Semantic segmentation networks require large amounts of pixel-level annotated data, which are costly to obtain for real-world images. Computer graphics engines can generate synthetic images alongside their ground-truth annotations. However, models trained on such images can perform poorly on real images due to the domain gap between real and synthetic images. Style transfer methods can reduce this difference by applying a realistic style to synthetic images. Choosing effective data transformations and their sequence is difficult due to the large combinatorial search space of style transfer operators. Using multi-objective genetic algorithms, we optimize pipelines to balance structural coherence and style similarity to target domains. We study the use of paired-image metrics on individual image samples during evolution to enable rapid pipeline evaluation, as opposed to standard distributional metrics that require the generation of many images. After optimization, we evaluate the resulting Pareto front using distributional metrics and segmentation performance. We apply this approach to standard datasets in synthetic-to-real domain adaptation: from the video game GTA5 to real image datasets Cityscapes and ACDC, focusing on adverse conditions. Results demonstrate that evolutionary algorithms can propose diverse augmentation pipelines adapted to different objectives. The contribution of this work is the formulation of style transfer as a sequencing problem suitable for evolutionary optimization and the study of efficient metrics that enable feasible search in this space. The source code is available at: https://github.com/echigot/MOOSS.
Autoregressive video diffusion models enable streaming generation, opening the door to long-form synthesis, video world models, and interactive neural game engines. However, their core attention layers become a major bottleneck at inference time: as generation progresses, the KV cache grows, causing both increasing latency and escalating GPU memory, which in turn restricts usable temporal context and harms long-range consistency. In this work, we study redundancy in autoregressive video diffusion and identify three persistent sources: near-duplicate cached keys across frames, slowly evolving (largely semantic) queries/keys that make many attention computations redundant, and cross-attention over long prompts where only a small subset of tokens matters per frame. Building on these observations, we propose a unified, training-free attention framework for autoregressive diffusion: TempCache compresses the KV cache via temporal correspondence to bound cache growth; AnnCA accelerates cross-attention by selecting frame-relevant prompt tokens using fast approximate nearest neighbor (ANN) matching; and AnnSA sparsifies self-attention by restricting each query to semantically matched keys, also using a lightweight ANN. Together, these modules reduce attention, compute, and memory and are compatible with existing autoregressive diffusion backbones and world models. Experiments demonstrate up to x5--x10 end-to-end speedups while preserving near-identical visual quality and, crucially, maintaining stable throughput and nearly constant peak GPU memory usage over long rollouts, where prior methods progressively slow down and suffer from increasing memory usage.
Deep learning agents can achieve high performance in complex game domains without often understanding the underlying causal game mechanics. To address this, we investigate Causal Induction: the ability to infer governing laws from observational data, by tasking Large Language Models (LLMs) with reverse-engineering Video Game Description Language (VGDL) rules from gameplay traces. To reduce redundancy, we select nine representative games from the General Video Game AI (GVGAI) framework using semantic embeddings and clustering. We compare two approaches to VGDL generation: direct code generation from observations, and a two-stage method that first infers a structural causal model (SCM) and then translates it into VGDL. Both approaches are evaluated across multiple prompting strategies and controlled context regimes, varying the amount and form of information provided to the model, from just raw gameplay observations to partial VGDL specifications. Results show that the SCM-based approach more often produces VGDL descriptions closer to the ground truth than direct generation, achieving preference win rates of up to 81\% in blind evaluations and yielding fewer logically inconsistent rules. These learned SCMs can be used for downstream use cases such as causal reinforcement learning, interpretable agents, and procedurally generating novel but logically consistent games.
Behavior cloning (BC) is a practical offline imitation learning method, but it often fails when expert demonstrations are limited. Recent works have introduced a class of architectures named predictive inverse dynamics models (PIDM) that combine a future state predictor with an inverse dynamics model (IDM). While PIDM often outperforms BC, the reasons behind its benefits remain unclear. In this paper, we provide a theoretical explanation: PIDM introduces a bias-variance tradeoff. While predicting the future state introduces bias, conditioning the IDM on the prediction can significantly reduce variance. We establish conditions on the state predictor bias for PIDM to achieve lower prediction error and higher sample efficiency than BC, with the gap widening when additional data sources are available. We validate the theoretical insights empirically in 2D navigation tasks, where BC requires up to five times (three times on average) more demonstrations than PIDM to reach comparable performance; and in a complex 3D environment in a modern video game with high-dimensional visual inputs and stochastic transitions, where BC requires over 66\% more samples than PIDM.
Large multimodal models (LMMs) have demonstrated outstanding capabilities in various visual perception tasks, which has in turn made the evaluation of LMMs significant. However, the capability of video aesthetic quality assessment, which is a fundamental ability for human, remains underexplored for LMMs. To address this, we introduce VideoAesBench, a comprehensive benchmark for evaluating LMMs' understanding of video aesthetic quality. VideoAesBench has several significant characteristics: (1) Diverse content including 1,804 videos from multiple video sources including user-generated (UGC), AI-generated (AIGC), compressed, robotic-generated (RGC), and game videos. (2) Multiple question formats containing traditional single-choice questions, multi-choice questions, True or False questions, and a novel open-ended questions for video aesthetics description. (3) Holistic video aesthetics dimensions including visual form related questions from 5 aspects, visual style related questions from 4 aspects, and visual affectiveness questions from 3 aspects. Based on VideoAesBench, we benchmark 23 open-source and commercial large multimodal models. Our findings show that current LMMs only contain basic video aesthetics perception ability, their performance remains incomplete and imprecise. We hope our VideoAesBench can be served as a strong testbed and offer insights for explainable video aesthetics assessment.
Traditional rendering pipelines rely on complex assets, accurate materials and lighting, and substantial computational resources to produce realistic imagery, yet they still face challenges in scalability and realism for populated dynamic scenes. We present C2R (Coarse-to-Real), a generative rendering framework that synthesizes real-style urban crowd videos from coarse 3D simulations. Our approach uses coarse 3D renderings to explicitly control scene layout, camera motion, and human trajectories, while a learned neural renderer generates realistic appearance, lighting, and fine-scale dynamics guided by text prompts. To overcome the lack of paired training data between coarse simulations and real videos, we adopt a two-phase mixed CG-real training strategy that learns a strong generative prior from large-scale real footage and introduces controllability through shared implicit spatio-temporal features across domains. The resulting system supports coarse-to-fine control, generalizes across diverse CG and game inputs, and produces temporally consistent, controllable, and realistic urban scene videos from minimal 3D input. We will release the model and project webpage at https://gonzalognogales.github.io/coarse2real/.
World generation is a fundamental capability for applications like video games, simulation, and robotics. However, existing approaches face three main obstacles: controllability, scalability, and efficiency. End-to-end scene generation models have been limited by data scarcity. While object-centric generation approaches rely on fixed resolution representations, degrading fidelity for larger scenes. Training-free approaches, while flexible, are often slow and computationally expensive at inference time. We present NuiWorld, a framework that attempts to address these challenges. To overcome data scarcity, we propose a generative bootstrapping strategy that starts from a few input images. Leveraging recent 3D reconstruction and expandable scene generation techniques, we synthesize scenes of varying sizes and layouts, producing enough data to train an end-to-end model. Furthermore, our framework enables controllability through pseudo sketch labels, and demonstrates a degree of generalization to previously unseen sketches. Our approach represents scenes as a collection of variable scene chunks, which are compressed into a flattened vector-set representation. This significantly reduces the token length for large scenes, enabling consistent geometric fidelity across scenes sizes while improving training and inference efficiency.
Service Function Chaining (SFC) requires efficient placement of Virtual Network Functions (VNFs) to satisfy diverse service requirements while maintaining high resource utilization in Data Centers (DCs). Conventional static resource allocation often leads to overprovisioning or underprovisioning due to the dynamic nature of traffic loads and application demands. To address this challenge, we propose a hybrid forecast-driven Deep reinforcement learning (DRL) framework that combines predictive intelligence with SFC provisioning. Specifically, we leverage DRL to generate datasets capturing DC resource utilization and service demands, which are then used to train deep learning forecasting models. Using Optuna-based hyperparameter optimization, the best-performing models, Spatio-Temporal Graph Neural Network, Temporal Graph Neural Network, and Long Short-Term Memory, are combined into an ensemble to enhance stability and accuracy. The ensemble predictions are integrated into the DC selection process, enabling proactive placement decisions that consider both current and future resource availability. Experimental results demonstrate that the proposed method not only sustains high acceptance ratios for resource-intensive services such as Cloud Gaming and VoIP but also significantly improves acceptance ratios for latency-critical categories such as Augmented Reality increases from 30% to 50%, while Industry 4.0 improves from 30% to 45%. Consequently, the prediction-based model achieves significantly lower E2E latencies of 20.5%, 23.8%, and 34.8% reductions for VoIP, Video Streaming, and Cloud Gaming, respectively. This strategy ensures more balanced resource allocation, and reduces contention.
We present LingBot-World, an open-sourced world simulator stemming from video generation. Positioned as a top-tier world model, LingBot-World offers the following features. (1) It maintains high fidelity and robust dynamics in a broad spectrum of environments, including realism, scientific contexts, cartoon styles, and beyond. (2) It enables a minute-level horizon while preserving contextual consistency over time, which is also known as "long-term memory". (3) It supports real-time interactivity, achieving a latency of under 1 second when producing 16 frames per second. We provide public access to the code and model in an effort to narrow the divide between open-source and closed-source technologies. We believe our release will empower the community with practical applications across areas like content creation, gaming, and robot learning.
Quality diversity (QD) is a branch of evolutionary computation that seeks high-quality and behaviorally diverse solutions to a problem. While adversarial problems are common, classical QD cannot be easily applied to them, as both the fitness and the behavior depend on the opposing solutions. Recently, Generational Adversarial MAP-Elites (GAME) has been proposed to coevolve both sides of an adversarial problem by alternating the execution of a multi-task QD algorithm against previous elites, called tasks. The original algorithm selects new tasks based on a behavioral criterion, which may lead to undesired dynamics due to inter-side dependencies. In addition, comparing sets of solutions cannot be done directly using classical QD measures due to side dependencies. In this paper, we (1) use an inter-variants tournament to compare the sets of solutions, ensuring a fair comparison, with 6 measures of quality and diversity, and (2) propose two tournament-informed task selection methods to promote higher quality and diversity at each generation. We evaluate the variants across three adversarial problems: Pong, a Cat-and-mouse game, and a Pursuers-and-evaders game. We show that the tournament-informed task selection method leads to higher adversarial quality and diversity. We hope that this work will help further advance adversarial quality diversity. Code, videos, and supplementary material are available at https://github.com/Timothee-ANNE/GAME_tournament_informed.