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Yaokun Li

Publications and source records attributed to Yaokun Li.

17 recordsLinked to original sources

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

MazeRunner: Nonlinear Task and Clue Orchestration for LLM-driven Black-Box Automated Penetration Testing

Penetration testing is essential yet resource-intensive. Although large language models (LLMs) show promise for automating security auditing, existing agents mainly execute end-to-end workflows in simplified linear scenarios. Real-world black-box testing is fundamentally nonlinear: the attack graph is initially unknown and must be incrementally inferred from environmental feedback. Observations may reveal multiple attack branches, failures are often ambiguous, and critical clues may span long action horizons. Existing agents therefore tend to become trapped in depth-first exploration, misdiagnose failures, and forget prior evidence. We present MazeRunner, an autonomous penetration testing system built on a three-agent task-and-clue orchestration framework. It separates global orchestration, context-intensive execution, and failure-oriented review while persistently maintaining task states and environmental evidence. This design supports action revision, prerequisite recovery, branch switching, and long-range clue correlation. We evaluate MazeRunner on 10 recently released HTB targets, limiting each system-target run to 20 million LLM tokens and preventing target-specific solution leakage. With Claude Sonnet 4.5, MazeRunner completes 47.7% of annotated subtasks, compared with 36.2% for PentestGPT-V2 and 34.2% for Claude Code. It achieves user-level or higher access on six targets, including root access on two; each same-model baseline reaches user-level access on only two targets and never obtains root access. Execution-trace analysis further shows that MazeRunner explores more attack branches and acquires shells more efficiently.

cs.CR

PhysEditWorld: A Large-Scale Dataset Toward Physics-Editable World Models

Recent game world models can synthesize visually plausible, action-conditioned rollouts. However, their interaction behaviors often remain limited to exploratory or wandering trajectories, and physical dynamics are typically learned as implicit correlations from data rather than as controllable variables. This limitation hinders their applicability to authored game environments, where physical rules are deliberately designed and require explicit manipulation. We introduce PhysEditWorld, a multimodal dataset with physical parameters, with a primary focus on gravity in this initial version. At its core, PhysEditWorld is built upon a replay paradigm implemented with a UE5 replay-and-rendering pipeline. Each scenario records a normalized action trace and replays the same initial state, character controller, action sequence, and camera policy under multiple gravity configurations, enabling controlled and attributable physical variation. PhysEditWorld contains 12 cinematic UE5 scenes, over 100 hours of gameplay interactions, and more than 60 million rendered rollout frames. Each sample provides synchronized multimodal signals, including RGB, depth, normals, audio, action traces, camera trajectory, engine states, semantic annotations, and explicit gravity labels. We further conduct initial utility studies on both generative video models and world understanding models, demonstrating that PhysEditWorld enables improved gravity-faithful dynamics modeling, enhances consistency under physical edits, and provides a scalable foundation for controllable world modeling research.

cs.CV

Rethinking Infrared Small Target Detection: A Foundation-Driven Efficient Paradigm

While large-scale visual foundation models (VFMs) exhibit strong generalization across diverse visual domains, their potential for single-frame infrared small target (SIRST) detection remains largely unexplored. To fill this gap, we systematically introduce the frozen representations from VFMs into the SIRST task for the first time and propose a Foundation-Driven Efficient Paradigm (FDEP), which can seamlessly adapt to existing encoder-decoder-based methods and significantly improve accuracy without additional inference overhead. Specifically, a Semantic Alignment Modulation Fusion (SAMF) module is designed to achieve dynamic alignment and deep fusion of the global semantic priors from VFMs with task-specific features. Meanwhile, to avoid the inference time burden introduced by VFMs, we propose a Collaborative Optimization-based Implicit Self-Distillation (CO-ISD) strategy, which enables implicit semantic transfer between the main and lightweight branches through parameter sharing and synchronized backpropagation. In addition, to unify the fragmented evaluation system, we construct a Holistic SIRST Evaluation (HSE) metric that performs multi-threshold integral evaluation at both pixel-level confidence and target-level robustness, providing a stable and comprehensive basis for fair model comparison. Extensive experiments demonstrate that the SIRST detection networks equipped with our FDEP framework achieve state-of-the-art (SOTA) performance on multiple public datasets. Our code is available at https://github.com/YuChuang1205/FDEP-Framework

cs.CV

ReCamDriving: LiDAR-Free Camera-Controlled Video Synthesis for Novel Trajectories

Synthesizing multi-pass videos is important for autonomous driving. While current repair-based methods often struggle with out-of-distribution artifacts, camera-controlled methods often produce 3D-inconsistent results due to sparse LiDAR cues. We propose ReCamDriving, a purely vision-based framework that achieves camera-controlled generation by leveraging dense, structurally complete 3DGS renderings as geometric guidance. Specifically, to prevent the model from overfitting to a trivial repair solution when conditioning on 3DGS renderings, we adopt a two-stage progressive training paradigm: the first stage uses camera poses for coarse control, while the second stage incorporates 3DGS renderings for fine-grained viewpoint and geometric guidance. Furthermore, to align training and inference camera transformation patterns, we propose a 3DGS-based cross-trajectory data curation strategy, enabling consistent lateral-trajectory supervision from single-pass videos. Based on this strategy, we construct the ParaDrive dataset, containing approximately 110K parallel-trajectory video pairs. Extensive experiments demonstrate that ReCamDriving achieves state-of-the-art camera controllability and structural consistency.

cs.CV

Aligning LLMs with Biomedical Knowledge using Balanced Fine-Tuning

Engineering LLMs to accelerate life sciences research requires a robust alignment with biomedical knowledge. We observe that biomedical text exhibits a fundamentally different uncertainty structure from general text: dense low-confidence runs encode epistemic knowledge gaps (dense causal chains, rare entities) rather than the sparse aleatoric stylistic variation typical of general text. Based on this discovery, we propose Balanced Fine-Tuning (BFT), a dual-scale post-training method that combines group-normalized token reweighting with sequence-level reallocation toward knowledge-dense samples exhibiting dense epistemic uncertainty. Across medical evaluation, biological reasoning, sparse-reward RL, and biological representation tasks, BFT provides more consistent gains than SFT and DFT under a shared training setup. When replacing the default closed-source backbones in GeneAgent (GPT-4o) and VCWorld (Gemini-2.5-Flash), the BFT-aligned 70B model delivers stronger performance across biological process reasoning and chemical perturbation prediction. Critically, all BFT variants further improve after subsequent GRPO with sparse rewards, while SFT and DFT degrade, suggesting that epistemic-aware post-training provides a more robust policy initialization. Beyond text generation, BFT-aligned LLMs produce more accurate and professional biomedical profile texts; after encoding these profiles with a text embedding model, the resulting representations support gene-level, cell-level, and perturbation-response tasks, suggesting that BFT-enhanced generation can facilitate biological representation and, in turn, broader biomedical downstream tasks.

cs.LG

FullPart: Generating each 3D Part at Full Resolution

Part-based 3D generation holds great potential for various applications. Previous part generators that represent parts using implicit vector-set tokens often suffer from insufficient geometric details. Another line of work adopts an explicit voxel representation but shares a global voxel grid among all parts; this often causes small parts to occupy too few voxels, leading to degraded quality. In this paper, we propose FullPart, a novel framework that combines both implicit and explicit paradigms. It first derives the bounding box layout through an implicit box vector-set diffusion process, a task that implicit diffusion handles effectively since box tokens contain little geometric detail. Then, it generates detailed parts, each within its own fixed full-resolution voxel grid. Instead of sharing a global low-resolution space, each part in our method - even small ones - is generated at full resolution, enabling the synthesis of intricate details. We further introduce a center-point encoding strategy to address the misalignment issue when exchanging information between parts of different actual sizes, thereby maintaining global coherence. Moreover, to tackle the scarcity of reliable part data, we present PartVerse-XL, the largest human-annotated 3D part dataset to date with 40K objects and 320K parts. Extensive experiments demonstrate that FullPart achieves state-of-the-art results in 3D part generation. We will release all code, data, and model to benefit future research in 3D part generation.

cs.CV

DynamicTree: Interactive Real Tree Animation via Sparse Voxel Spectrum

Generating dynamic and interactive 3D trees has wide applications in virtual reality, games, and world simulation. However, existing methods still face various challenges in generating structurally consistent and realistic 4D motion for complex real trees. In this paper, we propose DynamicTree, the first framework that can generate long-term, interactive 3D motion for 3DGS reconstructions of real trees. Unlike prior optimization-based methods, our approach generates dynamics in a fast feed-forward manner. The key success of our approach is the use of a compact sparse voxel spectrum to represent the tree movement. Given a 3D tree from Gaussian Splatting reconstruction, our pipeline first generates mesh motion using the sparse voxel spectrum and then binds Gaussians to deform the mesh. Additionally, the proposed sparse voxel spectrum can also serve as a basis for fast modal analysis under external forces, allowing real-time interactive responses. To train our model, we also introduce 4DTree, the first large-scale synthetic 4D tree dataset containing 8,786 animated tree meshes with 100-frame motion sequences. Extensive experiments demonstrate that our method achieves realistic and responsive tree animations, significantly outperforming existing approaches in both visual quality and computational efficiency.

cs.CV

From One to More: Contextual Part Latents for 3D Generation

Recent advances in 3D generation have transitioned from multi-view 2D rendering approaches to 3D-native latent diffusion frameworks that exploit geometric priors in ground truth data. Despite progress, three key limitations persist: (1) Single-latent representations fail to capture complex multi-part geometries, causing detail degradation; (2) Holistic latent coding neglects part independence and interrelationships critical for compositional design; (3) Global conditioning mechanisms lack fine-grained controllability. Inspired by human 3D design workflows, we propose CoPart - a part-aware diffusion framework that decomposes 3D objects into contextual part latents for coherent multi-part generation. This paradigm offers three advantages: i) Reduces encoding complexity through part decomposition; ii) Enables explicit part relationship modeling; iii) Supports part-level conditioning. We further develop a mutual guidance strategy to fine-tune pre-trained diffusion models for joint part latent denoising, ensuring both geometric coherence and foundation model priors. To enable large-scale training, we construct Partverse - a novel 3D part dataset derived from Objaverse through automated mesh segmentation and human-verified annotations. Extensive experiments demonstrate CoPart's superior capabilities in part-level editing, articulated object generation, and scene composition with unprecedented controllability.

cs.CV

IE-NeRF: Inpainting Enhanced Neural Radiance Fields in the Wild

We present a novel approach for synthesizing realistic novel views using Neural Radiance Fields (NeRF) with uncontrolled photos in the wild. While NeRF has shown impressive results in controlled settings, it struggles with transient objects commonly found in dynamic and time-varying scenes. Our framework called \textit{Inpainting Enhanced NeRF}, or \ours, enhances the conventional NeRF by drawing inspiration from the technique of image inpainting. Specifically, our approach extends the Multi-Layer Perceptrons (MLP) of NeRF, enabling it to simultaneously generate intrinsic properties (static color, density) and extrinsic transient masks. We introduce an inpainting module that leverages the transient masks to effectively exclude occlusions, resulting in improved volume rendering quality. Additionally, we propose a new training strategy with frequency regularization to address the sparsity issue of low-frequency transient components. We evaluate our approach on internet photo collections of landmarks, demonstrating its ability to generate high-quality novel views and achieve state-of-the-art performance.

cs.CV

Prevalence of non-standard collapsing of strong Langmuir turbulence in solar corona plasmas

We present a fully-kinetic simulation of the full life cycle of strong Langmuir turbulence (SLT) excited by electron beams that are accelerated under the solar corona conditions. We find that (1) most packets ($\sim$80%) are affected by their neighbors during their collapse, as a result, their spatial scale variations present non-standard evolutionary features, i.e., deviating away from what was predicted by the Zakharov model; (2) the collapsing cavity is too shallow to trap the wave packet due to the growth of the Coulomb force, as a result a majority ($\sim$70%) of the packet energy runs away and a secondary localization may occur. The study indicates that the non-standard Langmuir collapse may play an important role in coronal plasmas interacting with an intense electron beam, that may be eventually confirmed by humanity's first mission to fly through the corona.

astro-ph.SR

ID-NeRF: Indirect Diffusion-guided Neural Radiance Fields for Generalizable View Synthesis

Implicit neural representations, represented by Neural Radiance Fields (NeRF), have dominated research in 3D computer vision by virtue of high-quality visual results and data-driven benefits. However, their realistic applications are hindered by the need for dense inputs and per-scene optimization. To solve this problem, previous methods implement generalizable NeRFs by extracting local features from sparse inputs as conditions for the NeRF decoder. However, although this way can allow feed-forward reconstruction, they suffer from the inherent drawback of yielding sub-optimal results caused by erroneous reprojected features. In this paper, we focus on this problem and aim to address it by introducing pre-trained generative priors to enable high-quality generalizable novel view synthesis. Specifically, we propose a novel Indirect Diffusion-guided NeRF framework, termed ID-NeRF, which leverages pre-trained diffusion priors as a guide for the reprojected features created by the previous paradigm. Notably, to enable 3D-consistent predictions, the proposed ID-NeRF discards the way of direct supervision commonly used in prior 3D generative models and instead adopts a novel indirect prior injection strategy. This strategy is implemented by distilling pre-trained knowledge into an imaginative latent space via score-based distillation, and an attention-based refinement module is then proposed to leverage the embedded priors to improve reprojected features extracted from sparse inputs. We conduct extensive experiments on multiple datasets to evaluate our method, and the results demonstrate the effectiveness of our method in synthesizing novel views in a generalizable manner, especially in sparse settings.

cs.CV

A spatiotemporal oscillator model for ENSO

A spatiotemporal oscillator model for El Niño/Southern Oscillation (ENSO) is constructed based on the sea surface temperature (SST) and thermocline depth dynamics. The model is enclosed by introducing a proportional relationship between the gradient in SST and the oceanic zonal current and can be transformed into a standard wave equation that can be decomposed into a series of eigenmodes by cosine series expansion. Each eigenmode shows a spatial mode that oscillates with a natural frequency. The first spatial mode, that highlights SST anomaly (SSTA) contrast in the eastern and western Pacific, the basic characteristics of the eastern Pacific (EP) El Niño, oscillates with a natural period of around 4.3 years, consistent with the quasi-quadrennial (QQ) mode. The second spatial mode, that emphasizes SSTA contrast between the central and the eastern, western Pacific, the basic spatial structure of the central Pacific (CP) El Niño, oscillates with a natural period of 2.3 years that is half of the first natural period, also consistent with the quasi-biennial (QB) modes. The combinations of the first two eigenmodes with different weights can feature complex SSTA patterns with complex temporal variations. In open ocean that is far away from the coastlines, the model can predict waves propagating both eastward and westward. Besides, the net surface heating further complicates the temporal variations by exerting forced frequencies. The model unifies the temporal and spatial variations and may provide a comprehensive viewpoint for understanding the complex spatiotemporal variations of ENSO.

physics.ao-ph

Spatiotemporally unified air-sea interaction in tropical oceans

The spatiotemporal variation in tropical air-sea interaction is investigated by applying a simple model that considers the fundamental dynamics in tropical oceans. The model decomposes sea surface temperature anomaly (SSTA) variation into a series of spatial modes that oscillates with their natural frequencies. The results suggest that the first mode associates with the dipole-like SSTA variation between the western and the eastern coast, such as EP El Niño, the Atlantic Niño, and IOD; whereas the second mode associates with the tripole-like SSTA pattern among the central and eastern, western coast, such as CP El Niño and minor SSTA variations in the tropical Atlantic and Indian Ocean. Each mode oscillates with its natural frequency that depends on the strength of air-sea coupling and the basin size. The model provides a systematic framework for the comprehensive understanding of the complex air-sea interaction in tropical oceans.

physics.ao-ph

Plasma emission induced by ring-distributed energetic electrons in overdense plasmas

According to the standard scenario of plasma emission, escaping radiations are generated by the nonlinear development of the kinetic bump-on-tail instability driven by a single beam of energetic electrons interacting with plasmas. Here we conduct fully-kinetic electromagnetic particle-in-cell simulations to investigate plasma emission induced by the ring-distributed energetic electrons interacting with overdense plasmas. Efficient excitations of the fundamental (F) and harmonic (H) emissions are revealed with radiation mechanism(s) different from the standard scenario: (1) The primary modes accounting for the radiations are generated through the electron cyclotron maser instability (for the upper-hybrid (UH) and Z modes) and the thermal anisotropic instability (for the whistler (W) mode); the F emission is generated by the nonlinear coupling of the Z and W modes and the H emission by the nonlinear coupling of the UH modes. This presents an alternative mechanism of coherent radiation in overdense plasmas.

physics.plasm-ph

Verification of the standard theory of plasma emission with particle-in-cell simulations

The standard theory of plasma emission is based on kinetic couplings between a single beam of energetic electrons and unmagnetized thermal plasmas, involving multi-step nonlinear wave-particle and wave-wave interactions. The theory has not yet been completely verified with fully-kinetic electromagnetic particle-in-cell (PIC) simulations. Earlier studies, greatly limited by available computational resources, are controversial regarding whether the fundamental emission can be generated according to the standard theory. To resolve the controversy, we conducted PIC simulations with a large domain of simulation and a large number of macroparticles, among the largest ones of similar studies. We found significant fundamental emission if the relative beam density is small enough (say, $\le$ 0.01), in line with earlier study with a much-smaller domain; the relative intensity (normalized by the total initial beam energy) of all modes, except the mode associated with the beam-electromagnetic Weibel instability, decreases with increasing relative density of the beam. We also found significant transverse magnetic component associated with the superluminal Langmuir turbulence, which has been mistakenly regarded as evidence of the F emission in earlier study. Further investigations are required to reveal their origin.

physics.plasm-ph