Searcharxiv⌕ Search

arXiv subjects

Wei Li

Publications and source records attributed to Wei Li.

At least 37 records · Page 2Linked to original sources

Rethinking Long-Video Efficiency: A Joint Allocation Perspective on Frames, Pixels, and Front-End Latency

Efficient long-video understanding with vision-language models (VLMs) is often framed as selecting informative frames or visual tokens at a fixed native resolution. We show that per-frame resolution can instead be traded for denser temporal coverage, while front-end decoding latency depends on the size of the candidate pool rather than the final token budget. An empirical study across multiple VLMs and long-video benchmarks yields three findings: dense low-resolution sampling outperforms sparse native-resolution sampling at matched token budgets; resolution-sensitive tasks benefit from selected high-resolution frames; and front-end decoding dominates wall time for hour-long videos. Motivated by these findings, we introduce LoHi, a training-free, single-pass framework that combines a dense low-resolution video stream with sparse high-resolution image frames through the VLM's native video and image pathways. LoHi-Anchor selects high-resolution frames using codec I-frame metadata, while LoHi-SemDiv uses query relevance and visual diversity over CLIP features. Across three long-video benchmarks, LoHi improves average accuracy by 10.6 percentage points over the native-resolution baseline at a matched token budget and by 5.2 percentage points over the strongest prior efficiency method. It also reduces front-end decoding latency by up to 7x on hour-long videos. Project page: https://sixundong.com/projects/lohi

cs.CV↗

ATI-VLA: Action-Centric Predictive Vision-Language-Action Models via Actionable Alignment Then Adaptive Injection

Predictive Vision-Language-Action (VLA) models aim to improve robotic manipulation via future observation or world dynamics forecasting. However, existing approaches often fail to realize this potential and underperform direct action prediction models. We argue that these limitations stem from modality misalignment between observations and actions, together with joint optimization conflicts that drive learning away from an action-centric objective. To this end, we introduce ATI-VLA, an Action-Centric Predictive Vision-Language-Action framework via Actionable Alignment Then Adaptive Injection. Specifically, it follows a two-step design: 1) Actionable Representation Alignment via a Shared Codebook. It aligns predictive observation and action representations by mapping both modalities into a shared discrete latent space via a unified codebook, making predictive observation latents readily usable for action generation and mitigating modality misalignment. 2) Action-Centric Adaptive Injection of Predictive Latents. Building upon this, it then injects predictive observation latents into action decoding as explicit predictive priors via a lightweight adaptive side-path, enabling adaptive predictive guidance under a single action-centric objective. Extensive experiments on both simulation and real-world robotic tasks demonstrate that ATI-VLA achieves state-of-the-art performance with faster convergence.

cs.CV↗

World-Calibrated Proposal-to-Action Flow for Vision-Language-Action Models

Flow-based Vision-Language-Action (VLA) policies generate action chunks by transporting samples from a task-agnostic isotropic Gaussian source. As this source is conditioned on neither recent execution nor predicted future evolution, (i) it discards the local continuity established by recently executed motion. (ii) Even when predictive world representations are introduced, they often only condition the transport dynamics rather than determine where generation starts, how far it may deviate, or along which action directions it may expand. Building on this observation, we introduce ProAct, a world-calibrated proposal-to-action framework that makes the generative source itself predictable. (i) To preserve motion continuity, a lightweight Proposal Expert converts recent actions into a scene-aware hypothesis via one motion-anchored endpoint flow-matching step, initializing generation near the demonstrated action manifold. (ii) To jointly capture intended scene evolution and proposal-future compatibility, a prospective World Expert treats the hypothesis as a soft motion prior while predicting the task-consistent latent future. (iii) From this compatibility, the model calibrates a proposal-centered anisotropic source, where a bounded per-step extent controls the allowed deviation and a trace-normalized low-rank geometry under a condition-number budget allocates refinement over coupled translation, rotation, and gripper directions. Compared with $π_{0.5}$, ProAct improves performance across simulation and real-world tasks while reducing denoising steps by 50%, inference latency by up to 25.8%, and increasing throughput by up to 34.8%.

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↗

FusionBERT: Multi-View Image--3D Retrieval via Cross-Attention Visual Fusion and Normal-Aware 3D Encoder

We propose FusionBERT, a novel multi-view visual fusion framework for image--3D multimodal retrieval. Existing image--3D representation learning methods predominantly focus on feature alignment of a single object image and its 3D model, limiting their applicability in realistic scenarios where an object is typically observed and captured from multiple viewpoints. Although multi-view observations naturally provide complementary geometric and appearance cues, existing multimodal large models rarely explore how to effectively fuse such multi-view visual information for better cross-modal retrieval. To address this limitation, we introduce a multi-view image--3D retrieval framework named FusionBERT, which innovatively utilizes a cross-attention-based multi-view visual aggregator to adaptively integrate features from multi-view images of an object. The proposed multi-view visual encoder fuses inter-view complementary relationships and selectively emphasizes informative visual cues across multiple views to get a more robustly fused visual feature for better 3D model matching. Furthermore, FusionBERT proposes a normal-aware 3D model encoder that can further enhance the 3D geometric feature of an object model by jointly encoding point normals and 3D positions, enabling a more robust representation learning for textureless or color-degraded 3D models. Extensive image--3D retrieval experiments on both synthetic 3D models and real-world industrial mechanical objects demonstrate that FusionBERT achieves significantly higher retrieval accuracy than SOTA multimodal large models under both single-view and multi-view settings, establishing a strong baseline for multi-view multimodal retrieval.

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↗

Verifier-Induced Support Reshaping in On-Policy Optimization

We show that on-policy reinforcement learning with verifiable rewards (RLVR) can improve the current objective while making successful behaviors for later objectives too rare to sample and reinforce. We call this verifier-induced support reshaping and define effective rewardable support as successful trajectories reachable within a fixed rollout budget. Across two model families, we study this effect through repeated verifier-scored sampling and bidirectional training on mathematical reasoning and constrained instruction following, including sequential training with the opposite verifier. Math-RLVR raises average instruction-following success but reduces the number of prompts with any successful response under repeated sampling. On IFEval with Qwen3-8B-Base, pass@1 rises by 6.5 percentage points while best@32 falls by 9.8 percentage points, and the same divergence appears across both models and IF benchmarks. Conversely, IF-RLVR shifts math responses from step-by-step openings toward direct answers, lowers best@k across sampling budgets, and reduces reward variation for later Math-RLVR. Token-distribution analyses and controlled opening interventions show that these changes concentrate in the first few response tokens. RLVR mainly reranks openings already available in the base policy, and the selected opening causally affects math searchability. The tested reference-policy constraints, routing priors, and on-policy distillation preserve cross-task support only partially; MathIF and ReasonIF show that marginal gains translate only partly into responses that are both correct and constraint-following. Therefore, endpoint improvements do not guarantee future trainability or joint capability under on-policy optimization. Code is available at https://github.com/sylvain-wei/VISR

cs.LG↗

World4Scorer: Outcome-Grounded World Modeling for Autonomous Driving

Autonomous driving requires choosing a safe and efficient plan as surrounding traffic evolves. Generate-and-select planners propose multiple trajectories and score them for execution, and they have outperformed representative direct-prediction baselines on NAVSIM. Their scorer must compare plans that were never executed. Driving logs record the future of only the executed trajectory, so matching the logged future can leave predictions for the alternatives unconstrained; a simulator, in contrast, can label the outcome of every candidate. We introduce World4Scorer, which builds the scorer as a trajectory-conditioned JEPA-style predictor: it predicts a state for each candidate and reads the candidate's scores from that state. Simulator outcome labels supervise the states of all candidates, and the observed future of the executed trajectory anchors the predictor to real scene evolution. Because one predictor produces every candidate's state, the anchor can constrain shared parameters used to score unexecuted plans, while the future itself is needed only during training. Generated candidates mostly score well, so a scene-matched bank adds low-scoring plans to the outcome supervision; framewise choices can conflict, so inertial re-ranking keeps consecutive selections consistent. World4Scorer achieves state-of-the-art NAVSIM-v2 performance and a strong adapted-system result on closed-loop Bench2Drive. With the LeWM world model and planning budget fixed, outcome-based scoring also improves manipulation planning on the OGBench-Cube benchmark.

cs.RO↗

On-Policy Visual Evidence Distillation

Visual agents solve problems by interleaving reasoning with image operations, and on-policy distillation (OPD) provides guidance from a strong teacher on student-generated interaction trajectories. However, image operations change the evidence available for subsequent reasoning, so local errors in evidence acquisition (Acquire), reading (Read), or answer grounding (Ground) can propagate through the trajectory and lead to incorrect answers. Existing multimodal OPD methods primarily construct or contrast auxiliary views of the original image to strengthen supervision, without explicitly modeling the connections between student actions, resulting observations, and subsequent reasoning. This limits their ability to provide corrections tailored to different failure stages. We introduce Reflection on Visual Evidence (ReVuE), an on-policy distillation method for visual agents. ReVuE compares multiple student-generated trajectories for the same query, summarizes the observed visual evidence, and diagnoses the first failure across the Acquire, Read, and Ground stages. The resulting reflections provide training-time context for the teacher. We group and reweight token-level distillation losses according to how strongly these reflections affect the teacher's predictions. This design translates trajectory-level evidence diagnosis into targeted token-level supervision, guiding students to improve their visual evidence acquisition and reasoning. Across 11 benchmarks spanning the Qwen2.5-VL and InternVL3.5 model families, ReVuE outperforms all evaluated OPD baselines in weighted-average scores for perception, mathematical reasoning, and general tasks. ReVuE also reduces redundancy in reasoning and tool calls while improving tool-call accuracy and task accuracy. Code is available at https://github.com/sylvain-wei/ReVuE

cs.CV↗

RL-Native Distillation: Exploiting Scored Trajectories for Few-Step Image Generation

Efficient text-to-image generation requires both reinforcement-learning (RL)-based reward alignment and few-step distillation, yet these procedures are typically performed sequentially, increasing training cost and risking the loss of reward gains during compression. We take an RL-native perspective: diffusion RL already generates reward-scored finite-step trajectories, whose intermediate states provide distillation supervision. Based on this insight, we propose REST (Reward-Enhanced Scored-Trajectory Distillation), a single-stage co-training framework in which a decoupled student learns from the evolving RL teacher's trajectories without changing teacher optimization. Advantage-Modulated Distillation (AMD) transforms rollout advantages into signed weights, strengthening imitation of preferred trajectories and aligning distillation priorities with task value. The resulting framework is general and lightweight, requires no extra image rollouts, no separate distillation dataset, and no adversarial training. Experiments on compositional generation, visual text rendering, and human-preference alignment demonstrate competitive few-step, CFG-free generation with RAM or DiffusionNFT teachers. With only four sampling steps, REST-RAM achieves a DrawBench PickScore of 23.97, outperforming both the 40-step RAM teacher (23.95) and RTDMD (23.71).

cs.CV↗

Low latency global carbon budget reveals strong land sink recovery in 2025

The atmospheric CO2 growth rate fell sharply in 2025, from a record 3.76 $\pm$ 0.09 ppm yr-1 in 2024 to 2.06 $\pm$ 0.09 ppm yr-1 (NOAA marine boundary layer observations), below the 2015-2022 mean of 2.47 ppm yr-1, even as fossil CO2 emissions rose by 0.7% to 10.38 GtC yr-1. Here we present a low-latency global and regional carbon budget for 2025, combining three dynamic global vegetation models (DGVMs) and ocean model emulators with four atmospheric inversions constrained by OCO-2 satellite retrievals. The global net land sink reached 2.36 $\pm$ 0.16 GtC yr-1 in 2025 (DGVMs: 2.04 $\pm$ 0.24; inversions: 2.68 $\pm$ 0.20 GtC yr-1), strengthening by 2.81 $\pm$ 0.31 GtC yr-1 from 2024 and exceeding the 2015-2022 mean by 0.71 $\pm$ 0.13 GtC yr-1. Ocean uptake (3.11 $\pm$ 0.36 GtC yr-1) remained similar to 2024, making the land sink rebound the dominant driver of the slowdown in CO2 growth. Tropical lands shifted from net sources in 2024 to net sinks in 2025, with enhanced uptake across much of Africa and northern Eurasia, and land flux anomalies covaried with GRACE terrestrial water storage. Where the sink had weakened substantially in 2023-2024, about 80% of the area showed some recovery, with overall recovery of 87.3% (DGVMs) to 99.5% (inversions). Recovery exceeded 100% in the tropics but remained incomplete in the northern extratropics, indicating a strong but spatially uneven rebound of the land carbon sink.

physics.ao-ph↗

Perfect Born Sampling of Symmetric Thermal Tensor Network for Quantum Lattice Models

Accurate calculations of quantum lattice models at low temperatures constitute a major challenge in many-body physics. Stochastic sampling of tensor-network states offers a promising route to tackle this problem; however, existing schemes have long faced a fundamental dilemma---sampling efficiency and symmetry acceleration \textit{cannot} be achieved simultaneously. Here we propose a perfect Born sampling approach for thermal tensor networks, which performs importance sampling directly from the purified density matrix via the Born rule and incorporates Abelian and non-Abelian symmetries by sampling symmetry quantum numbers. We benchmark the method, realized as both stochastic matrix product states (stoMPS) and stochastic projected entangled pair states (stoPEPS), on large-scale quantum lattice models. Using stoMPS, we accurately simulate the square-lattice Hubbard model on cylinders up to width $W=10$, and study the triangular-lattice Hubbard model down to $T/t = 1/64$, revealing scalar chiral order at half filling and kinetic ferromagnetism upon electron doping. We further extend the stoMPS method to compute finite-temperature quantum dynamics, as demonstrated by the optical conductivity of the Hubbard model, and generalize it to stoPEPS, as showcased on the $20\times20$ square-lattice quantum Ising model at its quantum critical point. Our method combines high sampling efficiency with full symmetry acceleration, and can be used as a state-of-the-art framework for studying both equilibrium and dynamical properties down to ultralow temperatures.

cond-mat.str-el↗

What Matters for Latent Actions in Robot Learning

Latent Action Models (LAMs) have emerged as a promising paradigm for enabling robot learning to leverage large-scale unlabeled videos through latent actions that serve as compact surrogates for physical actions. Despite rapid progress, research on LAM remains highly fragmented, with existing methods evaluating different design choices in isolation under inconsistent experimental settings, making it difficult to identify the factors that truly determine downstream robotic manipulation performance. In this work, we present the first comprehensive empirical study of latent action learning for robotic manipulation. We unify representative LAM methods within a common autoencoding framework and systematically investigate 41 LAM design choices across three dimensions, including latent action modeling paradigms, learning objectives and regularization methods, and latent action integration strategies. We further examine four proxy metrics for evaluating latent action quality and assess their ability to reliably predict downstream robotic manipulation performance. Extensive experiments on three widely used benchmarks provide strong empirical evidence that fine-tuning vision-language model (VLM) backbones with latent actions provides a stronger initialization for downstream policy learning, with further validation on real-world robot manipulation tasks.

cs.RO↗

Holo-World: Unified Camera, Object and Weather Control for Video World Model

Video world models are moving toward preserving an observed world under controllable camera and object motion while allowing its environmental state to change. Yet these controls remain isolated, and weather generation typically relies on a source video or reconstructed scene that already specifies future structure. We study a first-frame-anchored source-to-state setting, where the model starts from a single image and follows explicit camera and object controls and an optional weather instruction, then generates a video that either preserves the source world or transfers it to a target weather state. To address these challenges, we first build HoloStateData, a state video dataset that turns diverse videos into unified control samples for camera, object, and weather supervision. Second, we introduce Holo-World, a unified controllable video world model that jointly controls the scene from a single image. Its Unified Scene Adapter factorizes world preservation and weather transfer into distinct parameter subspaces, using rendered background, geometry buffers, and object controls to maintain controlled scene structure while modeling weather-dependent appearance and particle effects. Additionally, Scene-Weather Decomposed CFG guides scene and weather residuals separately, strengthening target weather effects without over-amplifying the full condition. Quantitative and qualitative experiments demonstrate that Holo-World maintains precise camera and object controls with consistent scene structure while transferring scenes into diverse target weather states, outperforming video-to-video weather editing baselines on weather-state generation. Our project page is available at https://xiangchenyin.github.io/Holo-World/.

cs.CV↗

Schedules Are Solvable Symbols: Tuning-Free Compilation of Tile Programs on Dataflow Architectures

Modern AI and HPC accelerators increasingly expose dataflow features: software-visible mechanisms for data movement and overlap, such as inter-core communication through the on-chip network and intra-core asynchronous pipelining. These features shift scheduling responsibility from hardware to the compiler, and because placement, movement, and synchronization become software-visible, they also make the performance of static schedules predictable. Yet high performance on such hardware still relies on vendor-engineered kernel libraries or profile-based auto-tuning, whose embedded expert knowledge transfers poorly across architectures and algorithms. We present Loom, a tuning-free symbolic compiler framework for tile-based SPMD programs on spatial dataflow architectures. The central idea is to treat tile-based SPMD compilation as a hardware-explicit static optimization problem. Loom enumerates discrete spatial-mapping and communication candidates while keeping value parameters, such as tiling factors and pipeline knobs, symbolic within each candidate. From an explicit hardware description, it derives symbolic legality constraints and latency expressions, formulates one CP-SAT problem per schedule candidate, and jointly solves inter-core dataflow, intra-core asynchronous scheduling, and block sizes at compile time. On two Tenstorrent generations, Wormhole and Blackhole, Loom matches or exceeds the vendor-optimized TTNN library on GEMM, Flash Attention, and Flash Decode, out of the box and without per-shape profiling or profile-based platform-specific schedule tuning. These results suggest that hardware-derived symbolic compilation provides a retargetable alternative to profiling-based tuning for spatial dataflow architectures while remaining interpretable by keeping optimization decisions traceable to source-level symbols.

cs.PL↗

Combining Hierarchical Cognitive Process with Process Supervision for Interpretable Scene Safety Understanding

Scene safety understanding plays a life-or-death role in situational awareness in various critical domains. Traditional methods that rely on learning direct mappings between scenes and safety levels often lack interpretability, limiting their reliability in critical applications. An effective approach to overcoming this challenge lies in interpreting human cognitive processes and equipping machine models with analogous cognitive capabilities. This work explores an effective way of integrating scene safety cognitive process modeling and process supervision. Specifically, we first construct a hierarchical cognitive safety structure, which motivates the development of a novel, high-quality scene safety understanding dataset based on multi-step reasoning with process labels. This dataset serves both as a benchmark and a resource to improve the safety reasoning capabilities of Large Language Models (LLMs), while also enabling a granular analysis of intermediate reasoning steps through information flow and saliency-based techniques. Building upon this foundation, we introduce a modular and flexible process supervision framework that reflects the hierarchical nature of human cognition. This framework leverages LLMs as the core architecture and incorporates Low-Rank Adaptation(LoRA) and Mixture-of-Experts (MoE) strategies to enable specialization and collaboration among expert modules, each tasked with specific sub-processes of the overall reasoning chain. Systematic experimental evaluations and analyses confirm that our framework exhibits superior interpretability and performance characteristics compared to traditional approaches.

cs.CL↗

Tilt-controlled Drude anisotropy in nodal-line semimetals: logarithmic enhancement, interband correction, gauge consistency, and the Landau-damping window

We study the anisotropic charge response of a three-dimensional tilted nodal-line semimetal in which the tilt enters the spectrum through an identity term and acts as the model control parameter. Using the Kubo formula with line-integral vertices, we show that the tilt-induced deformation of the low-energy phase space produces parametrically different longitudinal and transverse Drude responses: the longitudinal weight grows logarithmically as $D_{zz}=B\ln(1/δ)$ with the analytically determined coefficient $B=g/(2π)^2$---within the window in which the Fermi-surface tail lies inside the ultraviolet cutoff, while at a fixed physical cutoff the weight saturates instead at a cutoff-set plateau---whereas the transverse weight follows a stronger algebraic scaling $D_\perp\simδ^{-1}$; the leading $\sqrtδ$ corrections to both asymptotic forms are obtained analytically. The interband polarization retains the $q^2$ long-wavelength structure, with a coefficient that is infrared-integrable through Pauli blocking at finite doping yet carries a slow ultraviolet logarithm; it renormalizes the collective mode multiplicatively and sets the interband absorption threshold $ω_c=2μ/(1+|η_z|)$. A self-consistent solution of the plasmon dispersion identifies a tilt-dependent damping-free window bounded by the interband continuum. We predict that the type-II extension of this window, within the stated bandwidth (Brillouin-zone-like) cutoff regularization, contains a candidate low-frequency acoustic-like branch outside the particle--hole continua for $η_z\gtrsim1.2$ over a finite window in momentum transfer.

cond-mat.str-el↗

On the Origin of QCD Collectivity in High-Multiplicity Jets: A Transport Model Study

The CMS Collaboration has observed an enhancement of elliptic azimuthal anisotropy ($v^{\ast}_2$) in high-multiplicity jets. To investigate its microscopic origin, we employ a hybrid transport model that couples jets generated with \textsc{PYTHIA~8} to partonic and hadronic rescattering. The analysis is performed in the jet frame, where the jet momentum defines the longitudinal axis. We characterize the initial-state geometry using the eccentricity vectors of shower partons and quantify the geometric response by correlating them with the final-state flow vectors of hadrons. By systematically varying the partonic and hadronic interactions, we find that the anisotropy enhancement is dominated by hadronic rescattering in the present model and increases with the initial eccentricity. We further classify jets using the Soft Drop variable $z_gθ_g^β$ and show that this momentum-space substructure variable is sensitive to the initial coordinate-space geometry, although the predicted substructure dependence differs from the current CMS measurement. These results support a geometry--response mechanism for collective behavior inside jets and establish jet substructure as a promising experimental handle on the initial geometry. They also motivate models that treat parton branching and transport interactions concurrently.

hep-ph↗