Related papers: ReactiveGWM: Steering NPC in Reactive Game World M…
World models power some of the most efficient reinforcement learning algorithms. In this work, we showcase that they can be harnessed for continual learning - a situation when the agent faces changing environments. World models typically…
We present the Global Neural World Model (GNWM), a self-stabilizing framework that achieves topological quantization through balanced continuous entropy constraints. Operating as a continuous, action-conditioned Joint-Embedding Predictive…
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,…
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…
Video generative models pre-trained on large-scale internet datasets have achieved remarkable success, excelling at producing realistic synthetic videos. However, they often generate clips based on static prompts (e.g., text or images),…
World simulation has gained increasing popularity due to its ability to model virtual environments and predict the consequences of actions. However, the limited temporal context window often leads to failures in maintaining long-term…
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…
Reactive control is often considered insufficient for multi-objective tasks because conflicting objectives give rise to local minima. We argue this limitation is not inherent but arises from static encodings that fail to reflect how…
This paper introduces the concept of Language-Guided World Models (LWMs) -- probabilistic models that can simulate environments by reading texts. Agents equipped with these models provide humans with more extensive and efficient control,…
Real-time character animation in dynamic environments requires the generation of plausible upper-body movements regardless of the nature of the environment, including non-rigid obstacles such as vegetation. We propose a flexible model for…
World models have become a central paradigm for learning predictive simulators that support generation, planning, and decision-making. Yet, despite rapid progress in industry-scale interactive video generation, the broader research…
World modelling, i.e. building a representation of the rules that govern the world so as to predict its evolution, is an essential ability for any agent interacting with the physical world. Recent applications of the Transformer…
Action-conditioned video models offer a promising path to building general-purpose robot simulators that can improve directly from data. Yet, despite training on large-scale robot datasets, current state-of-the-art video models still…
Recent progress in generative models has stimulated significant innovations in many fields, such as image generation and chatbots. Despite their success, these models often produce sketchy and misleading solutions for complex multi-agent…
What if a video generation model could not only imagine a plausible future, but the correct one, accurately reflecting how the world changes with each action? We address this question by presenting the Egocentric World Model (EgoWM), a…
Recent advances in interactive video generations have demonstrated diffusion model's potential as world models by capturing complex physical dynamics and interactive behaviors. However, existing interactive world models depend on…
Traffic microsimulators are widely used to evaluate road network performance under various ``what-if" conditions. However, the behavior models controlling the actions of the actors are overly simplistic and fails to capture realistic…
Decision-making in automated driving must consider interactions with surrounding agents to be effective. However, traditional methods often neglect or oversimplify these interactions because they are difficult to model and solve, which can…
In repeated interactions between individuals, we do not expect that exactly the same situation will occur from one time to another. Contrary to what is common in models of repeated games in the literature, most real situations may differ a…
One of the big challenges of developing interactive statistical applications is the management of the data pipeline, which controls transformations from data to plot. The user's interactions needs to be propagated through these modules and…