SearcharxivSearch

arXiv subjects

Zeqing Wang

Publications and source records attributed to Zeqing Wang.

At least 19 recordsLinked to original sources

H3-World: Turning Language Understanding into World Control

We present H3-World, an efficient framework that turns the 33B MiniMax-H3 video generator into an interactive world model. Our key finding is that, as large video generators become more capable, language is emerging as a natural interface for control. MiniMax-H3, for example, already supports zero-shot control of character behavior and camera motion through natural-language instructions. Building on this, H3-World turns this coarse language interface into precise, temporally grounded world control, without introducing dedicated action modules. Specifically, we represent each action as a structured combination of character and camera instructions, and align them with the corresponding temporal video latents. To make the control temporally precise, we further introduce temporal attention routing, which restricts each instruction to its intended time interval and reduces control leakage across actions. Importantly, H3-World directly reuses the semantic representations learned during large-scale video pretraining and requires only lightweight adaptation. With only 8,000 gameplay samples, 10,000 LoRA optimization steps, and 0.199% trainable parameters, H3-World achieves effective character and camera control while preserving strong generation quality. It also generalizes to unseen scenarios. These results show that the control capabilities emerging in large video generators can be efficiently transformed into interactive world control.

cs.CV

SimCRAFT: Distilling Remote Sensing Agents via Synthetic Trajectories and Contextual Retrieval-Augmented Fine-Tuning

The unprecedented surge in Earth observation data volume and diversity has exposed a critical bottleneck for traditional manual workflows, catalyzing the emergence of Remote Sensing (RS) Agents. However, the practical deployment of these advanced agents is severely hindered by their heavy reliance on large-scale general-purpose LLMs, which lack deep domain expertise and impose prohibitive infrastructure demands. To resolve this, we propose SimCRAFT, a model-agnostic framework that distills sophisticated RS orchestration capabilities into a compact 7B-scale model. Addressing data scarcity, we first pair a multiagent synthesis engine with a Mock Execution Engine that checks schema correctness, inter-tool dependencies, and sensor/tool compatibility, producing SimRS-14k, a large-scale, constraint-validated workflow planning corpus. Second, we propose Contextual Retrieval-Augmented Fine-Tuning (CRAFT) that finetunes the model to reason analogically by adapting retrieved Standard Operating Procedures to novel queries under a noise-robust objective, generalizing RAFT to multi-step RS workflow planning without mechanical copying. Extensive experiments demonstrate that SimCRAFT-7B significantly outperforms openweights LLMs and rivals advanced closedsource models and specialized RS agents, while reproducing across three 7B backbones. This work contributes a competitive open-weights baseline for lightweight RS intelligence, enabling efficient autonomous deployment under resource-constrained or resource-conserving conditions.

cs.AI

StatePlay: State-Aware Game World Models for Mechanics-Consistent Generation

Recent game world models can generate visually realistic and interactive environments conditioned on player actions. However, games are not defined by pixels alone; they are governed by explicit mechanics, namely state-dependent rules that control health reduction, skill activation, and game termination. These mechanics depend on precise internal states, such as health points, skill meters, and timers, which are tightly coupled with visual observations and determine how gameplay evolves. Without modeling these state dynamics, existing game world models may generate visually plausible rollouts but violate the underlying game rules. In this paper, we propose StatePlay, a novel state-aware game world model that jointly predicts visual content and game states to promote mechanics-consistent generation. StatePlay adopts a mixture-of-transformers (MoT)-style architecture that preserves specialized visual and state representations while enabling cross-modal interaction, allowing predicted states to guide frame generation. Each branch is further optimized with a distinct objective suited to its modality. Experiments show that StatePlay achieves an average normalized L1 distance below 0.06 for state prediction. Furthermore, compared with models without explicit state modeling, our method improves mechanics fidelity in generated game rollouts by 18.6%. Overall, our work highlights the importance of state-aware game world modeling and advances beyond pixel-level realism toward complete and mechanically faithful game generation.

cs.CV

Simulating the Dynamics of Markovian Quantum Processes by Quantum Collision Models on Quantum Computers

Hamiltonian dynamics have been widely implemented on noisy intermediate-scale quantum devices in recent years. In contrast, experimental demonstrations of Markovian quantum dynamics remain limited, because implementing nonunitary evolution on quantum computers is challenging. Quantum collision models provide a natural approach to this problem by coupling the system to ancillas to realize dissipation. However, previous implementations of quantum collision models on quantum computers have typically been restricted to one or two system qubits and fewer than 12 time steps, owing to noise, circuit depth, the overhead of ancilla reset, and limited qubit resources. In this work, we experimentally simulate Markovian quantum processes with local and nonlocal dissipation on both trapped-ion and superconducting quantum computers. By employing hardware-specific ancilla strategies, we realize simulations with up to seven system qubits, corresponding to 13 qubits in total, and 40 time steps. Our results demonstrate that, even for the same physical model, the optimal implementation strategy depends strongly on the hardware characteristics of the quantum computer.

quant-ph

SCOPE: Simulating Cross-game Operations in Playable Environments for FPS World Models

Interactive world models for first-person shooter (FPS) games must resolve high-frequency overlapping control signals at every frame without disrupting unaffected regions. Existing methods inject actions globally and train on single titles, failing under dense FPS inputs. We observe that FPS actions are spatially selective: discrete events such as firing or reloading affect only a localized region around the weapon (the scope), while continuous camera and movement signals govern stable surroundings. We propose SCOPE, which inserts a conditioning module into each transformer block of a pretrained video diffusion model. It reshapes features into per-pixel temporal sequences so that each position computes its action response from local visual content. This separates in-scope effects from out-of-scope generation without segmentation labels. We also introduce CrossFPS, the first multi-game FPS dataset with frame-aligned action telemetry. It comprises 69K clips from 7 titles with 10-DoF controller signals, curated to remove gameplay bias. The model learns general visual-to-action mappings rather than game-specific patterns, enabling zero-shot transfer to unseen scenes. Experiments confirm strong action responsiveness, precise scope separation, and effective cross-game generalization.

cs.CV

Incantation: Natural Language as the Action Interface for Multi-Entity Video World Models

Modern interactive video world models have achieved impressive visual fidelity, yet lack fine-grained multi-entity control and cross-entity, cross-world generalization. We trace this gap to the action interface: standard control protocols (e.g. animation IDs, device inputs, scene-level captions) bind action semantics to specific entities or engines at design time. We propose natural language as the interface to unlock expressiveness that no prior interface can achieve, and we present Incantation, the first interactive video world model with per-latent-frame (0.25 s) natural-language conditioning that supports simultaneous multi-entity control and concept-level cross-entity transfer beyond any fixed rendering pipeline. We pair a pretrained bidirectional video backbone with frame-local text cross-attention, and enable real-time long-horizon streaming through ODE-initialized Self-Forcing distillation with a RoPE-decoupled sliding KV-cache. We surpass the Action-Index baseline on cross-entity transfer (89% vs. 43%) and out-of-vocabulary prompts (90% vs. 0%), and our 2-step student sustains 19.7 FPS at 480p with stable FVD over 2-hour rollouts. We further apply the same architecture and training recipe to The King of Fighters, changing only the per-entity action vocabulary slots. We have released a preview subset of the Incantation dataset at https://huggingface.co/datasets/zhush/incantation-elden-ring-scenes, containing manually collected Elden Ring player-boss combat clips with structured action-oriented metadata. Larger-scale Elden Ring and KOF data will be released with the full project.

cs.CV

ReactiveGWM: Steering NPC in Reactive Game World Models

Current game world models simulate environments from a subjective, player-centric perspective. However, by treating the Non-Player Character (NPC) merely as background pixels, these models cannot capture interactions between the player and NPC. In that sense, they act as passive video renderers rather than real simulation engines, lacking the physical understanding needed to model action-induced NPC reactivities. We introduce ReactiveGWM, a reactive game world model that synthesizes dynamic interactions between the player and NPC. Instead of entangling all interaction dynamics, ReactiveGWM explicitly decouples player controls from NPC behaviors. Player actions are injected into the diffusion backbone via a lightweight additive bias, while high-level NPC responses (e.g., Offense, Control, Defense) are grounded through cross-attention modules. Crucially, these modules learn a game-agnostic representation of interactive logic. This enables zero-shot strategy transfer: our learned modules can be plugged directly into off-the-shelf, unannotated world models of different games. This instantly unlocks steerable NPC interactions without any domain-specific retraining. Evaluated on two Street Fighter games, ReactiveGWM maintains fine-grain player controllability while achieving robust, prompt-aligned NPC strategy adherence, paving the way for scalable, strategy-rich interaction with the NPC.

cs.CV

From Pixels to Concepts: Do Segmentation Models Understand What They Segment?

Segmentation is a fundamental vision task underlying numerous downstream applications. Recent promptable segmentation models, such as Segment Anything Model 3 (SAM3), extend segmentation from category-agnostic mask prediction to concept-guided localization conditioned on high-level textual prompts. However, existing benchmarks primarily evaluate mask accuracy or object presence, leaving unclear whether these models faithfully ground the queried concept or instead rely on visually salient but semantically misleading cues. We introduce CAFE: \textbf{C}ounterfactual \textbf{A}ttribute \textbf{F}actuality \textbf{E}valuation, a novel benchmark for evaluating concept-faithful segmentation in promptable segmentation models. Our \textbf{CAFE} is built on attribute-level counterfactual manipulation: the target region and ground-truth mask are preserved, while attributes such as surface appearance, context, or material composition are modified to introduce misleading semantic cues. The benchmark contains 2,146 paired test samples, each consisting of a target image, a ground-truth mask, a positive prompt, and a misleading negative prompt. These samples cover three counterfactual categories: Superficial Mimicry (\textbf{SM}), Context Conflict (\textbf{CC}), and Ontological Conflict (\textbf{OC}). We evaluate various model types and sizes on our CAFE. Experiments reveal a systematic gap between localization quality and concept discrimination: models often generate accurate masks even for misleading prompts, suggesting that strong mask prediction does not necessarily imply faithful semantic grounding. Our CAFE provides a controlled benchmark for diagnosing whether promptable segmentation models perform concept-faithful grounding rather than shortcut-driven mask retrieval.

cs.CV

MICo-150K: A Comprehensive Dataset Advancing Multi-Image Composition

In controllable image generation, synthesizing coherent and consistent images from multiple reference inputs, i.e., Multi-Image Composition (MICo), remains a challenging problem, partly hindered by the lack of high-quality training data. To bridge this gap, we conduct a systematic study of MICo, categorizing it into 7 representative tasks and curate a large-scale collection of high-quality source images and construct diverse MICo prompts. Leveraging powerful proprietary models, we synthesize a rich amount of balanced composite images, followed by human-in-the-loop filtering and refinement, resulting in MICo-150K, a comprehensive dataset for MICo with identity consistency. We further build a Decomposition-and-Recomposition (De&Re) subset, where 11K real-world complex images are decomposed into components and recomposed, enabling both real and synthetic compositions. To enable comprehensive evaluation, we construct MICo-Bench with 100 cases per task and 300 challenging De&Re cases, and further introduce a new metric, Weighted-Ref-VIEScore, specifically tailored for MICo evaluation. Finally, we fine-tune multiple models on MICo-150K and evaluate them on MICo-Bench. The results show that MICo-150K effectively equips models without MICo capability and further enhances those with existing skills. Notably, our baseline model, Qwen-MICo, fine-tuned from Qwen-Image-Edit, matches Qwen-Image-2509 in 3-image composition while supporting arbitrary multi-image inputs beyond the latter's limitation. Our dataset, benchmark, and baseline collectively offer valuable resources for further research on Multi-Image Composition.

cs.CV

Can LLMs Act as Historians? Evaluating Historical Research Capabilities of LLMs via the Chinese Imperial Examination

While Large Language Models (LLMs) have increasingly assisted in historical tasks such as text processing, their capacity for professional-level historical reasoning remains underexplored. Existing benchmarks primarily assess basic knowledge breadth or lexical understanding, failing to capture the higher-order skills, such as evidentiary reasoning,that are central to historical research. To fill this gap, we introduce ProHist-Bench, a novel benchmark anchored in the Chinese Imperial Examination (Keju) system, a comprehensive microcosm of East Asian political, social, and intellectual history spanning over 1,300 years. Developed through deep interdisciplinary collaboration, ProHist-Bench features 400 challenging, expert-curated questions across eight dynasties, accompanied by 10,891 fine-grained evaluation rubrics. Through a rigorous evaluation of 18 LLMs, we reveal a significant proficiency gap: even state-of-the-art LLMs struggle with complex historical research questions. We hope ProHist-Bench will facilitate the development of domain-specific reasoning LLMs, advance computational historical research, and further uncover the untapped potential of LLMs. We release ProHist-Bench at https://github.com/inclusionAI/ABench/tree/main/ProHist-Bench.

cs.CL

Non-Resonant Boundary Time Crystals from Quantum Synchronization Breakdown

Quantum synchronization (QS) in dissipative systems is often inferred from smooth phase locking, leaving open whether its breakdown constitutes a genuine nonequilibrium transition. Here we introduce a Liouvillian framework that classifies driven-dissipative dynamics by the structure of the undriven dissipative background and show that QS breaks down via a Hopf-type dynamical phase transition into a boundary time crystal (BTC). The character of this transition is determined by the background attractor: systems with a self-sustained oscillator (SSO) support robust non-resonant BTCs, whereas those with a polar fixed point (PFP) sustain BTCs only at resonance and lose them under detuning. We identify sharp dynamical and spectral signatures of the QS-BTC transition and thereby establish, within U(1)-symmetric collective-spin Lindbladians driven by a single coherent tone, a background-based allowed/forbidden criterion that unifies QS, its breakdown, and time-crystalline order within a single Liouvillian framework.

quant-ph

Jump-teaching: Combating Sample Selection Bias via Temporal Disagreement

Sample selection is a straightforward technique to combat noisy labels, aiming to prevent mislabeled samples from degrading the robustness of neural networks. However, existing methods mitigate compounding selection bias either by leveraging dual-network disagreement or additional forward propagations, leading to multiplied training overhead. To address this challenge, we introduce $\textit{Jump-teaching}$, an efficient sample selection framework for debiased model update and simplified selection criterion. Based on a key observation that a neural network exhibits significant disagreement across different training iterations, Jump-teaching proposes a jump-manner model update strategy to enable self-correction of selection bias by harnessing temporal disagreement, eliminating the need for multi-network or multi-round training. Furthermore, we employ a sample-wise selection criterion building on the intra variance of a decomposed single loss for a fine-grained selection without relying on batch-wise ranking or dataset-wise modeling. Extensive experiments demonstrate that Jump-teaching outperforms state-of-the-art counterparts while achieving a nearly overhead-free selection procedure, which boosts training speed by up to $4.47\times$ and reduces peak memory footprint by $54\%$.

cs.CV

SpotEdit: Selective Region Editing in Diffusion Transformers

Diffusion Transformer models have significantly advanced image editing by encoding conditional images and integrating them into transformer layers. However, most edits involve modifying only small regions, while current methods uniformly process and denoise all tokens at every timestep, causing redundant computation and potentially degrading unchanged areas. This raises a fundamental question: Is it truly necessary to regenerate every region during editing? To address this, we propose SpotEdit, a training-free diffusion editing framework that selectively updates only the modified regions. SpotEdit comprises two key components: SpotSelector identifies stable regions via perceptual similarity and skips their computation by reusing conditional image features; SpotFusion adaptively blends these features with edited tokens through a dynamic fusion mechanism, preserving contextual coherence and editing quality. By reducing unnecessary computation and maintaining high fidelity in unmodified areas, SpotEdit achieves efficient and precise image editing.

cs.CV

SAMCL: Empowering SAM to Continually Learn from Dynamic Domains with Extreme Storage Efficiency

Segment Anything Model (SAM) struggles in open-world scenarios with diverse domains. In such settings, naive fine-tuning with a well-designed learning module is inadequate and often causes catastrophic forgetting issue when learning incrementally. To address this issue, we propose a novel continual learning (CL) method for SAM, termed SAMCL. Rather than relying on a fixed learning module, our method decomposes incremental knowledge into separate modules and trains a selector to choose the appropriate one during inference. However, this intuitive design introduces two key challenges: ensuring effective module learning and selection, and managing storage as tasks accumulate. To tackle these, we introduce two components: AugModule and Module Selector. AugModule reduces the storage of the popular LoRA learning module by sharing parameters across layers while maintaining accuracy. It also employs heatmaps-generated from point prompts-to further enhance domain adaptation with minimal additional cost. Module Selector leverages the observation that SAM's embeddings can effectively distinguish domains, enabling high selection accuracy by training on low-consumed embeddings instead of raw images. Experiments show that SAMCL outperforms state-of-the-art methods, achieving only 0.19% forgetting and at least 2.5% gain on unseen domains. Each AugModule requires just 0.233 MB, reducing storage by at least 24.3% over other fine-tuning approaches. The buffer storage for Module Selector is further reduced by up to 256$\times$.

cs.CV

PhyDetEx: Detecting and Explaining the Physical Plausibility of T2V Models

Driven by the growing capacity and training scale, Text-to-Video (T2V) generation models have recently achieved substantial progress in video quality, length, and instruction-following capability. However, whether these models can understand physics and generate physically plausible videos remains a question. While Vision-Language Models (VLMs) have been widely used as general-purpose evaluators in various applications, they struggle to identify the physically impossible content from generated videos. To investigate this issue, we construct a \textbf{PID} (\textbf{P}hysical \textbf{I}mplausibility \textbf{D}etection) dataset, which consists of a \textit{test split} of 500 manually annotated videos and a \textit{train split} of 2,588 paired videos, where each implausible video is generated by carefully rewriting the caption of its corresponding real-world video to induce T2V models producing physically implausible content. With the constructed dataset, we introduce a lightweight fine-tuning approach, enabling VLMs to not only detect physically implausible events but also generate textual explanations on the violated physical principles. Taking the fine-tuned VLM as a physical plausibility detector and explainer, namely \textbf{PhyDetEx}, we benchmark a series of state-of-the-art T2V models to assess their adherence to physical laws. Our findings show that although recent T2V models have made notable progress toward generating physically plausible content, understanding and adhering to physical laws remains a challenging issue, especially for open-source models. Our dataset, training code, and checkpoints are available at \href{https://github.com/Zeqing-Wang/PhyDetEx}{https://github.com/Zeqing-Wang/PhyDetEx}.

cs.CV

Vision Bridge Transformer at Scale

We introduce Vision Bridge Transformer (ViBT), a large-scale instantiation of Brownian Bridge Models designed for conditional generation. Unlike traditional diffusion models that transform noise into data, Bridge Models directly model the trajectory between inputs and outputs, creating an efficient data-to-data translation paradigm. By scaling these models to 20B and 1.3B parameters, we demonstrate their effectiveness for image and video translation tasks. To support this scale, we adopt a Transformer architecture and propose a variance-stabilized velocity-matching objective for robust training. Together, these advances highlight the power of scaling Bridge Models for instruction-based image editing and complex video translation.

cs.CV

Universal Manipulation of Quantum Synchronization in Spin Oscillator Networks

Quantum synchronization (QS) in open many-body systems offers a promising route for controlling collective quantum dynamics, yet existing manipulation schemes often rely on dissipation engineering, which distorts limit cycles, lacks scalability, and is strongly system-dependent. Here, we propose a universal and scalable method for continuously tuning QS from maximal synchronization under isotropic interactions to complete synchronization blockade (QSB) under fully anisotropic coupling in spin oscillator networks. Our approach preserves intrinsic limit cycles and applies to both few-body and macroscopic systems. We analytically show that QS arises solely from spin flip-flop processes and their higher-order correlations, while anisotropic interactions induce non-synchronizing coherence. A geometric QS measure reveals a macroscopic QSB effect in the thermodynamic limit. The proposed mechanism is experimentally feasible using XYZ interactions and optical pumping, and provides a general framework for programmable synchronization control in complex quantum networks and dynamical phases of matter.

quant-ph

VideoVerse: Does Your T2V Generator Have World Model Capability to Synthesize Videos?

The recent rapid advancement of Text-to-Video (T2V) generation technologies are engaging the trained models with more world model ability, making the existing benchmarks increasingly insufficient to evaluate state-of-the-art T2V models. First, current evaluation dimensions, such as per-frame aesthetic quality and temporal consistency, are no longer able to differentiate state-of-the-art T2V models. Second, event-level temporal causality-an essential property that differentiates videos from other modalities-remains largely unexplored. Third, existing benchmarks lack a systematic assessment of world knowledge, which are essential capabilities for building world models. To address these issues, we introduce VideoVerse, a comprehensive benchmark focusing on evaluating whether the current T2V model could understand complex temporal causality and world knowledge to synthesize videos. We collect representative videos across diverse domains and extract their event-level descriptions with inherent temporal causality, which are then rewritten into text-to-video prompts by independent annotators. For each prompt, we design ten evaluation dimensions covering dynamic and static properties, resulting in 300 prompts, 815 events, and 793 evaluation questions. Consequently, a human preference-aligned QA-based evaluation pipeline is developed by using modern vision-language models to systematically benchmark leading open- and closed-source T2V systems, revealing the current gap between T2V models and desired world modeling abilities.

cs.CV