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Boran Zhang

Publications and source records attributed to Boran Zhang.

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WorldMind: Decoupled Game World Model for State-Aware NPC Behavior

Game world models have recently demonstrated promising capabilities in generating visually coherent and action-controllable gameplay videos. However, non-player character (NPC) behavior in existing models is either implicitly entangled with video generation or explicitly prescribed through external control signals. Consequently, a game world model has to jointly understand the state, plan the NPC's response and render its visual outcome, limiting its ability to produce responsive and state-aware NPC behavior. The challenge lies in the lack of an explicit interface for state-grounded decision-making. To this end, we introduce WorldMind, to our knowledge the first decoupled framework for state-aware NPC behavior in game world models. WorldMind separates interactive world modeling into four layers: an Understanding Layer that constructs a compact state from generated frames; a Decision Layer that reasons over the compact state to plan the NPC's next action; a Control Layer that translates the actions into temporally aligned conditions; and a Generation Layer that synthesizes their visual outcomes. By reconnecting layers in a closed interaction loop, WorldMind grounds NPC behavior in the evolving game state. We further introduce BOSS-140K, a dataset of gameplay videos paired with rich internal game states, together with an agent that automates the collection at scale. Experiments on BOSS-140K demonstrate reliable compact state reconstruction and mechanics-grounded planning, with WorldMind preferred over the baselines in approximately 70% of pairwise comparisons for its more tactically appropriate and coherent NPC behavior. Project page: https://teawhite.cn/worldmind_projectpage/

cs.CV

Video Models as Native 4D Renderers: World-Grounded Conditioning from Animated Mesh

Pretrained video diffusion models can act as renderers when the desired scene state is already specified by an animated mesh, a camera trajectory, and a reference image. This 4D generative rendering setting raises a representation question: what image-format condition lets a video backbone obey both camera motion and scene-internal animation? We propose DAR, a reference-guided renderer that extends Wan2.2 camera control from Plücker rays alone to a joint camera-plus-geometry interface. DAR projects a neural 4D G-buffer (tracking, world position, and normal) from the animated mesh and injects it through a widened control adapter while preserving the pretrained image-to-video prior. The central design choice is the pair of tracking and world position. Tracking identifies the persistent surface element that should carry appearance; world position gives its current scene-coordinate state; normal supplies local shape. Depth plus calibrated rays can recover 3D in principle, but depth is a camera-dependent chart in which camera and object motion are mixed. On the 68-case DAR-4D benchmark, LoRA DAR reaches PSNR 23.22, SSIM 0.895, and LPIPS 0.134, improving over off-the-shelf Wan2.2-Depth by 1.54 dB PSNR; a full fine-tune reaches PSNR 25.36 and SSIM 0.917. Matched ablations show that replacing world position by depth reduces PSNR by 1.26--1.55 dB at every checkpoint, supporting tracking+world-position correspondence as a practical 4D rendering condition.

cs.CV

PairCoder++: Pair Programming as a Universal Paradigm for Verified Code-Driven Multimodal and Structured-Artifact Generation

Code is the medium through which large language models generate structured artifacts: charts, scientific figures, vector graphics, CAD models, 3D scenes, and hardware designs are all produced by writing programs. In this regime single pass inference is brittle, because the compiler, renderer, or simulator that decides whether the artifact exists is invisible to the model. We present PairCoder, which grounds review in the toolchain and realizes it as two agent pair programming: a Driver agent writes the program, a Navigator agent reviews it against verification evidence (diagnostics, execution results, and renderings of the current artifact beside the target), and the two switch roles when errors persist. Across 17 public benchmarks and seven models from three vendors, PairCoder improves essentially every benchmark whose artifact is verifiable, on full official metric suites rather than execution alone (for example, Blender scene executability 0.20 to 0.78; TikZ compile rate up 10 to 30 points on every model), at 2.9 to 9.2 times single model cost (about 7 times overall). The improvements concentrate where the toolchain provides an informative oracle and the baseline leaves headroom, and the method ties or mildly regresses where the oracle is weak; we frame pair programming as a reliable recipe for verified code driven generation.

cs.CL

One Video, One World: Turning Monocular Video into Physical 4D Scenes

We introduce \textbf{OVOW}, the first training-free system that reconstructs \emph{instance-level, simulation-ready} 4D mesh scenes from a single monocular video. Recent 4D reconstruction achieves impressive rendering quality, but its outputs (\eg, implicit fields, Gaussian primitives, or point clouds) lack the watertight topology, instance separation, and standardized physical interfaces required by physics simulators and embodied AI. OVOW closes this gap with a four-stage pipeline: a vision-language model discovers, labels, and motion-classifies all instances; category-aware reconstruction yields per-instance meshes for rigid objects and topology-consistent mesh sequences for deformable ones; an iterative render-match-optimize procedure recovers metric scale and 6-DoF pose trajectories; and physics-grounded assembly enforces ground contact and inter-object support. Crucially, we model all motion, rigid and non-rigid, through direct vertex deformation without category-specific priors or skeleton rigging, producing watertight mesh scenes ready for downstream physics simulation and editing. We further establish the first benchmark for \emph{structured Video-to-4D} evaluation, with metrics for geometric correctness, instance separation, and physical plausibility beyond visual fidelity; the same pipeline doubles as a scalable engine for \emph{synthesizing} paired video-to-4D simulation data for future 4D world models and embodied AI. Across two synthetic benchmarks (static and 4D), OVOW attains the best overall layout and geometry accuracy and the lowest photometric and semantic error among all baselines, and on monocular video runs one to two orders of magnitude faster than the baselines, while downstream physics simulation confirms its physical stability.

cs.CV

Affine Rota-Baxter groups and affine skew braces

Rota-Baxter groups and skew braces are closely related algebraic structures, both providing set-theoretical solutions to the Yang-Baxter equation. In this paper, we extend these structures to the setting of affine schemes. First, we introduce affine Rota-Baxter groups and, by leveraging the duality between affine groups and Hopf algebras via their coordinate rings, prove the equivalence between affine Rota-Baxter groups and co-Rota-Baxter Hopf algebras. Next, we show affine Rota-Baxter groups can naturally give rise to the affine skew braces defined by Angiono, Galindo, and Vendramin. Conversely, any affine skew brace can be embedded into an affine Rota-Baxter group. By linking these to the relationship between affine skew braces and Hopf co-braces, we give new connections between co-Rota-Baxter Hopf algebras and Hopf co-braces. Finally, we propose the study of solutions to the Yang-Baxter equation within the framework of affine schemes, demonstrating that affine skew braces naturally give rise to such solutions.

math.GR

Human-AI Collaborative Game Testing with Vision Language Models

As modern video games become increasingly complex, traditional manual testing methods are proving costly and inefficient, limiting the ability to ensure high-quality game experiences. While advancements in Artificial Intelligence (AI) offer the potential to assist human testers, the effectiveness of AI in truly enhancing real-world human performance remains underexplored. This study investigates how AI can improve game testing by developing and experimenting with an AI-assisted workflow that leverages state-of-the-art machine learning models for defect detection. Through an experiment involving 800 test cases and 276 participants of varying backgrounds, we evaluate the effectiveness of AI assistance under four conditions: with or without AI support, and with or without detailed knowledge of defects and design documentation. The results indicate that AI assistance significantly improves defect identification performance, particularly when paired with detailed knowledge. However, challenges arise when AI errors occur, negatively impacting human decision-making. Our findings show the importance of optimizing human-AI collaboration and implementing strategies to mitigate the effects of AI inaccuracies. By this research, we demonstrate AI's potential and problems in enhancing efficiency and accuracy in game testing workflows and offers practical insights for integrating AI into the testing process.

cs.HC

Delving into Mapping Uncertainty for Mapless Trajectory Prediction

Recent advances in autonomous driving are moving towards mapless approaches, where High-Definition (HD) maps are generated online directly from sensor data, reducing the need for expensive labeling and maintenance. However, the reliability of these online-generated maps remains uncertain. While incorporating map uncertainty into downstream trajectory prediction tasks has shown potential for performance improvements, current strategies provide limited insights into the specific scenarios where this uncertainty is beneficial. In this work, we first analyze the driving scenarios in which mapping uncertainty has the greatest positive impact on trajectory prediction and identify a critical, previously overlooked factor: the agent's kinematic state. Building on these insights, we propose a novel Proprioceptive Scenario Gating that adaptively integrates map uncertainty into trajectory prediction based on forecasts of the ego vehicle's future kinematics. This lightweight, self-supervised approach enhances the synergy between online mapping and trajectory prediction, providing interpretability around where uncertainty is advantageous and outperforming previous integration methods. Additionally, we introduce a Covariance-based Map Uncertainty approach that better aligns with map geometry, further improving trajectory prediction. Extensive ablation studies confirm the effectiveness of our approach, achieving up to 23.6% improvement in mapless trajectory prediction performance over the state-of-the-art method using the real-world nuScenes driving dataset. Our code, data, and models are publicly available at https://github.com/Ethan-Zheng136/Map-Uncertainty-for-Trajectory-Prediction.

cs.CV