Related papers: ReactiveGWM: Steering NPC in Reactive Game World M…
Real-world driving requires people to observe the current environment, anticipate the future, and make appropriate driving decisions. This requirement is aligned well with the capabilities of world models, which understand the environment…
Autonomous driving world models are expected to work effectively across three core dimensions: state, action, and reward. Existing models, however, are typically restricted to limited state modalities, short video sequences, imprecise…
Generative world models (WMs) can now simulate worlds with striking visual realism, which naturally raises the question of whether they can endow embodied agents with predictive perception for decision making. Progress on this question has…
In most classical Autonomous Vehicle (AV) stacks, the prediction and planning layers are separated, limiting the planner to react to predictions that are not informed by the planned trajectory of the AV. This work presents a module that…
We present a demonstration of Play What I Mean (PWIM): a novel, AI-supported interaction technique for interactive emergent narrative (IEN) games and play experiences. By assisting players in translating high-level gameplay intents…
This paper describes a discrete state-space model -- and accompanying methods -- for generative modelling. This model generalises partially observed Markov decision processes to include paths as latent variables, rendering it suitable for…
Object-centric world models (OCWM) aim to decompose visual scenes into object-level representations, providing structured abstractions that could improve compositional generalization and data efficiency in reinforcement learning. We…
Agents operating in complex software environments benefit from reasoning about the consequences of their actions, as even a single incorrect user interface (UI) operation can derail long, artifact-preserving workflows. This challenge is…
Text-based games provide an interactive way to study natural language processing. While deep reinforcement learning has shown effectiveness in developing the game playing agent, the low sample efficiency and the large action space remain to…
Embodied action planning is a core challenge in robotics, requiring models to generate precise actions from visual observations and language instructions. While video generation world models are promising, their reliance on pixel-level…
In order to robustly execute a task under environmental uncertainty, a robot needs to be able to reactively adapt to changes arising in its environment. The environment changes are usually reflected in deviation from expected sensory…
This paper presents WorldPlay, a streaming video diffusion model that enables real-time, interactive world modeling with long-term geometric consistency, resolving the trade-off between speed and memory that limits current methods.…
Mean-field game theory relies on approximating games that are intractable to model due to a very large to infinite population of players. While these kinds of games can be solved analytically via the associated system of partial…
With the advancement of robotics, machine learning, and machine perception, increasingly more robots will enter human environments to assist with daily tasks. However, dynamically-changing human environments requires reactive motion plans.…
Motion style transfer is highly desired for motion generation systems for gaming. Compared to its offline counterpart, the research on online motion style transfer under interactive control is limited. In this work, we propose an end-to-end…
The next generation of autonomous agents must not only learn efficiently but also act reliably and adapt their behavior in open worlds. Standard approaches typically assume fixed tasks and environments with little or no novelty, which…
Player modeling attempts to create a computational model which accurately approximates a player's behavior in a game. Most player modeling techniques rely on domain knowledge and are not transferable across games. Additionally, player…
A repeated game is an effective tool to model interactions and conflicts for players aiming to achieve their objectives in a long-term basis. Contrary to static noncooperative games that model an interaction among players in only one…
Evaluating robot control policies is difficult: real-world testing is costly, and handcrafted simulators require manual effort to improve in realism and generality. We propose a world-model-based policy evaluation environment (WorldGym), an…
We address the longstanding challenge of producing flexible, realistic humanoid character controllers that can perform diverse whole-body tasks involving object interactions. This challenge is central to a variety of fields, from graphics…