19.1CVMay 18Code
Incantation: Natural Language as the Action Interface for Multi-Entity Video World ModelsShangwen Zhu, Qianyu Peng, Zhao Pu et al.
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.
16.8CVMay 22
SCOPE: Simulating Cross-game Operations in Playable Environments for FPS World ModelsZizhao Tong, Hongfeng Lai, Zeqing Wang et al.
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.
10.7CVMay 14
ReactiveGWM: Steering NPC in Reactive Game World ModelsZeqing Wang, Danze Chen, Zhaohu Xing et al.
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.
1.5CVJan 20
Vision Also You Need: Navigating Out-of-Distribution Detection with Multimodal Large Language ModelHaoran Xu, Yanlin Liu, Zizhao Tong et al.
Out-of-Distribution (OOD) detection is a critical task that has garnered significant attention. The emergence of CLIP has spurred extensive research into zero-shot OOD detection, often employing a training-free approach. Current methods leverage expert knowledge from large language models (LLMs) to identify potential outliers. However, these approaches tend to over-rely on knowledge in the text space, neglecting the inherent challenges involved in detecting out-of-distribution samples in the image space. In this paper, we propose a novel pipeline, MM-OOD, which leverages the multimodal reasoning capabilities of MLLMs and their ability to conduct multi-round conversations for enhanced outlier detection. Our method is designed to improve performance in both near OOD and far OOD tasks. Specifically, (1) for near OOD tasks, we directly feed ID images and corresponding text prompts into MLLMs to identify potential outliers; and (2) for far OOD tasks, we introduce the sketch-generate-elaborate framework: first, we sketch outlier exposure using text prompts, then generate corresponding visual OOD samples, and finally elaborate by using multimodal prompts. Experiments demonstrate that our method achieves significant improvements on widely used multimodal datasets such as Food-101, while also validating its scalability on ImageNet-1K.
7.1CVMay 7
Visual Para-Thinker: Divide-and-Conquer Reasoning for Visual ComprehensionHaoran Xu, Hongyu Wang, Jiaze Li et al.
Existing LLM test-time scaling laws emphasize the emergence of self-reflective behaviors through extended reasoning length. Nevertheless, this vertical scaling strategy often encounters plateaus in exploration as the model becomes locked into specific thinking pattern. By shifting from depth to parallelism, parallel thinking mitigates the narrowing of exploration. However, the extension of this paradigm to visual domain remains an open research question. In this paper, we first examine the role of visual partitioning in parallelized reasoning and subsequently propose two distinct strategies. Based on the above, we introduce Visual Para-Thinker, representing the inaugural parallel reasoning framework for MLLMs. To maintain path independence and promote diversity in reasoning, our approach integrates Pa-Attention alongside LPRoPE. Leveraging the vLLM framework, we have developed a native multimodal implementation that facilitates high-efficiency parallel processing. Empirical results on benchmark datasets such as V*, CountBench, RefCOCO, and HallusionBench confirm that Visual Para-Thinker successfully extends the benefits of parallel reasoning to the visual domain.