models trained with each frame independently may produce inconsistent results for a video sequence. Advanced methods take into considerations the correlations in the video sequence,…
Diffusion models achieve state-of-the-art image generation but remain computationally costly due to iterative denoising. Latent-space models like Stable Diffusion reduce overhead yet lose fine detail, while retrieval-augmented methods…
We introduce a self-supervised representation learning method based on the task of temporal alignment between videos. The method trains a network using temporal cycle consistency (TCC), a differentiable cycle-consistency loss that can be…
Generating videos predicting the future of a given sequence has been an area of active research in recent years. However, an essential problem remains unsolved: most of the methods require large computational cost and memory usage for…
We introduce a two-player model of reinforcement learning with memory. Past actions of an iterated game are stored in a memory and used to determine player's next action. To examine the behaviour of the model some approximate methods are…
While using shaped rewards can be beneficial when solving sparse reward tasks, their successful application often requires careful engineering and is problem specific. For instance, in tasks where the agent must achieve some goal state,…
Diffusion models have achieved great progress in image animation due to powerful generative capabilities. However, maintaining spatio-temporal consistency with detailed information from the input static image over time (e.g., style,…