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Puyi Wang

Publications and source records attributed to Puyi Wang.

11 recordsLinked to original sources

X-World 1.6: Building Controllable Virtual Cities with World Models

Deploying generative world models for end-to-end closed-loop evaluation and policy learning requires precise scenario control, consistent observations, and sustained generation quality during extended interactions. This report presents \emph{X-World~1.6}, advancing X-World~1.0 toward a more reliable and versatile driving simulator. The upgraded base model offers finer-grained control over traffic semantics, including traffic lights and road markings, together with improved spatial consistency across cameras. Virtual City capabilities broaden scenario construction through a family of models conditioned on diverse 2D and 3D references, including support for generating multi-camera future videos from a single image. An enhanced post-training framework enables efficient causal, few-step generation with stronger temporal coherence, better quality retention over longer rollouts, and improved alignment with human preferences. We also introduce a dedicated evaluation suite to support systematic assessment and guide model iteration. Together, these upgrades expand the scenarios X-World can simulate and improve the efficiency and reliability of its generated observations, supporting broader use in autonomous-driving development.

cs.AI↗

WorldProbe: When Video World Models Fall Apart under Long-Horizon Spatial Exploration

Video world models generate future visual observations from camera or action inputs, with the goal of synthesizing persistent 3D worlds that can be explored across time and space. Existing benchmarks typically evaluate short interactions or rely on camera trajectories fixed before generation. The performance of video world models under long-horizon exploration with extensive camera motion remains under-explored. We introduce WorldProbe, a diagnostic benchmark that uses a goal-conditioned multimodal agent to adapt camera actions online during generation. WorldProbe comprises 164 test cases across four probing families. Across 10 state-of-the-art models, we generate more than 1,600 rollouts totaling approximately 800 minutes, with horizons up to 180 seconds. Our evaluation across four dimensions reveals both the degradation of local measures and the emergence of long-range inconsistencies. We find that recent models sustain visual and content quality for longer, while long-range memory and evolution remain weak. These results expose a gap between locally stable generation and persistent world consistency that is largely missed by existing benchmarks. Code and benchmark resources are available at https://github.com/Untitled-W/WorldProbe.

cs.CV↗

Matrix-Game 4.0: Harnessing Video Models for Real-Time Playable Game Worlds

Moving from controllable videos to genuinely playable worlds requires persistent world state, executable game rules, and low-latency interaction. We outline a roadmap for the next generation of Matrix-Game that separates game execution from visual generation through an executable game harness, and introduce Matrix-Game 4.0 as the first system built on this design. A lightweight game engine maintains world state and executes interaction rules, a multimodal coding agent translates player ideas into game code and dynamic scene captions, and a renderer based on autoregressive video model transforms engine-rendered low-poly proxies into detailed visuals, conditioned on dynamic captions and memory references. This framework provides continuous guidance for visual generation and enables natural-language creation and modification of scenes and gameplay. Our renderer is trained on aligned low-poly and high-fidelity video pairs and distilled into a causal generator that generates in four-frame chunks with one or two denoising steps. Together with targeted inference optimizations, Matrix-Game 4.0 enables 480p, 60 FPS gameplay on a single NVIDIA RTX5090 with a key-press-to-display latency of 112ms. Single-step generation achieves 83FPS steady-state throughput with 18.2GiB of peak GPU memory usage. With fixed prompts, steady-state throughput also reaches 67FPS on an RTX5080 and 58FPS on an RTX5070Ti. We demonstrate customizable shooter and driving games with engine-enforced mechanics, and release code, model weights, and low-poly game assets to support research and creation of playable game worlds.

cs.CV↗

Connected Self Forcing: Beyond Local Learning in Video Autoregression

To stream long videos while maintaining visual quality and temporal consistency, Self Forcing mitigates exposure bias through self-rollout training on self-generated histories with key-value (KV) caching. To keep memory manageable, it detaches historical caches, preserving forward dependencies between chunks but severing the backward gradient paths. We introduce Connected Self Forcing, a training framework that reconnects gradient paths across autoregressive chunks, allowing feedback from later predictions to guide how earlier context is generated. These connections go beyond historical KV-writing: gradients pass through generated latents into the computations that produced them, linking the generation of earlier context to its use in later predictions. To make this connected training memory-efficient, we develop shortcut gradient replay, which recovers cross-chunk gradients without retaining the full rollout computation graph. Integrated with distribution matching distillation, Connected Self Forcing trains historical chunks according to both their direct supervision and their contribution to subsequent generation. Experiments on autoregressive video generation show improvements in long-horizon visual quality and temporal consistency, without changing the inference procedure.

cs.CV↗

SysEvolve: An AI-native, safe, autonomous adversarial attack-defense co-evolutionary system

The rapid advancement of large language models (LLMs) has created a growing asymmetry in cybersecurity, where attack accelerates toward autonomous execution while defense remains predominantly human-intensive. Despite substantial prior work across cyber ranges, AI-driven attack, and AI-driven defense, this asymmetry persists. We trace it to a deeper root cause, that evolution itself has stalled on both sides at three layers. To overcome this, we propose co-evolution as the integrating insight, where attack and defense AI agents autonomously and safely drive each other's evolution through adversarial confrontation. Based on this insight, we present \sysevolve, comprising three co-designed components, \sysfield, \sysspear, and \sysarmor. \sysfield constructs realistic multi-host ranges. \sysspear generates efficient, safe attack schemes. \sysarmor performs real-time, interpretable defense. Together they form a self-driven adversarial loop restoring evolution at all three layers. In evaluation, \sysfield achieves zero-loss collection at 2.1\% overhead and orchestrates 257 CVEs into 1,148 ranges, \sysspear improves attack success by over 25\% over baseline LLMs, and \sysarmor achieves 10--1000$\times$ greater precision than prior systems and detects real APT attacks in production at Huawei and Sangfor. Our evaluation also reveals three findings about LLM agent capabilities. First, multi-step composition and larger topologies expose agent capability gaps hidden by single-step evaluations. Second, the bottleneck lies after initial access in post-compromise state utilization. Third, LLM agents are susceptible to environmental interference. When decoy endpoints are deployed in the range, agent timeouts triple and downstream completion disappears despite the success rates of initial accesses are unchanged.

cs.CR↗

RangeFactory: Scalable Construction of Multi-Hop Cyber Ranges

Real-world cyberattacks often require sustained progress across multiple hosts and network segments, making multi-hop cyber ranges essential infrastructure for studying and improving LLM agents' ability to sustain complete attack chains. Prior work has scaled isolated vulnerability tasks and constructed multi-host scenarios from manually specified vulnerability semantics. However, they are still unable to automatically orchestrate the growing supply of vulnerability environments into end-to-end validated multi-hop ranges. To this end, we present RangeFactory, an automated cyber-range orchestration framework that constructs multi-hop cyber ranges at scale from isolated vulnerability environments. RangeFactory formulates range construction as dependency resolution: it extracts dependency information from agents' actual attacks against real vulnerabilities, resolves known dependencies through template-guided orchestration, and uses end-to-end attack execution to validate runtime dependencies that emerge after composition. Using RangeFactory, we construct RangeBench with 1,148 validated range instances spanning 287 distinct attack chains and evaluate frontier attack agents across attack depth, network scale, and task information. Among runs that compromise the entry vulnerability, 24.5-47.0% still fail to complete the remaining attack path, revealing a substantial sustained-compromise gap between establishing an initial foothold and completing a multi-hop attack. RangeFactory further produces a corpus of 5,541 outcome-annotated multi-hop attack trajectories, providing execution data for attack-process analysis and future agent training.

cs.CR↗

3D-CoS: A New 3D Reconstruction Paradigm Based on VLM Code Synthesis

Most recent 3D reconstruction and editing systems operate on implicit and explicit representations such as NeRF, point clouds, or meshes. While these representations enable high-fidelity rendering, they are fundamentally low-level and hard to control programmatically. In contrast, we propose and systematically evaluate a new 3D reconstruction paradigm, 3D Code Synthesis (3D-CoS), where 3D assets are constructed as executable Blender code, a programmatic and interpretable medium. To assess how well current VLMs can use code to represent 3D objects, we evaluate representative open-source and closed-source VLMs in code-based reconstruction under a unified protocol. We further introduce a suite of structured code-synthesis workflows, including blueprint-based planning, Retrieval-Augmented Generation (RAG) over Blender API documentation, few-shot geometric demonstrations, and a component-level Agent workflow for part-wise code generation. To demonstrate the unique advantages of this representation, we further evaluate localized text-driven modifications and compare our code-based edits with a point-cloud-based 3D editing baseline. Our study shows that code as a 3D representation offers strong controllability and locality, yielding stronger edit fidelity and better preservation of unedited regions in our targeted editing evaluation. Our work also analyzes the potential of this paradigm, delineates the current capability frontier of VLMs for programmatic 3D modeling, and highlights code synthesis as a promising direction for editable 3D reconstruction.

cs.CV↗

SceneCode: Executable World Programs for Editable Indoor Scenes with Articulated Objects

Indoor scene synthesis underpins embodied AI, robotic manipulation, and simulation-based policy evaluation, where a useful scene must specify not only what the environment looks like, but also how its objects are structured. Existing pipelines, however, typically represent generated content as static meshes and inherit articulation only from curated asset libraries, which limits object-level controllability and prevents new interactable assets from being produced on demand. We address this gap by formulating physically interactable indoor scene synthesis as programmatic world generation, and present SceneCode, a framework that compiles a natural language prompt into an executable, code-driven indoor world rather than a collection of opaque meshes. A room-level agentic backbone first turns the prompt into a structured house layout and emits per-object AssetRequests through a planner--designer--critic loop. Each request is then routed to one of five code-generation strategies and converted into a synthesized part-wise Blender Python programs that are validated through an execution-guided repair-and-refine loop. The resulting programs are compiled into simulation-ready assets, and exported as SDF for physics simulation. A persistent scene-state registry links object requests, executable programs, rendered geometry, and simulation assets, turning scene assembly into a traceable and locally editable world-building process. We evaluate SceneCode across scene-level synthesis, object-level asset quality, human judgment, and downstream robot interaction. Results show that executable world programs improve prompt-faithful indoor scene generation and produce assets with cleaner mesh structure, and simulator-loadable articulation metadata. Project page: https://scene-code.github.io/.

cs.AI↗

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↗

Benchmarking Multi-dimensional AIGC Video Quality Assessment: A Dataset and Unified Model

In recent years, artificial intelligence (AI)-driven video generation has gained significant attention. Consequently, there is a growing need for accurate video quality assessment (VQA) metrics to evaluate the perceptual quality of AI-generated content (AIGC) videos and optimize video generation models. However, assessing the quality of AIGC videos remains a significant challenge because these videos often exhibit highly complex distortions, such as unnatural actions and irrational objects. To address this challenge, we systematically investigate the AIGC-VQA problem, considering both subjective and objective quality assessment perspectives. For the subjective perspective, we construct the Large-scale Generated Video Quality assessment (LGVQ) dataset, consisting of 2,808 AIGC videos generated by 6 video generation models using 468 carefully curated text prompts. We evaluate the perceptual quality of AIGC videos from three critical dimensions: spatial quality, temporal quality, and text-video alignment. For the objective perspective, we establish a benchmark for evaluating existing quality assessment metrics on the LGVQ dataset. Our findings show that current metrics perform poorly on this dataset, highlighting a gap in effective evaluation tools. To bridge this gap, we propose the Unify Generated Video Quality assessment (UGVQ) model, designed to accurately evaluate the multi-dimensional quality of AIGC videos. The UGVQ model integrates the visual and motion features of videos with the textual features of their corresponding prompts, forming a unified quality-aware feature representation tailored to AIGC videos. Experimental results demonstrate that UGVQ achieves state-of-the-art performance on the LGVQ dataset across all three quality dimensions. Both the LGVQ dataset and the UGVQ model are publicly available on https://github.com/zczhang-sjtu/UGVQ.git.

cs.CV↗

Large Multi-modality Model Assisted AI-Generated Image Quality Assessment

Traditional deep neural network (DNN)-based image quality assessment (IQA) models leverage convolutional neural networks (CNN) or Transformer to learn the quality-aware feature representation, achieving commendable performance on natural scene images. However, when applied to AI-Generated images (AGIs), these DNN-based IQA models exhibit subpar performance. This situation is largely due to the semantic inaccuracies inherent in certain AGIs caused by uncontrollable nature of the generation process. Thus, the capability to discern semantic content becomes crucial for assessing the quality of AGIs. Traditional DNN-based IQA models, constrained by limited parameter complexity and training data, struggle to capture complex fine-grained semantic features, making it challenging to grasp the existence and coherence of semantic content of the entire image. To address the shortfall in semantic content perception of current IQA models, we introduce a large Multi-modality model Assisted AI-Generated Image Quality Assessment (MA-AGIQA) model, which utilizes semantically informed guidance to sense semantic information and extract semantic vectors through carefully designed text prompts. Moreover, it employs a mixture of experts (MoE) structure to dynamically integrate the semantic information with the quality-aware features extracted by traditional DNN-based IQA models. Comprehensive experiments conducted on two AI-generated content datasets, AIGCQA-20k and AGIQA-3k show that MA-AGIQA achieves state-of-the-art performance, and demonstrate its superior generalization capabilities on assessing the quality of AGIs. Code is available at https://github.com/wangpuyi/MA-AGIQA.

cs.CV↗