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Nicolae Cudlenco

Publications and source records attributed to Nicolae Cudlenco.

5 recordsLinked to original sources

Authoring for Living Worlds: Tool-Constrained LLM Agents for Executable Multi-Actor Scenarios

Authoring a multi-actor scenario for a living 3D world, where every action changes its state, and each action's validity depends on the state accumulated before it, demands the freedom of storytelling and the rigor of simulation at once. We author such scenarios with LLM agents, as Graphs of Events in Space and Time (GESTs) that a simulation engine executes deterministically into narrative videos with per-frame spatial, temporal, and semantic ground truth. A staged pipeline driving a flagship LLM, the standard design in video generation, failed outright: the model violates rules stated verbatim in its prompt, and cannot track the dynamic world state. We answer with a constraint-enforcing tool layer: our Director and Scene Builder agents explore the world's capabilities page by page and build every scene through operations checked against simulator state, so every specification they emit is valid by construction. Because we generate each seed text from an existing scenario graph, we can measure reconstruction: the agent authors its own graph from the text alone, yet matches the original at 0.83 F1 on its events, each action with its participants (0.55 for a random scenario of the same kind), and 0.77 on their ordering (0.43 random). End to end: the standard staged pipeline produced 0 executable specifications in 50 attempts; our agents, driving a budget model, execute 20 of 25 (80%), and are, to our knowledge, the first to exercise the full expressive capacity of GEST.

cs.CV

GTASA: Ground Truth Annotations for Spatiotemporal Analysis, Evaluation and Training of Video Models

Game engines hold what video models struggle to learn: a complete, explicit world state behind every frame. We turn one into a data instrument. GEST-Engine, our production-grade open-source system, deterministically executes Graphs of Events in Space and Time (GESTs), whether procedurally generated or derived from text, into videos of synchronized multi-actor scenarios, recording ground truth as it renders: 3D entity and camera state, pairwise spatial relations, event-to-frame mappings, instance segmentation, and long descriptions, at zero marginal annotation cost. With it we release GTASA, a 938-video sample of what the system can generate at arbitrary scale, carrying, to our knowledge, the densest spatial-relation coverage of any video dataset: a complete entity-pair relation graph at every frame, ~84x denser than the state of the art, frame-for-frame. We validate GTASA both qualitatively, through human evaluation of physical validity and semantic alignment where frontier neural generators, given the same prompts, largely fail, and quantitatively, with GTASA pretraining improving VLM video captioning. Probing six frozen video encoders across 11 spatio-temporal tasks enabled by GTASA's exact 3D ground truth, a previously untestable inter-entity relational probe of frozen video features, reveals that who-is-near-whom barely rises above chance for all of them. We release the engine, the corpus, and the benchmark, making this gap a measurable, trainable target.

cs.CV

The GEST-Engine: From Event Graphs to Synthetic Video. A Full Technical Report

We present the GEST-Engine, a complete system that goes from natural-language text to fully-annotated multi-actor video. At its core is an explicit world model: rather than encoding state as a learned latent, the engine maintains a complete, inspectable representation of the world (which actors exist, where they are, what they are doing, which objects they hold, and how events relate in time and space), expressed as a formal Graph of Events in Space and Time (GEST) and realized deterministically inside the open world of a commercial game engine driven through an open-source multiplayer scripting framework. GESTs are produced either procedurally or by an agentic text-to-GEST system in which an LLM Director plans a story through tool calls validated by a programmatic state backend, so every generated specification is executable by construction. A GEST then enters a four-stage execution pipeline: graph parsing and validation, entity and action grounding, temporal orchestration (Allen-style constraints resolved by Floyd-Warshall transitive closure), and execution and capture. In a single simulation pass the engine emits frame-aligned RGB video, dense per-pixel depth, instance segmentation, per-actor skeletal pose, per-frame pairwise spatial-relation graphs, 2D bounding boxes, event-to-frame temporal mappings, and natural-language descriptions, all at zero marginal annotation cost. We further describe an in-game world editor, runtime capability extraction, a text-generation pipeline, and a production system that renders corpora at scale across parallel virtual machines. Because every frame traces back to a semantic specification, the engine guarantees object permanence, multi-actor coordination, and temporal consistency by construction, making its output valuable as training data, evaluation benchmarks, and diagnostic tools for video understanding.

cs.CV

Explaining Vision and Language through Graphs of Events in Space and Time

Artificial Intelligence makes great advances today and starts to bridge the gap between vision and language. However, we are still far from understanding, explaining and controlling explicitly the visual content from a linguistic perspective, because we still lack a common explainable representation between the two domains. In this work we come to address this limitation and propose the Graph of Events in Space and Time (GEST), by which we can represent, create and explain, both visual and linguistic stories. We provide a theoretical justification of our model and an experimental validation, which proves that GEST can bring a solid complementary value along powerful deep learning models. In particular, GEST can help improve at the content-level the generation of videos from text, by being easily incorporated into our novel video generation engine. Additionally, by using efficient graph matching techniques, the GEST graphs can also improve the comparisons between texts at the semantic level.

cs.AI

GEST: the Graph of Events in Space and Time as a Common Representation between Vision and Language

One of the essential human skills is the ability to seamlessly build an inner representation of the world. By exploiting this representation, humans are capable of easily finding consensus between visual, auditory and linguistic perspectives. In this work, we set out to understand and emulate this ability through an explicit representation for both vision and language - Graphs of Events in Space and Time (GEST). GEST alows us to measure the similarity between texts and videos in a semantic and fully explainable way, through graph matching. It also allows us to generate text and videos from a common representation that provides a well understood content. In this work we show that the graph matching similarity metrics based on GEST outperform classical text generation metrics and can also boost the performance of state of art, heavily trained metrics.

cs.CL