Abstract:Current multimodal reflection mechanisms for long video understanding predominantly rely on closed-loop self-reflection within internal parameters. Lacking objective external evidence, models are frequently trapped in blind confidence and often fail to correct errors. Furthermore, applying reinforcement learning to multi-stage reflection pipelines introduces severe policy coupling, which is exacerbated by a critical scarcity of dedicated training data. To address these limitations, this work proposes Reflect-R1, the first Evidence-Driven self-correction framework for long video understanding. The framework constructs a three-stage pipeline consisting of intuition, verification, and arbitration. By dynamically retrieving objective visual evidence to verify initial intuitions and autonomously executing multiple temporal searches to resolve conflicts, it completely breaks the hallucination loop. To overcome policy coupling, we design a stage-decoupled reinforcement learning algorithm named SD-GRPO that independently computes advantage functions across different reasoning stages. Concurrently, we construct a dataset of 120K samples to bridge the training data gap. Extensive experiments on benchmarks such as VideoMME and LongVideoBench demonstrate that Reflect-R1 achieves state-of-the-art performance. Our method significantly improves the genuine rectification rate and enables authentic self-correction strictly grounded in objective evidence.
Abstract:Recent advances in video generation have made minute-level synthesis possible; however, generating long videos remains challenging due to error accumulation, attribute drift, and the limited availability of long video data. In this paper, we introduce an infinite-length video generation framework that focusing on addressing these issues and produces high-quality, dynamic, and identity-consistent single-shot long videos. We first finetune a diffusion model as a video extension model on large-scale short video data to autoregressively generate temporally coherent clips. Inspired by the success of large language models (LLMs), we adopt causal attention computation between clips to further finetune this model on long video data. In this way, the tokens in one clip (short video) are computed by bidirectional attention while tokens among clips are computed by unidirectional attention. This design leverages the strengths of modern diffusion models while preserving long-term context information, effectively mitigating error accumulation and attribute drift. To achieve memory efficiency during inference, we adopt a key-value (KV) caching mechanism to maintain a constant KV memory. Furthermore, we introduce truncation-rectified flow (T-RFlow) technique to further suppress error accumulation. Experimental results demonstrate the effectiveness of our method. Our framework establishes a new benchmark for realistic and coherent minute-level video synthesis.
Abstract:Robots operating in everyday environments must understand fine-grained human actions, intentions, and contextual cues from broad views where people occupy only small regions, a capability unmet by current systems. While open-vocabulary action recognition methods remain limited to assigning predefined labels, and vision-language models (VLMs) face an inherent trade-off between informational richness and factual fidelity in their outputs, neither approach achieves the deep semantic interpretation required for reliable human-robot interaction. We propose Gold Points Sniper (GPS), a novel framework that empowers lightweight VLMs with self-guided multimodal reasoning capabilities for fine-grained human action understanding. Our approach comprises three key modules: Gold Points Extractor trains VLMs to identify critical action-relevant details, Selective Socratic Questioner validates and refines these details through selective self-questioning, and Semantic Entailment Evaluator quantitatively assesses factual consistency using semantic entailment classification. Extensive experiments on our curated instruction-tuning dataset based on the CAP benchmark demonstrate that GPS-enhanced lightweight VLMs achieve substantial performance improvements, with some models reaching performance comparable to proprietary GPT-4o while maintaining superior factual accuracy. Our work establishes a reliable foundation for fine-grained action understanding in domestic robotics, enabling robots to safely interpret human behavior through information-dense yet factually grounded descriptions. Source code, training configurations, annotation prompts, and dataset details are released at https://github.com/Haodi-Liu/GPS-Gold-Point-Sniper.
Abstract:Generalist vision-language-action systems need object-centric 3D evidence and reusable manipulation experience to plan reliable robot trajectories. GeneralVLA provides a hierarchical interface for converting language and RGB-D observations into 3D end-effector paths, but two bottlenecks remain. First, monocular SAM3D-style object reconstruction can hallucinate pose and unseen geometry, while manipulation benefits from stable object shape when calibrated multi-view observations are available. Second, the original KnowledgeBank mainly retrieves semantically similar snippets and appends new knowledge, which makes it difficult to control memory quality, conflicts, confidence, and geometric relevance. To address the first challenge, we introduce GeoFuse-MV3D, a geometry-prior-guided MV-SAM3D reconstruction branch that verifies external geometry cues with input-view masks, applies soft visual-hull support, performs axis-wise refinement, and fuses only geometry while preserving appearance. To address the second challenge, we upgrade KnowledgeBank into a governed long-term memory system with explicit quality, confidence, lifecycle, verifier, and conflict metadata, together with precision-oriented retrieval. Finally, we evaluate the reconstruction branch on GSO-30 and the memory module on Terminal-Bench 2.0 and SWE-Bench Verified; GeoFuse-MV3D improves over the MV-SAM3D baseline by reducing CD and LPIPS by 2.20% and 2.02% while increasing PSNR and SSIM by 2.36% and 1.03%, and KnowledgeBank improves over ReasoningBank by 4.53% on Terminal-Bench SR and 3.73% on SWE-Bench resolve rate, while reducing AS by 4.95% and 5.65%, respectively. Code: https://github.com/AIGeeksGroup/GeneralVLA-2. Website: https://aigeeksgroup.github.io/GeneralVLA-2.
Abstract:High-quality 4D head avatars from one or a few source portraits are central to telepresence, AR/VR, and digital-human interaction. 3D Gaussian Splatting (3DGS) has emerged as the dominant representation, with two complementary regimes (generalizable feed-forward predictors and per-subject refiners) maturing in parallel. However, existing feed-forward predictors are trained on a single dataset family with a hard-coded source count, inheriting the corresponding domain bias. Per-subject refiners require 300K--600K iterations and rely on adaptive densification that destroys upstream Gaussian layouts, preventing the two regimes from sharing a representation end-to-end. To bridge both regimes we propose SpatialAvatar-0 on a shared FLAME-mesh-bound Gaussian representation: a feed-forward generator with a parameter-free K-source mean-pool and a monocular-temporal to multi-view-spatial two-phase schedule that anchors against identity-prior collapse onto the smaller multi-view set. We further introduce a 10K-iter layout-preserving per-subject refinement loop that freezes the FLAME-binding and Gaussian count and replaces densification with a three-component anti-spike regularization. On VFHQ/HDTF cross-domain zero-shot we surpass the in-domain leader GAGAvatar by +1.5 dB PSNR despite never training on either test domain, and on the SplattingAvatar monocular benchmark we lead every reported metric, surpassing the 300K-iter GeoAvatar by +1.3 dB PSNR at up to 60x shorter per-subject schedule than common SOTA baselines. Website: https://spatialwalk.github.io/SpatialAvatar-0.
Abstract:Dexterous interaction with articulated objects is important for household, assistive, and humanoid manipulation, where multi-finger hands can provide compliant contact patterns beyond parallel-jaw grasping. However, articulated-object manipulation differs from static-object manipulation: the target part cannot be directly actuated, and its motion must emerge through sustained physical hand--handle contact. This makes the transition from object-centric articulated generation to hand-driven dexterous hand--object interaction non-trivial, since geometric trajectory replay or open-loop execution does not model the contact dynamics required to move the articulated part. Moreover, policies trained only for task completion under fixed dynamics can overfit nominal contact loads, especially without tactile or force feedback, and may degrade when the contact load changes. To address these challenges, we present DragMesh-2, a contact-driven framework for dexterous interaction with articulated objects that extends articulated interaction from object-centric generation to hand-driven dexterous hand--object interaction, where articulated motion must arise through physical contact. We further propose PICA, a physically informed contact-aware training mechanism that injects physical signals into policy learning without tactile or force feedback, improving robustness and task success under changing contact loads. Finally, we conduct systematic evaluation across multiple damping conditions and articulated-object categories to study robustness under contact-load variation, and provide a pure-geometry dexterous interaction resource to support future loco-manipulation and humanoid hand--object interaction research. Across seven GAPartNet objects, DragMesh-2 achieves stronger robustness under contact-load variation than the compared methods while maintaining high task success across damping conditions.
Abstract:Generating realistic humanoid motion from scene images and text involves both low-frequency pose semantics and high-frequency physical dynamics. However, many existing methods tokenize motion with a single shared codebook, forcing heterogeneous motion signals into the same quantization space. Our frequency-domain analysis of human motion data reveals a clear mismatch between single-codebook quantization and motion statistics: five DCT coefficients capture 93% of joint-position energy but only 37% of joint-velocity energy, which can bias quantization toward pose statistics and under-represent high-frequency velocity components. A second challenge lies in adapting a standard autoregressive model to effectively model high-frequency physical signals in motion sequences. Therefore, we propose DSFT, a dual-stream frequency tokenizer that separates motion into Base and physical streams and compresses them independently with DCT truncation and BPE. Furthermore, we present MotionVLA, a Qwen3.5-based model that arranges Base and physical tokens in a unified sequence, where Phys tokens are predicted after Base tokens. Experiments on HumanML3D and MBench show that, despite using a lightweight 2B backbone, MotionVLA reduces the Diversity gap to real data by over 50% on HumanML3D and improves Motion-Condition Consistency by 3.8% on MBench, supporting frequency-aware dual-stream decoupling as an effective formulation for autoregressive motion generation. Code: https://github.com/AIGeeksGroup/MotionVLA. Website: https://aigeeksgroup.github.io/MotionVLA.
Abstract:We introduce WorldOlympiad, a benchmark for diagnosing video-based world models across physical faithfulness, geometric consistency, and interaction fidelity. While existing benchmarks often focus on visual quality, semantic alignment, or short-term temporal coherence, they provide limited insight into whether generated videos obey physical rules, preserve coherent 3D structure, and sustain controllable interactions over long horizons. To address this gap, WorldOlympiad decomposes world-model evaluation into three complementary dimensions. The physical track uses object segmentation and MLLM-as-judge to assess whether generated videos follow interpretable rules in mechanics, thermal phenomena, and material properties. The geometry track reconstructs generated videos with Gaussian splatting and evaluates structural consistency, cross-view coherence, and camera-trajectory alignment. The interaction track assesses whether generated rollouts follow complex action prompts and maintain smooth, coherent transitions across consecutive video chunks. WorldOlympiad further covers three major downstream scenarios, including gaming, robotics, and general real-world videos, capturing diverse challenges from interactive control and embodied manipulation to open-domain motion and camera dynamics. Together, these tracks and scenarios form a scalable and interpretable evaluation suite that exposes failure modes beyond generic video quality. Experiments on state-of-the-art models reveal substantial gaps in physical reasoning, 3D consistency, and long-horizon interaction, underscoring the need for more structured evaluation protocols for generative world models.
Abstract:Video world models that maintain 3D spatial consistency across generated frames typically rely on explicit point cloud memory constructed in RGB space. This design is both computationally expensive, requiring repeated rendering and VAE encoding, and inherently lossy, as the round trip through pixel space discards rich features of the learned latent representation. In this paper, we introduce \emph{latent spatial memory} for video world models, a persistent 3D cache that stores scene information directly in the diffusion latent space, avoiding pixel-space reconstruction. Building on this, we propose Mirage, a latent-space spatial memory framework that constructs the memory by lifting latent tokens into 3D via depth-guided back-projection and queries it by synthesizing novel views through direct latent-space warping. This unified formulation eliminates both the information loss of pixel-space reconstruction and the computational burden of repeated encoding and rendering. Experiments show that latent spatial memory achieves up to \textbf{10.57}$\times$ faster end-to-end video generation and \textbf{55}$\times$ reduction in memory footprint relative to explicit 3D baselines. Leveraging the geometric prior of the diffusion model, Mirage attains state-of-the-art performance on WorldScore and strong reconstruction quality on RealEstate10K.
Abstract:Large Language Model (LLM)-based agents increasingly rely on memory to learn from experiences over continual interactions. However, storing experiences as independent, flat units leads to substantial redundancy and retrieval conflicts, as similar episodes repeat overlapping content and subtle scene variations cause retrieved memories to offer contradictory guidance. To address this, we introduce residual experience, positing that newly acquired experience is often an incremental variation of existing knowledge. We propose DeltaMem, a framework that organizes experience memory into two independent residual trees, one storing goal-conditioned task experience as reusable skills and another for scene-level environment knowledge. Each tree uses a root node for generalized base experiences and incremental delta nodes for subsequent variations, allowing related experiences to share a common foundation without duplication. For retrieval, a failure-penalized similarity scan locates the best match, reconstructing the full experience via root-to-match chain composition. An autonomous consolidation mechanism distills high-frequency paths into new root nodes, enabling the trees to self-organize from general heuristics to specialized variants. Experiments across diverse interactive environments show that DeltaMem consistently outperforms existing baselines. To facilitate future research, we release the code at https://github.com/import-myself/DeltaMem.