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Biao Jiang

Publications and source records attributed to Biao Jiang.

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Matrix-Game 3.5: Enhancing Real-Time Streaming Interactive World Models with Patch Memory

Interactive world models extend video generation from offline clip synthesis toward persistent simulation of interactive virtual worlds, enabling applications in games, robotics, embodied agents, and XR. Achieving stable long-horizon interactive generation, however, remains challenging, as the model must simultaneously preserve scene geometry, dynamic consistency, and camera control while supporting real-time autoregressive generation. Building upon Matrix-Game 3.0, we present Matrix-Game 3.5, as shown in Figure 1, which advances real-time interactive world generation toward geometry-aware and long-horizon consistent simulation through three key improvements. First, we propose a unified geometry-aware memory framework, whose patch-memory and tiled-PRoPE components introduce no additional learnable parameters, combining explicit 3D patch retrieval with projective camera conditioning to enable geometry-consistent camera control and faithful long-horizon scene recall. Second, we introduce a static-dynamic disentangled world representation that separately models static scene geometry and dynamic subjects, preserving both geometric consistency and subject identity throughout long-horizon generation. Third, we develop a two-stage progressive real-time distillation framework that converts a bidirectional diffusion model into a few-step causal generator through Perceptual Flow Matching and curriculum based Self-Rollout DMD, enabling minute-long real-time interactive generation. Extensive experiments demonstrate that, with a unified training corpus spanning Unreal simulation environments, open-world games, and internet videos, MatrixGame 3.5 achieves strong performance in long-horizon scene recall, precise camera control, subject consistency, prompt-driven world generation, and stable real-time open-world interaction.

cs.CV

Riemann-1.0: An Embodied World Action Model for Physical AI

We introduce Riemann-1.0, a fully causal autoregressive World Action Model for embodied intelligence. Riemann-1.0 jointly models multi-view visual observations, robot states, and embodiment-specific actions within a unified causal autoregressive sequence, representing robot actions and world evolution as causal state transitions. Unlike existing WAMs based on joint generation, video-first prediction, or decoupled modeling paradigms, Riemann-1.0 unifies online robot policy execution and action-conditioned world simulation within a single model, enabling it to function as both an executable robot policy and a multi-embodiment visual world simulator. To scale embodied experience across heterogeneous data sources, we further develop a progressive embodied pretraining framework that unifies learning from egocentric human videos, handheld-gripper demonstrations, and heterogeneous robot trajectories under a shared World Action Modeling objective. Built upon 200K+ hours of interaction data, Riemann-1.0 progressively transfers large-scale embodied experience into executable robot manipulation capabilities. Riemann-1.0 achieves state-of-the-art performance across both simulation benchmarks and real-world manipulation tasks. It achieves success rates of 94.3% on RoboTwin2.0, 99.0% on LIBERO, and 62.6% on the long-horizon compositional benchmark RoboCasa-365, outperforming the previous best method by 8.4% On long-horizon real-world manipulation tasks, Riemann-1.0 achieves a Success Rate (SR) of 85.0% and a Progress Success Rate (PSR) of 94.4%, exceeding the strongest open-source baseline by 15% in SR. These results demonstrate that unified World Action Modeling together with progressive embodied pretraining effectively transforms large-scale embodied experience into generalizable robot manipulation capabilities.

cs.RO

Mos-Gen: A Generative Molecular Framework for Mosquito Insecticide Design

Mosquito-borne infectious diseases cause more than 700000 deaths worldwide each year. The long-term use of conventional chemical insecticides has induced serious resistance problems, creating an urgent need to develop novel, highly effective, and ecologically sustainable alternatives. While existing artificial intelligence approaches in this domain have focused primarily on activity prediction and classification, they leave a critical gap in the de~novo generation of novel molecular scaffolds. In this study, we propose Mos-Gen, a motif-aware generative collaborative framework that couples the pretrained molecular representation model Uni-Mol with a variational autoencoder (VAE), specifically tailored for the design of disulfide-containing allicin derivatives as mosquito insecticides. Among the generated candidates, fourteen compounds -- comprising nine predicted positives and five predicted negatives -- were selected for chemical synthesis and experimental validation. The hit rate among the predicted positives reached 78%, whereas none of the predicted negatives exhibited mosquitocidal activity. These experimental results fully validated the high-precision screening capability of the Mos-Gen framework.

cs.LG

Mutual Forcing: Dual-Mode Self-Evolution for Fast Autoregressive Audio-Video Character Generation

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 generation. To ease joint audio-video optimization, we adopt a two-stage training strategy: we first train uni-modal generators and then couple them into a unified audio-video model for joint training on paired data. For streaming generation, we ask whether a native fast causal audio-video model can be trained directly, instead of following existing streaming distillation pipelines that typically train a bidirectional model first and then convert it into a causal generator through multiple distillation stages. Our answer is Mutual Forcing, which builds directly on native autoregressive model and integrates few-step and multi-step generation within a single weight-shared model, enabling self-distillation and improved training-inference consistency. The multi-step mode improves the few-step mode via self-distillation, while the few-step mode generates historical context during training to improve training-inference consistency; because the two modes share parameters, these two effects reinforce each other within a single model. Compared with prior approaches such as Self-Forcing, Mutual Forcing removes the need for an additional bidirectional teacher model, supports more flexible training sequence lengths, reduces training overhead, and allows the model to improve directly from real paired data rather than a fixed teacher. Experiments show that Mutual Forcing matches or surpasses strong baselines that require around 50 sampling steps while using only 4 to 8 steps, demonstrating substantial advantages in both efficiency and quality. The project page is available at https://mutualforcing.github.io.

cs.CV

Matrix-Game 3.0: Real-Time and Streaming Interactive World Model with Long-Horizon Memory

With the advancement of interactive video generation, diffusion models have increasingly demonstrated their potential as world models. However, existing approaches still struggle to simultaneously achieve memory-enabled long-term temporal consistency and high-resolution real-time generation, limiting their applicability in real-world scenarios. To address this, we present Matrix-Game 3.0, a memory-augmented interactive world model designed for 720p real-time longform video generation. Building upon Matrix-Game 2.0, we introduce systematic improvements across data, model, and inference. First, we develop an upgraded industrial-scale infinite data engine that integrates Unreal Engine-based synthetic data, large-scale automated collection from AAA games, and real-world video augmentation to produce high-quality Video-Pose-Action-Prompt quadruplet data at scale. Second, we propose a training framework for long-horizon consistency: by modeling prediction residuals and re-injecting imperfect generated frames during training, the base model learns self-correction; meanwhile, camera-aware memory retrieval and injection enable the base model to achieve long horizon spatiotemporal consistency. Third, we design a multi-segment autoregressive distillation strategy based on Distribution Matching Distillation (DMD), combined with model quantization and VAE decoder pruning, to achieve efficient real-time inference. Experimental results show that Matrix-Game 3.0 achieves up to 40 FPS real-time generation at 720p resolution with a 5B model, while maintaining stable memory consistency over minute-long sequences. Scaling up to a 2x14B model further improves generation quality, dynamics, and generalization. Our approach provides a practical pathway toward industrial-scale deployable world models.

cs.CV

ProAct: Harnessing Streaming Motion Generation and Agentic Reasoning for Real-Time Embodied Social Interaction

Real-time embodied social interaction places two equally demanding requirements on an agent: continuously generating fluent multimodal interaction behavior, and proactively reasoning over accumulated dialogue and visual context to decide when to take initiative. These requirements must both be satisfied under a strict latency budget, making them difficult to meet simultaneously. We present ProAct, a dual-system framework that manages these time-critical requirements by integrating a low-latency Behavioral System for streaming multimodal interaction with a slower Cognitive System that performs long-horizon social reasoning and produces high-level proactive intentions. The Cognitive System incorporates an efficient memory mechanism and a user-motivation prediction module to reason over accumulated dialogue and visual context and determine when proactive intervention is appropriate. The Behavioral System further includes an intention-conditioned streaming flow-matching motion generator with a disentangled ControlNet branch, which translates deliberative intentions into continuous non-verbal behavior without disrupting interaction fluency. We deploy ProAct on a physical humanoid robot and validate the framework through comprehensive experiments, including real-world user studies, motion-generation benchmarks, and evaluation on ProActBench, a new, targeted benchmark for evaluating proactive trigger detection and restraint in embodied interaction.

cs.RO

Matrix-game 2.0: An open-source real-time and streaming interactive world model

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 bidirectional attention and lengthy inference steps, severely limiting real-time performance. Consequently, they are hard to simulate real-world dynamics, where outcomes must update instantaneously based on historical context and current actions. To address this, we present Matrix-Game 2.0, an interactive world model generates long videos on-the-fly via few-step auto-regressive diffusion. Our framework consists of three key components: (1) A scalable data production pipeline for Unreal Engine and GTA5 environments to effectively produce massive amounts (about 1200 hours) of video data with diverse interaction annotations; (2) An action injection module that enables frame-level mouse and keyboard inputs as interactive conditions; (3) A few-step distillation based on the casual architecture for real-time and streaming video generation. Matrix Game 2.0 can generate high-quality minute-level videos across diverse scenes at an ultra-fast speed of 25 FPS. We open-source our model weights and codebase to advance research in interactive world modeling.

cs.CV

MotionGPT3: Human Motion as a Second Modality

With the rapid progress of large language models (LLMs), multimodal frameworks that unify understanding and generation have become promising, yet they face increasing complexity as the number of modalities and tasks grows. We observe that motion quantization introduces approximation errors that cap motion quality, and that unifying discrete text and continuous motion within a single-stream backbone amplifies cross-modal interference. Motivated by recent multi-branch Transformer designs that separate signals from different modalities, we propose MotionGPT3, a bimodal motion-language model for both understanding and generation. MotionGPT3 encodes raw motion into a continuous latent space using a variational autoencoder (VAE), thereby avoiding quantization-induced artifacts, while leveraging the semantic prior of pretrained language models. A dual-stream Transformer with shared attention preserves modality-specific routes while enabling controlled, bidirectional information flow, which reduces interference, stabilizing optimization, and empirically accelerates convergence without degrading fidelity. For multimodal joint training, a generate-then-align three-stage schedule further improves stability and limits cross-task interference. Experiments show that MotionGPT3 achieves 2x faster convergence in training loss and up to 4x faster convergence in validation, while maintaining state-of-the-art performance on standard motion understanding and motion generation benchmarks.

cs.CV

Matrix-Game: Interactive World Foundation Model

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, followed by action-labeled training for interactive video generation. To support this, we curate Matrix-Game-MC, a comprehensive Minecraft dataset comprising over 2,700 hours of unlabeled gameplay video clips and over 1,000 hours of high-quality labeled clips with fine-grained keyboard and mouse action annotations. Our model adopts a controllable image-to-world generation paradigm, conditioned on a reference image, motion context, and user actions. With over 17 billion parameters, Matrix-Game enables precise control over character actions and camera movements, while maintaining high visual quality and temporal coherence. To evaluate performance, we develop GameWorld Score, a unified benchmark measuring visual quality, temporal quality, action controllability, and physical rule understanding for Minecraft world generation. Extensive experiments show that Matrix-Game consistently outperforms prior open-source Minecraft world models (including Oasis and MineWorld) across all metrics, with particularly strong gains in controllability and physical consistency. Double-blind human evaluations further confirm the superiority of Matrix-Game, highlighting its ability to generate perceptually realistic and precisely controllable videos across diverse game scenarios. To facilitate future research on interactive image-to-world generation, we will open-source the Matrix-Game model weights and the GameWorld Score benchmark at https://github.com/SkyworkAI/Matrix-Game.

cs.CV

MotionChain: Conversational Motion Controllers via Multimodal Prompts

Recent advancements in language models have demonstrated their adeptness in conducting multi-turn dialogues and retaining conversational context. However, this proficiency remains largely unexplored in other multimodal generative models, particularly in human motion models. By integrating multi-turn conversations in controlling continuous virtual human movements, generative human motion models can achieve an intuitive and step-by-step process of human task execution for humanoid robotics, game agents, or other embodied systems. In this work, we present MotionChain, a conversational human motion controller to generate continuous and long-term human motion through multimodal prompts. Specifically, MotionChain consists of multi-modal tokenizers that transform various data types such as text, image, and motion, into discrete tokens, coupled with a Vision-Motion-aware Language model. By leveraging large-scale language, vision-language, and vision-motion data to assist motion-related generation tasks, MotionChain thus comprehends each instruction in multi-turn conversation and generates human motions followed by these prompts. Extensive experiments validate the efficacy of MotionChain, demonstrating state-of-the-art performance in conversational motion generation, as well as more intuitive manners of controlling and interacting with virtual humans.

cs.CV

ShapeGPT: 3D Shape Generation with A Unified Multi-modal Language Model

The advent of large language models, enabling flexibility through instruction-driven approaches, has revolutionized many traditional generative tasks, but large models for 3D data, particularly in comprehensively handling 3D shapes with other modalities, are still under-explored. By achieving instruction-based shape generations, versatile multimodal generative shape models can significantly benefit various fields like 3D virtual construction and network-aided design. In this work, we present ShapeGPT, a shape-included multi-modal framework to leverage strong pre-trained language models to address multiple shape-relevant tasks. Specifically, ShapeGPT employs a word-sentence-paragraph framework to discretize continuous shapes into shape words, further assembles these words for shape sentences, as well as integrates shape with instructional text for multi-modal paragraphs. To learn this shape-language model, we use a three-stage training scheme, including shape representation, multimodal alignment, and instruction-based generation, to align shape-language codebooks and learn the intricate correlations among these modalities. Extensive experiments demonstrate that ShapeGPT achieves comparable performance across shape-relevant tasks, including text-to-shape, shape-to-text, shape completion, and shape editing.

cs.CV

MotionGPT: Human Motion as a Foreign Language

Though the advancement of pre-trained large language models unfolds, the exploration of building a unified model for language and other multi-modal data, such as motion, remains challenging and untouched so far. Fortunately, human motion displays a semantic coupling akin to human language, often perceived as a form of body language. By fusing language data with large-scale motion models, motion-language pre-training that can enhance the performance of motion-related tasks becomes feasible. Driven by this insight, we propose MotionGPT, a unified, versatile, and user-friendly motion-language model to handle multiple motion-relevant tasks. Specifically, we employ the discrete vector quantization for human motion and transfer 3D motion into motion tokens, similar to the generation process of word tokens. Building upon this "motion vocabulary", we perform language modeling on both motion and text in a unified manner, treating human motion as a specific language. Moreover, inspired by prompt learning, we pre-train MotionGPT with a mixture of motion-language data and fine-tune it on prompt-based question-and-answer tasks. Extensive experiments demonstrate that MotionGPT achieves state-of-the-art performances on multiple motion tasks including text-driven motion generation, motion captioning, motion prediction, and motion in-between.

cs.CV

Executing your Commands via Motion Diffusion in Latent Space

We study a challenging task, conditional human motion generation, which produces plausible human motion sequences according to various conditional inputs, such as action classes or textual descriptors. Since human motions are highly diverse and have a property of quite different distribution from conditional modalities, such as textual descriptors in natural languages, it is hard to learn a probabilistic mapping from the desired conditional modality to the human motion sequences. Besides, the raw motion data from the motion capture system might be redundant in sequences and contain noises; directly modeling the joint distribution over the raw motion sequences and conditional modalities would need a heavy computational overhead and might result in artifacts introduced by the captured noises. To learn a better representation of the various human motion sequences, we first design a powerful Variational AutoEncoder (VAE) and arrive at a representative and low-dimensional latent code for a human motion sequence. Then, instead of using a diffusion model to establish the connections between the raw motion sequences and the conditional inputs, we perform a diffusion process on the motion latent space. Our proposed Motion Latent-based Diffusion model (MLD) could produce vivid motion sequences conforming to the given conditional inputs and substantially reduce the computational overhead in both the training and inference stages. Extensive experiments on various human motion generation tasks demonstrate that our MLD achieves significant improvements over the state-of-the-art methods among extensive human motion generation tasks, with two orders of magnitude faster than previous diffusion models on raw motion sequences.

cs.CV

Financial Distress Prediction For Small And Medium Enterprises Using Machine Learning Techniques

Financial Distress Prediction plays a crucial role in the economy by accurately forecasting the number and probability of failing structures, providing insight into the growth and stability of a country's economy. However, predicting financial distress for Small and Medium Enterprises is challenging due to their inherent ambiguity, leading to increased funding costs and decreased chances of receiving funds. While several strategies have been developed for effective FCP, their implementation, accuracy, and data security fall short of practical applications. Additionally, many of these strategies perform well for a portion of the dataset but are not adaptable to various datasets. As a result, there is a need to develop a productive prediction model for better order execution and adaptability to different datasets. In this review, we propose a feature selection algorithm for FCP based on element credits and data source collection. Current financial distress prediction models rely mainly on financial statements and disregard the timeliness of organization tests. Therefore, we propose a corporate FCP model that better aligns with industry practice and incorporates the gathering of thin-head component analysis of financial data, corporate governance qualities, and market exchange data with a Relevant Vector Machine. Experimental results demonstrate that this strategy can improve the forecast efficiency of financial distress with fewer characteristic factors.

cs.LG