SkyReels-V2: Infinite-length Film Generative ModelGuibin Chen, Dixuan Lin, Jiangping Yang et al.
Recent advances in video generation have been driven by diffusion models and autoregressive frameworks, yet critical challenges persist in harmonizing prompt adherence, visual quality, motion dynamics, and duration: compromises in motion dynamics to enhance temporal visual quality, constrained video duration (5-10 seconds) to prioritize resolution, and inadequate shot-aware generation stemming from general-purpose MLLMs' inability to interpret cinematic grammar, such as shot composition, actor expressions, and camera motions. These intertwined limitations hinder realistic long-form synthesis and professional film-style generation. To address these limitations, we propose SkyReels-V2, an Infinite-length Film Generative Model, that synergizes Multi-modal Large Language Model (MLLM), Multi-stage Pretraining, Reinforcement Learning, and Diffusion Forcing Framework. Firstly, we design a comprehensive structural representation of video that combines the general descriptions by the Multi-modal LLM and the detailed shot language by sub-expert models. Aided with human annotation, we then train a unified Video Captioner, named SkyCaptioner-V1, to efficiently label the video data. Secondly, we establish progressive-resolution pretraining for the fundamental video generation, followed by a four-stage post-training enhancement: Initial concept-balanced Supervised Fine-Tuning (SFT) improves baseline quality; Motion-specific Reinforcement Learning (RL) training with human-annotated and synthetic distortion data addresses dynamic artifacts; Our diffusion forcing framework with non-decreasing noise schedules enables long-video synthesis in an efficient search space; Final high-quality SFT refines visual fidelity. All the code and models are available at https://github.com/SkyworkAI/SkyReels-V2.
8.5IRFeb 14, 2025
SessionRec: Next Session Prediction Paradigm For Generative Sequential RecommendationLei Huang, Hao Guo, Linzhi Peng et al.
We introduce SessionRec, a novel next-session prediction paradigm (NSPP) for generative sequential recommendation, addressing the fundamental misalignment between conventional next-item prediction paradigm (NIPP) and real-world recommendation scenarios. Unlike NIPP's item-level autoregressive generation that contradicts actual session-based user interactions, our framework introduces a session-aware representation learning through hierarchical sequence aggregation (intra/inter-session), reducing attention computation complexity while enabling implicit modeling of massive negative interactions, and a session-based prediction objective that better captures users' diverse interests through multi-item recommendation in next sessions. Moreover, we found that incorporating a rank loss for items within the session under the next session prediction paradigm can significantly improve the ranking effectiveness of generative sequence recommendation models. We also verified that SessionRec exhibits clear power-law scaling laws similar to those observed in LLMs. Extensive experiments conducted on public datasets and online A/B test in Meituan App demonstrate the effectiveness of SessionRec. The proposed paradigm establishes new foundations for developing industrial-scale generative recommendation systems through its model-agnostic architecture and computational efficiency.
MapGo: Model-Assisted Policy Optimization for Goal-Oriented TasksMenghui Zhu, Minghuan Liu, Jian Shen et al.
In Goal-oriented Reinforcement learning, relabeling the raw goals in past experience to provide agents with hindsight ability is a major solution to the reward sparsity problem. In this paper, to enhance the diversity of relabeled goals, we develop FGI (Foresight Goal Inference), a new relabeling strategy that relabels the goals by looking into the future with a learned dynamics model. Besides, to improve sample efficiency, we propose to use the dynamics model to generate simulated trajectories for policy training. By integrating these two improvements, we introduce the MapGo framework (Model-Assisted Policy Optimization for Goal-oriented tasks). In our experiments, we first show the effectiveness of the FGI strategy compared with the hindsight one, and then show that the MapGo framework achieves higher sample efficiency when compared to model-free baselines on a set of complicated tasks.
9.5AIDec 18, 2020
Which Heroes to Pick? Learning to Draft in MOBA Games with Neural Networks and Tree SearchSheng Chen, Menghui Zhu, Deheng Ye et al.
Hero drafting is essential in MOBA game playing as it builds the team of each side and directly affects the match outcome. State-of-the-art drafting methods fail to consider: 1) drafting efficiency when the hero pool is expanded; 2) the multi-round nature of a MOBA 5v5 match series, i.e., two teams play best-of-N and the same hero is only allowed to be drafted once throughout the series. In this paper, we formulate the drafting process as a multi-round combinatorial game and propose a novel drafting algorithm based on neural networks and Monte-Carlo tree search, named JueWuDraft. Specifically, we design a long-term value estimation mechanism to handle the best-of-N drafting case. Taking Honor of Kings, one of the most popular MOBA games at present, as a running case, we demonstrate the practicality and effectiveness of JueWuDraft when compared to state-of-the-art drafting methods.
29.7AINov 25, 2020
Towards Playing Full MOBA Games with Deep Reinforcement LearningDeheng Ye, Guibin Chen, Wen Zhang et al.
MOBA games, e.g., Honor of Kings, League of Legends, and Dota 2, pose grand challenges to AI systems such as multi-agent, enormous state-action space, complex action control, etc. Developing AI for playing MOBA games has raised much attention accordingly. However, existing work falls short in handling the raw game complexity caused by the explosion of agent combinations, i.e., lineups, when expanding the hero pool in case that OpenAI's Dota AI limits the play to a pool of only 17 heroes. As a result, full MOBA games without restrictions are far from being mastered by any existing AI system. In this paper, we propose a MOBA AI learning paradigm that methodologically enables playing full MOBA games with deep reinforcement learning. Specifically, we develop a combination of novel and existing learning techniques, including curriculum self-play learning, policy distillation, off-policy adaption, multi-head value estimation, and Monte-Carlo tree-search, in training and playing a large pool of heroes, meanwhile addressing the scalability issue skillfully. Tested on Honor of Kings, a popular MOBA game, we show how to build superhuman AI agents that can defeat top esports players. The superiority of our AI is demonstrated by the first large-scale performance test of MOBA AI agent in the literature.
15.8AINov 25, 2020
Supervised Learning Achieves Human-Level Performance in MOBA Games: A Case Study of Honor of KingsDeheng Ye, Guibin Chen, Peilin Zhao et al.
We present JueWu-SL, the first supervised-learning-based artificial intelligence (AI) program that achieves human-level performance in playing multiplayer online battle arena (MOBA) games. Unlike prior attempts, we integrate the macro-strategy and the micromanagement of MOBA-game-playing into neural networks in a supervised and end-to-end manner. Tested on Honor of Kings, the most popular MOBA at present, our AI performs competitively at the level of High King players in standard 5v5 games.