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Zile Wang

Publications and source records attributed to Zile Wang.

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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

DistillAlign: Coordinating Mode Covering and Mode Seeking in Autoregressive Video Distillation

Existing autoregressive video distillation methods commonly adopt a Distribution Matching Distillation (DMD)-based multi-stage pipeline. However, they typically decouple the initialization and DMD stages -- which then pursue different target distributions -- and judge the intermediate student mainly by visual scores such as VBench. In this paper, we revisit this design from a distributional perspective. Given the mode-seeking nature of the distribution matching loss, a good initialization should match the mode coverage of the target DMD teacher, rather than merely pursuing high quality. To analyze this, we introduce a distributional evaluation protocol that measures precision and coverage between student and teacher distributions in a shared latent space. It exposes differences hidden by visual scores: some initializations reach high precision but low coverage, leading to suboptimal refinement, while mode-covering ones preserve broader support. Furthermore, even when the target distributions are aligned, DMD's reverse-KL objective can still drive the student toward high-probability teacher regions in late training, reducing coverage and diversity. To address this, we propose joint distillation, which combines DMD's mode-seeking objective with a Consistency Distillation-based mode-covering constraint. Experiments show that our method improves generation quality, coverage, and diversity; notably, even with a Wan-1.3B DMD teacher, it outperforms baselines refined with Wan-14B, underscoring the importance of distributional alignment in autoregressive video distillation.

cs.CV

PPAI: Enabling Personalized LLM Agent Interoperability for Collaborative Edge Intelligence

Deploying large language model (LLM) on edge device enables personalized LLM agents for various users. The growing availability of diverse personalized agents presents a unique opportunity for peer-to-peer (P2P) collaboration, wherein each user can delegate tasks beyond the local agent's expertise to remote agents more suited for the specific query. This paper introduces PPAI, the first personalized LLM agent interoperability system, which enables users to collaborate with each other based on agent specialization. However, the ever-changing pool of agents and their interchangeable capacity introduce new challenges when it comes to matching queries to agents and balancing loads, compared with existing P2P systems. Therefore, we propose a scalable query-agent pair scoring mechanism based on prototypes to identify suitable agents within a P2P network with churn. Moreover, we propose a multi-agent interoperability Bayesian game to balance local demand and global efficiency, when changes in remote agent load occur too quickly to be observed. Finally, we implement a prototype of PPAI and demonstrate that it substantially broadens the range of tasks that could be carried out while maintaining load balance. On average, it achieves an accuracy improvement of up to 7.96% across multiple tasks, while reducing latency by 16.34% compared to the baseline.

cs.CL

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

OmniAlpha: Aligning Transparency-Aware Generation via Multi-Task Unified Reinforcement Learning

Transparency-aware generation requires modeling not only RGB appearance but also alpha-based opacity and cross-layer composition, which are essential for tasks such as image matting, object removal, layer decomposition, and multi-layer content creation. However, existing RGBA-related methods remain largely fragmented, with separate pipelines designed for individual tasks. While a unified model is desirable, supervised fine-tuning alone is insufficient, as localized regression objectives cannot directly optimize the compositional fidelity, alpha-boundary precision, and structural consistency required for high-quality RGBA generation. To address this, we propose OmniAlpha, a unified multi-task reinforcement learning framework for transparency-aware generation and manipulation. OmniAlpha combines an end-to-end alpha-aware VAE and a sequence-to-sequence Diffusion Transformer, with a bi-directional layer axis in positional encoding to jointly model multiple RGBA inputs and outputs within a single forward pass. Built on a multi-task SFT cold start, it further performs GRPO-style post-training with layer-aware rewards defined on decoded RGBA outputs, enabling direct optimization of cross-layer coherence and fine transparency details. Experiments across five categories of transparency-aware tasks show that OmniAlpha consistently outperforms its unified SFT baseline and achieves strong performance against specialized expert models, including a 9.07% relative reduction in RGB L1 on layer decomposition and 74%/68% improvements over conventional matting tools on SAD/Grad for automatic matting.

cs.CV

AlphaVAE: Unified End-to-End RGBA Image Reconstruction and Generation with Alpha-Aware Representation Learning

Recent advances in latent diffusion models have achieved remarkable results in high-fidelity RGB image synthesis by leveraging pretrained VAEs to compress and reconstruct pixel data at low computational cost. However, the generation of transparent or layered content (RGBA image) remains largely unexplored, due to the lack of large-scale benchmarks. In this work, we propose ALPHA, the first comprehensive RGBA benchmark that adapts standard RGB metrics to four-channel images via alpha blending over canonical backgrounds. We further introduce ALPHAVAE, a unified end-to-end RGBA VAE that extends a pretrained RGB VAE by incorporating a dedicated alpha channel. The model is trained with a composite objective that combines alpha-blended pixel reconstruction, patch-level fidelity, perceptual consistency, and dual KL divergence constraints to ensure latent fidelity across both RGB and alpha representations. Our RGBA VAE, trained on only 8K images in contrast to 1M used by prior methods, achieves a +4.9 dB improvement in PSNR and a +3.2% increase in SSIM over LayerDiffuse in reconstruction. It also enables superior transparent image generation when fine-tuned within a latent diffusion framework. Our code, data, and models are released on https://github.com/o0o0o00o0/AlphaVAE for reproducibility.

cs.CV

Multi-scale Spatial-temporal Interaction Network for Video Anomaly Detection

Video Anomaly Detection (VAD) is an essential yet challenging task in signal processing. Since certain anomalies cannot be detected by isolated analysis of either temporal or spatial information, the interaction between these two types of data is considered crucial for VAD. However, current dual-stream architectures either confine this integral interaction to the bottleneck of the autoencoder or introduce anomaly-irrelevant background pixels into the interactive process, hindering the accuracy of VAD. To address these deficiencies, we propose a Multi-scale Spatial-Temporal Interaction Network (MSTI-Net) for VAD. First, to prioritize the detection of moving objects in the scene and harmonize the substantial semantic discrepancies between the two types of data, we propose an Attention-based Spatial-Temporal Fusion Module (ASTFM) as a substitute for the conventional direct fusion. Furthermore, we inject multi-ASTFM-based connections that bridge the appearance and motion streams of the dual-stream network, thus fostering multi-scale spatial-temporal interaction. Finally, to bolster the delineation between normal and abnormal activities, our system records the regular information in a memory module. Experimental results on three benchmark datasets validate the effectiveness of our approach, which achieves AUCs of 96.8%, 87.6%, and 73.9% on the UCSD Ped2, CUHK Avenue, and ShanghaiTech datasets, respectively.

cs.CV