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SubscribeProcedural Dataset Generation for Zero-Shot Stereo Matching
Synthetic datasets are a crucial ingredient for training stereo matching networks, but the question of what makes a stereo dataset effective remains largely unexplored. We investigate the design space of synthetic datasets by varying the parameters of a procedural dataset generator, and report the effects on zero-shot stereo matching performance using standard benchmarks. We collect the best settings to produce Infinigen-Stereo, a procedural generator specifically optimized for zero-shot stereo datasets. Models trained only on data from our system outperform robust baselines trained on a combination of existing synthetic datasets and have stronger zero-shot stereo matching performance than public checkpoints from prior works. We open source our system at https://github.com/princeton-vl/InfinigenStereo to enable further research on procedural stereo datasets.
BOP Challenge 2020 on 6D Object Localization
This paper presents the evaluation methodology, datasets, and results of the BOP Challenge 2020, the third in a series of public competitions organized with the goal to capture the status quo in the field of 6D object pose estimation from an RGB-D image. In 2020, to reduce the domain gap between synthetic training and real test RGB images, the participants were provided 350K photorealistic training images generated by BlenderProc4BOP, a new open-source and light-weight physically-based renderer (PBR) and procedural data generator. Methods based on deep neural networks have finally caught up with methods based on point pair features, which were dominating previous editions of the challenge. Although the top-performing methods rely on RGB-D image channels, strong results were achieved when only RGB channels were used at both training and test time - out of the 26 evaluated methods, the third method was trained on RGB channels of PBR and real images, while the fifth on RGB channels of PBR images only. Strong data augmentation was identified as a key component of the top-performing CosyPose method, and the photorealism of PBR images was demonstrated effective despite the augmentation. The online evaluation system stays open and is available on the project website: bop.felk.cvut.cz.
Scene Co-pilot: Procedural Text to Video Generation with Human in the Loop
Video generation has achieved impressive quality, but it still suffers from artifacts such as temporal inconsistency and violation of physical laws. Leveraging 3D scenes can fundamentally resolve these issues by providing precise control over scene entities. To facilitate the easy generation of diverse photorealistic scenes, we propose Scene Copilot, a framework combining large language models (LLMs) with a procedural 3D scene generator. Specifically, Scene Copilot consists of Scene Codex, BlenderGPT, and Human in the loop. Scene Codex is designed to translate textual user input into commands understandable by the 3D scene generator. BlenderGPT provides users with an intuitive and direct way to precisely control the generated 3D scene and the final output video. Furthermore, users can utilize Blender UI to receive instant visual feedback. Additionally, we have curated a procedural dataset of objects in code format to further enhance our system's capabilities. Each component works seamlessly together to support users in generating desired 3D scenes. Extensive experiments demonstrate the capability of our framework in customizing 3D scenes and video generation.
RoboBenchMart: Benchmarking Robots in Retail Environment
Most existing robotic manipulation benchmarks focus on simplified tabletop scenarios, typically involving a stationary robotic arm interacting with various objects on a flat surface. To address this limitation, we introduce RoboBenchMart, a more challenging and realistic benchmark designed for dark store environments, where robots must perform complex manipulation tasks with diverse grocery items. This setting presents significant challenges, including dense object clutter and varied spatial configurations -- with items positioned at different heights, depths, and in close proximity. By targeting the retail domain, our benchmark addresses a setting with strong potential for near-term automation impact. We demonstrate that current state-of-the-art generalist models struggle to solve even common retail tasks. To support further research, we release the RoboBenchMart suite, which includes a procedural store layout generator, a trajectory generation pipeline, evaluation tools and fine-tuned baseline models.
Seeing and Seeing Through the Glass: Real and Synthetic Data for Multi-Layer Depth Estimation
Transparent objects are common in daily life, and understanding their multi-layer depth information -- perceiving both the transparent surface and the objects behind it -- is crucial for real-world applications that interact with transparent materials. In this paper, we introduce LayeredDepth, the first dataset with multi-layer depth annotations, including a real-world benchmark and a synthetic data generator, to support the task of multi-layer depth estimation. Our real-world benchmark consists of 1,500 images from diverse scenes, and evaluating state-of-the-art depth estimation methods on it reveals that they struggle with transparent objects. The synthetic data generator is fully procedural and capable of providing training data for this task with an unlimited variety of objects and scene compositions. Using this generator, we create a synthetic dataset with 15,300 images. Baseline models training solely on this synthetic dataset produce good cross-domain multi-layer depth estimation. Fine-tuning state-of-the-art single-layer depth models on it substantially improves their performance on transparent objects, with quadruplet accuracy on our benchmark increased from 55.14% to 75.20%. All images and validation annotations are available under CC0 at https://layereddepth.cs.princeton.edu.
DreamCraft: Text-Guided Generation of Functional 3D Environments in Minecraft
Procedural Content Generation (PCG) algorithms enable the automatic generation of complex and diverse artifacts. However, they don't provide high-level control over the generated content and typically require domain expertise. In contrast, text-to-3D methods allow users to specify desired characteristics in natural language, offering a high amount of flexibility and expressivity. But unlike PCG, such approaches cannot guarantee functionality, which is crucial for certain applications like game design. In this paper, we present a method for generating functional 3D artifacts from free-form text prompts in the open-world game Minecraft. Our method, DreamCraft, trains quantized Neural Radiance Fields (NeRFs) to represent artifacts that, when viewed in-game, match given text descriptions. We find that DreamCraft produces more aligned in-game artifacts than a baseline that post-processes the output of an unconstrained NeRF. Thanks to the quantized representation of the environment, functional constraints can be integrated using specialized loss terms. We show how this can be leveraged to generate 3D structures that match a target distribution or obey certain adjacency rules over the block types. DreamCraft inherits a high degree of expressivity and controllability from the NeRF, while still being able to incorporate functional constraints through domain-specific objectives.
MarioGPT: Open-Ended Text2Level Generation through Large Language Models
Procedural Content Generation (PCG) algorithms provide a technique to generate complex and diverse environments in an automated way. However, while generating content with PCG methods is often straightforward, generating meaningful content that reflects specific intentions and constraints remains challenging. Furthermore, many PCG algorithms lack the ability to generate content in an open-ended manner. Recently, Large Language Models (LLMs) have shown to be incredibly effective in many diverse domains. These trained LLMs can be fine-tuned, re-using information and accelerating training for new tasks. In this work, we introduce MarioGPT, a fine-tuned GPT2 model trained to generate tile-based game levels, in our case Super Mario Bros levels. We show that MarioGPT can not only generate diverse levels, but can be text-prompted for controllable level generation, addressing one of the key challenges of current PCG techniques. As far as we know, MarioGPT is the first text-to-level model. We also combine MarioGPT with novelty search, enabling it to generate diverse levels with varying play-style dynamics (i.e. player paths). This combination allows for the open-ended generation of an increasingly diverse range of content.
REASONING GYM: Reasoning Environments for Reinforcement Learning with Verifiable Rewards
We introduce Reasoning Gym (RG), a library of reasoning environments for reinforcement learning with verifiable rewards. It provides over 100 data generators and verifiers spanning multiple domains including algebra, arithmetic, computation, cognition, geometry, graph theory, logic, and various common games. Its key innovation is the ability to generate virtually infinite training data with adjustable complexity, unlike most previous reasoning datasets, which are typically fixed. This procedural generation approach allows for continuous evaluation across varying difficulty levels. Our experimental results demonstrate the efficacy of RG in both evaluating and reinforcement learning of reasoning models.
ChatGPT4PCG 2 Competition: Prompt Engineering for Science Birds Level Generation
This paper presents the second ChatGPT4PCG competition at the 2024 IEEE Conference on Games. In this edition of the competition, we follow the first edition, but make several improvements and changes. We introduce a new evaluation metric along with allowing a more flexible format for participants' submissions and making several improvements to the evaluation pipeline. Continuing from the first edition, we aim to foster and explore the realm of prompt engineering (PE) for procedural content generation (PCG). While the first competition saw success, it was hindered by various limitations; we aim to mitigate these limitations in this edition. We introduce diversity as a new metric to discourage submissions aimed at producing repetitive structures. Furthermore, we allow submission of a Python program instead of a prompt text file for greater flexibility in implementing advanced PE approaches, which may require control flow, including conditions and iterations. We also make several improvements to the evaluation pipeline with a better classifier for similarity evaluation and better-performing function signatures. We thoroughly evaluate the effectiveness of the new metric and the improved classifier. Additionally, we perform an ablation study to select a function signature to instruct ChatGPT for level generation. Finally, we provide implementation examples of various PE techniques in Python and evaluate their preliminary performance. We hope this competition serves as a resource and platform for learning about PE and PCG in general.
VLMaterial: Procedural Material Generation with Large Vision-Language Models
Procedural materials, represented as functional node graphs, are ubiquitous in computer graphics for photorealistic material appearance design. They allow users to perform intuitive and precise editing to achieve desired visual appearances. However, creating a procedural material given an input image requires professional knowledge and significant effort. In this work, we leverage the ability to convert procedural materials into standard Python programs and fine-tune a large pre-trained vision-language model (VLM) to generate such programs from input images. To enable effective fine-tuning, we also contribute an open-source procedural material dataset and propose to perform program-level augmentation by prompting another pre-trained large language model (LLM). Through extensive evaluation, we show that our method outperforms previous methods on both synthetic and real-world examples.
MakeAnything: Harnessing Diffusion Transformers for Multi-Domain Procedural Sequence Generation
A hallmark of human intelligence is the ability to create complex artifacts through structured multi-step processes. Generating procedural tutorials with AI is a longstanding but challenging goal, facing three key obstacles: (1) scarcity of multi-task procedural datasets, (2) maintaining logical continuity and visual consistency between steps, and (3) generalizing across multiple domains. To address these challenges, we propose a multi-domain dataset covering 21 tasks with over 24,000 procedural sequences. Building upon this foundation, we introduce MakeAnything, a framework based on the diffusion transformer (DIT), which leverages fine-tuning to activate the in-context capabilities of DIT for generating consistent procedural sequences. We introduce asymmetric low-rank adaptation (LoRA) for image generation, which balances generalization capabilities and task-specific performance by freezing encoder parameters while adaptively tuning decoder layers. Additionally, our ReCraft model enables image-to-process generation through spatiotemporal consistency constraints, allowing static images to be decomposed into plausible creation sequences. Extensive experiments demonstrate that MakeAnything surpasses existing methods, setting new performance benchmarks for procedural generation tasks.
3D Scene Generation: A Survey
3D scene generation seeks to synthesize spatially structured, semantically meaningful, and photorealistic environments for applications such as immersive media, robotics, autonomous driving, and embodied AI. Early methods based on procedural rules offered scalability but limited diversity. Recent advances in deep generative models (e.g., GANs, diffusion models) and 3D representations (e.g., NeRF, 3D Gaussians) have enabled the learning of real-world scene distributions, improving fidelity, diversity, and view consistency. Recent advances like diffusion models bridge 3D scene synthesis and photorealism by reframing generation as image or video synthesis problems. This survey provides a systematic overview of state-of-the-art approaches, organizing them into four paradigms: procedural generation, neural 3D-based generation, image-based generation, and video-based generation. We analyze their technical foundations, trade-offs, and representative results, and review commonly used datasets, evaluation protocols, and downstream applications. We conclude by discussing key challenges in generation capacity, 3D representation, data and annotations, and evaluation, and outline promising directions including higher fidelity, physics-aware and interactive generation, and unified perception-generation models. This review organizes recent advances in 3D scene generation and highlights promising directions at the intersection of generative AI, 3D vision, and embodied intelligence. To track ongoing developments, we maintain an up-to-date project page: https://github.com/hzxie/Awesome-3D-Scene-Generation.
WeatherDG: LLM-assisted Diffusion Model for Procedural Weather Generation in Domain-Generalized Semantic Segmentation
In this work, we propose a novel approach, namely WeatherDG, that can generate realistic, weather-diverse, and driving-screen images based on the cooperation of two foundation models, i.e, Stable Diffusion (SD) and Large Language Model (LLM). Specifically, we first fine-tune the SD with source data, aligning the content and layout of generated samples with real-world driving scenarios. Then, we propose a procedural prompt generation method based on LLM, which can enrich scenario descriptions and help SD automatically generate more diverse, detailed images. In addition, we introduce a balanced generation strategy, which encourages the SD to generate high-quality objects of tailed classes under various weather conditions, such as riders and motorcycles. This segmentation-model-agnostic method can improve the generalization ability of existing models by additionally adapting them with the generated synthetic data. Experiments on three challenging datasets show that our method can significantly improve the segmentation performance of different state-of-the-art models on target domains. Notably, in the setting of ''Cityscapes to ACDC'', our method improves the baseline HRDA by 13.9% in mIoU.
DI-PCG: Diffusion-based Efficient Inverse Procedural Content Generation for High-quality 3D Asset Creation
Procedural Content Generation (PCG) is powerful in creating high-quality 3D contents, yet controlling it to produce desired shapes is difficult and often requires extensive parameter tuning. Inverse Procedural Content Generation aims to automatically find the best parameters under the input condition. However, existing sampling-based and neural network-based methods still suffer from numerous sample iterations or limited controllability. In this work, we present DI-PCG, a novel and efficient method for Inverse PCG from general image conditions. At its core is a lightweight diffusion transformer model, where PCG parameters are directly treated as the denoising target and the observed images as conditions to control parameter generation. DI-PCG is efficient and effective. With only 7.6M network parameters and 30 GPU hours to train, it demonstrates superior performance in recovering parameters accurately, and generalizing well to in-the-wild images. Quantitative and qualitative experiment results validate the effectiveness of DI-PCG in inverse PCG and image-to-3D generation tasks. DI-PCG offers a promising approach for efficient inverse PCG and represents a valuable exploration step towards a 3D generation path that models how to construct a 3D asset using parametric models.
WorldGen: From Text to Traversable and Interactive 3D Worlds
We introduce WorldGen, a system that enables the automatic creation of large-scale, interactive 3D worlds directly from text prompts. Our approach transforms natural language descriptions into traversable, fully textured environments that can be immediately explored or edited within standard game engines. By combining LLM-driven scene layout reasoning, procedural generation, diffusion-based 3D generation, and object-aware scene decomposition, WorldGen bridges the gap between creative intent and functional virtual spaces, allowing creators to design coherent, navigable worlds without manual modeling or specialized 3D expertise. The system is fully modular and supports fine-grained control over layout, scale, and style, producing worlds that are geometrically consistent, visually rich, and efficient to render in real time. This work represents a step towards accessible, generative world-building at scale, advancing the frontier of 3D generative AI for applications in gaming, simulation, and immersive social environments.
3D-GPT: Procedural 3D Modeling with Large Language Models
In the pursuit of efficient automated content creation, procedural generation, leveraging modifiable parameters and rule-based systems, emerges as a promising approach. Nonetheless, it could be a demanding endeavor, given its intricate nature necessitating a deep understanding of rules, algorithms, and parameters. To reduce workload, we introduce 3D-GPT, a framework utilizing large language models~(LLMs) for instruction-driven 3D modeling. 3D-GPT positions LLMs as proficient problem solvers, dissecting the procedural 3D modeling tasks into accessible segments and appointing the apt agent for each task. 3D-GPT integrates three core agents: the task dispatch agent, the conceptualization agent, and the modeling agent. They collaboratively achieve two objectives. First, it enhances concise initial scene descriptions, evolving them into detailed forms while dynamically adapting the text based on subsequent instructions. Second, it integrates procedural generation, extracting parameter values from enriched text to effortlessly interface with 3D software for asset creation. Our empirical investigations confirm that 3D-GPT not only interprets and executes instructions, delivering reliable results but also collaborates effectively with human designers. Furthermore, it seamlessly integrates with Blender, unlocking expanded manipulation possibilities. Our work highlights the potential of LLMs in 3D modeling, offering a basic framework for future advancements in scene generation and animation.
Proc-GS: Procedural Building Generation for City Assembly with 3D Gaussians
Buildings are primary components of cities, often featuring repeated elements such as windows and doors. Traditional 3D building asset creation is labor-intensive and requires specialized skills to develop design rules. Recent generative models for building creation often overlook these patterns, leading to low visual fidelity and limited scalability. Drawing inspiration from procedural modeling techniques used in the gaming and visual effects industry, our method, Proc-GS, integrates procedural code into the 3D Gaussian Splatting (3D-GS) framework, leveraging their advantages in high-fidelity rendering and efficient asset management from both worlds. By manipulating procedural code, we can streamline this process and generate an infinite variety of buildings. This integration significantly reduces model size by utilizing shared foundational assets, enabling scalable generation with precise control over building assembly. We showcase the potential for expansive cityscape generation while maintaining high rendering fidelity and precise control on both real and synthetic cases.
Narrative-to-Scene Generation: An LLM-Driven Pipeline for 2D Game Environments
Recent advances in large language models(LLMs) enable compelling story generation, but connecting narrative text to playable visual environments remains an open challenge in procedural content generation(PCG). We present a lightweight pipeline that transforms short narrative prompts into a sequence of 2D tile-based game scenes, reflecting the temporal structure of stories. Given an LLM-generated narrative, our system identifies three key time frames, extracts spatial predicates in the form of "Object-Relation-Object" triples, and retrieves visual assets using affordance-aware semantic embeddings from the GameTileNet dataset. A layered terrain is generated using Cellular Automata, and objects are placed using spatial rules grounded in the predicate structure. We evaluated our system in ten diverse stories, analyzing tile-object matching, affordance-layer alignment, and spatial constraint satisfaction across frames. This prototype offers a scalable approach to narrative-driven scene generation and lays the foundation for future work on multi-frame continuity, symbolic tracking, and multi-agent coordination in story-centered PCG.
50 Ways to Bake a Cookie: Mapping the Landscape of Procedural Texts
The web is full of guidance on a wide variety of tasks, from changing the oil in your car to baking an apple pie. However, as content is created independently, a single task could have thousands of corresponding procedural texts. This makes it difficult for users to view the bigger picture and understand the multiple ways the task could be accomplished. In this work we propose an unsupervised learning approach for summarizing multiple procedural texts into an intuitive graph representation, allowing users to easily explore commonalities and differences. We demonstrate our approach on recipes, a prominent example of procedural texts. User studies show that our representation is intuitive and coherent and that it has the potential to help users with several sensemaking tasks, including adapting recipes for a novice cook and finding creative ways to spice up a dish.
Sketch2Scene: Automatic Generation of Interactive 3D Game Scenes from User's Casual Sketches
3D Content Generation is at the heart of many computer graphics applications, including video gaming, film-making, virtual and augmented reality, etc. This paper proposes a novel deep-learning based approach for automatically generating interactive and playable 3D game scenes, all from the user's casual prompts such as a hand-drawn sketch. Sketch-based input offers a natural, and convenient way to convey the user's design intention in the content creation process. To circumvent the data-deficient challenge in learning (i.e. the lack of large training data of 3D scenes), our method leverages a pre-trained 2D denoising diffusion model to generate a 2D image of the scene as the conceptual guidance. In this process, we adopt the isometric projection mode to factor out unknown camera poses while obtaining the scene layout. From the generated isometric image, we use a pre-trained image understanding method to segment the image into meaningful parts, such as off-ground objects, trees, and buildings, and extract the 2D scene layout. These segments and layouts are subsequently fed into a procedural content generation (PCG) engine, such as a 3D video game engine like Unity or Unreal, to create the 3D scene. The resulting 3D scene can be seamlessly integrated into a game development environment and is readily playable. Extensive tests demonstrate that our method can efficiently generate high-quality and interactive 3D game scenes with layouts that closely follow the user's intention.
Infinite Mobility: Scalable High-Fidelity Synthesis of Articulated Objects via Procedural Generation
Large-scale articulated objects with high quality are desperately needed for multiple tasks related to embodied AI. Most existing methods for creating articulated objects are either data-driven or simulation based, which are limited by the scale and quality of the training data or the fidelity and heavy labour of the simulation. In this paper, we propose Infinite Mobility, a novel method for synthesizing high-fidelity articulated objects through procedural generation. User study and quantitative evaluation demonstrate that our method can produce results that excel current state-of-the-art methods and are comparable to human-annotated datasets in both physics property and mesh quality. Furthermore, we show that our synthetic data can be used as training data for generative models, enabling next-step scaling up. Code is available at https://github.com/Intern-Nexus/Infinite-Mobility
Terrain Diffusion: A Diffusion-Based Successor to Perlin Noise in Infinite, Real-Time Terrain Generation
For decades, procedural worlds have been built on procedural noise functions such as Perlin noise, which are fast and infinite, yet fundamentally limited in realism and large-scale coherence. We introduce Terrain Diffusion, an AI-era successor to Perlin noise that bridges the fidelity of diffusion models with the properties that made procedural noise indispensable: seamless infinite extent, seed-consistency, and constant-time random access. At its core is InfiniteDiffusion, a novel algorithm for infinite generation, enabling seamless, real-time synthesis of boundless landscapes. A hierarchical stack of diffusion models couples planetary context with local detail, while a compact Laplacian encoding stabilizes outputs across Earth-scale dynamic ranges. An open-source infinite-tensor framework supports constant-memory manipulation of unbounded tensors, and few-step consistency distillation enables efficient generation. Together, these components establish diffusion models as a practical foundation for procedural world generation, capable of synthesizing entire planets coherently, controllably, and without limits.
Squares: A Fast Counter-Based RNG
In this article, we propose a new counter-based implementation of John von Neumann's middle-square random number generator (RNG). Several rounds of squaring are applied to a counter to produce a random output. We discovered that four rounds are sufficient to provide satisfactory data. Two versions of the RNG are presented, a 4-round version with 32-bit output and a 5-round version with 64-bit output. Both pass stringent tests of randomness and may be the fastest counter-based generators.
Non-Sequential Graph Script Induction via Multimedia Grounding
Online resources such as WikiHow compile a wide range of scripts for performing everyday tasks, which can assist models in learning to reason about procedures. However, the scripts are always presented in a linear manner, which does not reflect the flexibility displayed by people executing tasks in real life. For example, in the CrossTask Dataset, 64.5% of consecutive step pairs are also observed in the reverse order, suggesting their ordering is not fixed. In addition, each step has an average of 2.56 frequent next steps, demonstrating "branching". In this paper, we propose the new challenging task of non-sequential graph script induction, aiming to capture optional and interchangeable steps in procedural planning. To automate the induction of such graph scripts for given tasks, we propose to take advantage of loosely aligned videos of people performing the tasks. In particular, we design a multimodal framework to ground procedural videos to WikiHow textual steps and thus transform each video into an observed step path on the latent ground truth graph script. This key transformation enables us to train a script knowledge model capable of both generating explicit graph scripts for learnt tasks and predicting future steps given a partial step sequence. Our best model outperforms the strongest pure text/vision baselines by 17.52% absolute gains on F1@3 for next step prediction and 13.8% absolute gains on Acc@1 for partial sequence completion. Human evaluation shows our model outperforming the WikiHow linear baseline by 48.76% absolute gains in capturing sequential and non-sequential step relationships.
Fractal Generative Models
Modularization is a cornerstone of computer science, abstracting complex functions into atomic building blocks. In this paper, we introduce a new level of modularization by abstracting generative models into atomic generative modules. Analogous to fractals in mathematics, our method constructs a new type of generative model by recursively invoking atomic generative modules, resulting in self-similar fractal architectures that we call fractal generative models. As a running example, we instantiate our fractal framework using autoregressive models as the atomic generative modules and examine it on the challenging task of pixel-by-pixel image generation, demonstrating strong performance in both likelihood estimation and generation quality. We hope this work could open a new paradigm in generative modeling and provide a fertile ground for future research. Code is available at https://github.com/LTH14/fractalgen.
ChatGPT4PCG Competition: Character-like Level Generation for Science Birds
This paper presents the first ChatGPT4PCG Competition at the 2023 IEEE Conference on Games. The objective of this competition is for participants to create effective prompts for ChatGPT--enabling it to generate Science Birds levels with high stability and character-like qualities--fully using their creativity as well as prompt engineering skills. ChatGPT is a conversational agent developed by OpenAI. Science Birds is selected as the competition platform because designing an Angry Birds-like level is not a trivial task due to the in-game gravity; the quality of the levels is determined by their stability. To lower the entry barrier to the competition, we limit the task to the generation of capitalized English alphabetical characters. We also allow only a single prompt to be used for generating all the characters. Here, the quality of the generated levels is determined by their stability and similarity to the given characters. A sample prompt is provided to participants for their reference. An experiment is conducted to determine the effectiveness of several modified versions of this sample prompt on level stability and similarity by testing them on several characters. To the best of our knowledge, we believe that ChatGPT4PCG is the first competition of its kind and hope to inspire enthusiasm for prompt engineering in procedural content generation.
Advances in 3D Generation: A Survey
Generating 3D models lies at the core of computer graphics and has been the focus of decades of research. With the emergence of advanced neural representations and generative models, the field of 3D content generation is developing rapidly, enabling the creation of increasingly high-quality and diverse 3D models. The rapid growth of this field makes it difficult to stay abreast of all recent developments. In this survey, we aim to introduce the fundamental methodologies of 3D generation methods and establish a structured roadmap, encompassing 3D representation, generation methods, datasets, and corresponding applications. Specifically, we introduce the 3D representations that serve as the backbone for 3D generation. Furthermore, we provide a comprehensive overview of the rapidly growing literature on generation methods, categorized by the type of algorithmic paradigms, including feedforward generation, optimization-based generation, procedural generation, and generative novel view synthesis. Lastly, we discuss available datasets, applications, and open challenges. We hope this survey will help readers explore this exciting topic and foster further advancements in the field of 3D content generation.
Efficient Pre-training for Localized Instruction Generation of Videos
Procedural videos, exemplified by recipe demonstrations, are instrumental in conveying step-by-step instructions. However, understanding such videos is challenging as it involves the precise localization of steps and the generation of textual instructions. Manually annotating steps and writing instructions is costly, which limits the size of current datasets and hinders effective learning. Leveraging large but noisy video-transcript datasets for pre-training can boost performance but demands significant computational resources. Furthermore, transcripts contain irrelevant content and differ in style from human-written instructions. To mitigate these issues, we propose a novel technique, Sieve-&-Swap, to automatically generate high-quality training data for the recipe domain: (i) Sieve: filters irrelevant transcripts and (ii) Swap: acquires high-quality text by replacing transcripts with human-written instruction from a text-only recipe dataset. The resulting dataset is three orders of magnitude smaller than current web-scale datasets but enables efficient training of large-scale models. Alongside Sieve-&-Swap, we propose Procedure Transformer (ProcX), a model for end-to-end step localization and instruction generation for procedural videos. When pre-trained on our curated dataset, this model achieves state-of-the-art performance on YouCook2 and Tasty while using a fraction of the training data. We have released code and dataset.
CrochetBench: Can Vision-Language Models Move from Describing to Doing in Crochet Domain?
We present CrochetBench, a benchmark for evaluating the ability of multimodal large language models to perform fine-grained, low-level procedural reasoning in the domain of crochet. Unlike prior benchmarks that focus on high-level description or visual question answering, CrochetBench shifts the emphasis from describing to doing: models are required to recognize stitches, select structurally appropriate instructions, and generate compilable crochet procedures. We adopt the CrochetPARADE DSL as our intermediate representation, enabling structural validation and functional evaluation via execution. The benchmark covers tasks including stitch classification, instruction grounding, and both natural language and image-to-DSL translation. Across all tasks, performance sharply declines as the evaluation shifts from surface-level similarity to executable correctness, exposing limitations in long-range symbolic reasoning and 3D-aware procedural synthesis. CrochetBench offers a new lens for assessing procedural competence in multimodal models and highlights the gap between surface-level understanding and executable precision in real-world creative domains. Code is available at https://github.com/Peiyu-Georgia-Li/crochetBench.
GAVEL: Generating Games Via Evolution and Language Models
Automatically generating novel and interesting games is a complex task. Challenges include representing game rules in a computationally workable form, searching through the large space of potential games under most such representations, and accurately evaluating the originality and quality of previously unseen games. Prior work in automated game generation has largely focused on relatively restricted rule representations and relied on domain-specific heuristics. In this work, we explore the generation of novel games in the comparatively expansive Ludii game description language, which encodes the rules of over 1000 board games in a variety of styles and modes of play. We draw inspiration from recent advances in large language models and evolutionary computation in order to train a model that intelligently mutates and recombines games and mechanics expressed as code. We demonstrate both quantitatively and qualitatively that our approach is capable of generating new and interesting games, including in regions of the potential rules space not covered by existing games in the Ludii dataset. A sample of the generated games are available to play online through the Ludii portal.
A Procedural World Generation Framework for Systematic Evaluation of Continual Learning
Several families of continual learning techniques have been proposed to alleviate catastrophic interference in deep neural network training on non-stationary data. However, a comprehensive comparison and analysis of limitations remains largely open due to the inaccessibility to suitable datasets. Empirical examination not only varies immensely between individual works, it further currently relies on contrived composition of benchmarks through subdivision and concatenation of various prevalent static vision datasets. In this work, our goal is to bridge this gap by introducing a computer graphics simulation framework that repeatedly renders only upcoming urban scene fragments in an endless real-time procedural world generation process. At its core lies a modular parametric generative model with adaptable generative factors. The latter can be used to flexibly compose data streams, which significantly facilitates a detailed analysis and allows for effortless investigation of various continual learning schemes.
A Dataset for Tracking Entities in Open Domain Procedural Text
We present the first dataset for tracking state changes in procedural text from arbitrary domains by using an unrestricted (open) vocabulary. For example, in a text describing fog removal using potatoes, a car window may transition between being foggy, sticky,opaque, and clear. Previous formulations of this task provide the text and entities involved,and ask how those entities change for just a small, pre-defined set of attributes (e.g., location), limiting their fidelity. Our solution is a new task formulation where given just a procedural text as input, the task is to generate a set of state change tuples(entity, at-tribute, before-state, after-state)for each step,where the entity, attribute, and state values must be predicted from an open vocabulary. Using crowdsourcing, we create OPENPI1, a high-quality (91.5% coverage as judged by humans and completely vetted), and large-scale dataset comprising 29,928 state changes over 4,050 sentences from 810 procedural real-world paragraphs from WikiHow.com. A current state-of-the-art generation model on this task achieves 16.1% F1 based on BLEU metric, leaving enough room for novel model architectures.
Memp: Exploring Agent Procedural Memory
Large Language Models (LLMs) based agents excel at diverse tasks, yet they suffer from brittle procedural memory that is manually engineered or entangled in static parameters. In this work, we investigate strategies to endow agents with a learnable, updatable, and lifelong procedural memory. We propose Memp that distills past agent trajectories into both fine-grained, step-by-step instructions and higher-level, script-like abstractions, and explore the impact of different strategies for Build, Retrieval, and Update of procedural memory. Coupled with a dynamic regimen that continuously updates, corrects, and deprecates its contents, this repository evolves in lockstep with new experience. Empirical evaluation on TravelPlanner and ALFWorld shows that as the memory repository is refined, agents achieve steadily higher success rates and greater efficiency on analogous tasks. Moreover, procedural memory built from a stronger model retains its value: migrating the procedural memory to a weaker model yields substantial performance gains.
Benchmarking Procedural Language Understanding for Low-Resource Languages: A Case Study on Turkish
Understanding procedural natural language (e.g., step-by-step instructions) is a crucial step to execution and planning. However, while there are ample corpora and downstream tasks available in English, the field lacks such resources for most languages. To address this gap, we conduct a case study on Turkish procedural texts. We first expand the number of tutorials in Turkish wikiHow from 2,000 to 52,000 using automated translation tools, where the translation quality and loyalty to the original meaning are validated by a team of experts on a random set. Then, we generate several downstream tasks on the corpus, such as linking actions, goal inference, and summarization. To tackle these tasks, we implement strong baseline models via fine-tuning large language-specific models such as TR-BART and BERTurk, as well as multilingual models such as mBART, mT5, and XLM. We find that language-specific models consistently outperform their multilingual models by a significant margin across most procedural language understanding (PLU) tasks. We release our corpus, downstream tasks and the baseline models with https://github.com/ GGLAB-KU/turkish-plu.
Neural MMO 2.0: A Massively Multi-task Addition to Massively Multi-agent Learning
Neural MMO 2.0 is a massively multi-agent environment for reinforcement learning research. The key feature of this new version is a flexible task system that allows users to define a broad range of objectives and reward signals. We challenge researchers to train agents capable of generalizing to tasks, maps, and opponents never seen during training. Neural MMO features procedurally generated maps with 128 agents in the standard setting and support for up to. Version 2.0 is a complete rewrite of its predecessor with three-fold improved performance and compatibility with CleanRL. We release the platform as free and open-source software with comprehensive documentation available at neuralmmo.github.io and an active community Discord. To spark initial research on this new platform, we are concurrently running a competition at NeurIPS 2023.
DAViD: Data-efficient and Accurate Vision Models from Synthetic Data
The state of the art in human-centric computer vision achieves high accuracy and robustness across a diverse range of tasks. The most effective models in this domain have billions of parameters, thus requiring extremely large datasets, expensive training regimes, and compute-intensive inference. In this paper, we demonstrate that it is possible to train models on much smaller but high-fidelity synthetic datasets, with no loss in accuracy and higher efficiency. Using synthetic training data provides us with excellent levels of detail and perfect labels, while providing strong guarantees for data provenance, usage rights, and user consent. Procedural data synthesis also provides us with explicit control on data diversity, that we can use to address unfairness in the models we train. Extensive quantitative assessment on real input images demonstrates accuracy of our models on three dense prediction tasks: depth estimation, surface normal estimation, and soft foreground segmentation. Our models require only a fraction of the cost of training and inference when compared with foundational models of similar accuracy. Our human-centric synthetic dataset and trained models are available at https://aka.ms/DAViD.
Knowledge-Aware Procedural Text Understanding with Multi-Stage Training
Procedural text describes dynamic state changes during a step-by-step natural process (e.g., photosynthesis). In this work, we focus on the task of procedural text understanding, which aims to comprehend such documents and track entities' states and locations during a process. Although recent approaches have achieved substantial progress, their results are far behind human performance. Two challenges, the difficulty of commonsense reasoning and data insufficiency, still remain unsolved, which require the incorporation of external knowledge bases. Previous works on external knowledge injection usually rely on noisy web mining tools and heuristic rules with limited applicable scenarios. In this paper, we propose a novel KnOwledge-Aware proceduraL text understAnding (KOALA) model, which effectively leverages multiple forms of external knowledge in this task. Specifically, we retrieve informative knowledge triples from ConceptNet and perform knowledge-aware reasoning while tracking the entities. Besides, we employ a multi-stage training schema which fine-tunes the BERT model over unlabeled data collected from Wikipedia before further fine-tuning it on the final model. Experimental results on two procedural text datasets, ProPara and Recipes, verify the effectiveness of the proposed methods, in which our model achieves state-of-the-art performance in comparison to various baselines.
Minecraft-ify: Minecraft Style Image Generation with Text-guided Image Editing for In-Game Application
In this paper, we first present the character texture generation system Minecraft-ify, specified to Minecraft video game toward in-game application. Ours can generate face-focused image for texture mapping tailored to 3D virtual character having cube manifold. While existing projects or works only generate texture, proposed system can inverse the user-provided real image, or generate average/random appearance from learned distribution. Moreover, it can be manipulated with text-guidance using StyleGAN and StyleCLIP. These features provide a more extended user experience with enlarged freedom as a user-friendly AI-tool. Project page can be found at https://gh-bumsookim.github.io/Minecraft-ify/
Biomaker CA: a Biome Maker project using Cellular Automata
We introduce Biomaker CA: a Biome Maker project using Cellular Automata (CA). In Biomaker CA, morphogenesis is a first class citizen and small seeds need to grow into plant-like organisms to survive in a nutrient starved environment and eventually reproduce with variation so that a biome survives for long timelines. We simulate complex biomes by means of CA rules in 2D grids and parallelize all of its computation on GPUs through the Python JAX framework. We show how this project allows for several different kinds of environments and laws of 'physics', alongside different model architectures and mutation strategies. We further analyze some configurations to show how plant agents can grow, survive, reproduce, and evolve, forming stable and unstable biomes. We then demonstrate how one can meta-evolve models to survive in a harsh environment either through end-to-end meta-evolution or by a more surgical and efficient approach, called Petri dish meta-evolution. Finally, we show how to perform interactive evolution, where the user decides how to evolve a plant model interactively and then deploys it in a larger environment. We open source Biomaker CA at: https://tinyurl.com/2x8yu34s .
The CLRS-Text Algorithmic Reasoning Language Benchmark
Eliciting reasoning capabilities from language models (LMs) is a critical direction on the path towards building intelligent systems. Most recent studies dedicated to reasoning focus on out-of-distribution performance on procedurally-generated synthetic benchmarks, bespoke-built to evaluate specific skills only. This trend makes results hard to transfer across publications, slowing down progress. Three years ago, a similar issue was identified and rectified in the field of neural algorithmic reasoning, with the advent of the CLRS benchmark. CLRS is a dataset generator comprising graph execution traces of classical algorithms from the Introduction to Algorithms textbook. Inspired by this, we propose CLRS-Text -- a textual version of these algorithmic traces. Out of the box, CLRS-Text is capable of procedurally generating trace data for thirty diverse, challenging algorithmic tasks across any desirable input distribution, while offering a standard pipeline in which any additional algorithmic tasks may be created in the benchmark. We fine-tune and evaluate various LMs as generalist executors on this benchmark, validating prior work and revealing a novel, interesting challenge for the LM reasoning community. Our code is available at https://github.com/google-deepmind/clrs/tree/master/clrs/_src/clrs_text.
LRM-Zero: Training Large Reconstruction Models with Synthesized Data
We present LRM-Zero, a Large Reconstruction Model (LRM) trained entirely on synthesized 3D data, achieving high-quality sparse-view 3D reconstruction. The core of LRM-Zero is our procedural 3D dataset, Zeroverse, which is automatically synthesized from simple primitive shapes with random texturing and augmentations (e.g., height fields, boolean differences, and wireframes). Unlike previous 3D datasets (e.g., Objaverse) which are often captured or crafted by humans to approximate real 3D data, Zeroverse completely ignores realistic global semantics but is rich in complex geometric and texture details that are locally similar to or even more intricate than real objects. We demonstrate that our LRM-Zero, trained with our fully synthesized Zeroverse, can achieve high visual quality in the reconstruction of real-world objects, competitive with models trained on Objaverse. We also analyze several critical design choices of Zeroverse that contribute to LRM-Zero's capability and training stability. Our work demonstrates that 3D reconstruction, one of the core tasks in 3D vision, can potentially be addressed without the semantics of real-world objects. The Zeroverse's procedural synthesis code and interactive visualization are available at: https://desaixie.github.io/lrm-zero/.
Character Generation through Self-Supervised Vectorization
The prevalent approach in self-supervised image generation is to operate on pixel level representations. While this approach can produce high quality images, it cannot benefit from the simplicity and innate quality of vectorization. Here we present a drawing agent that operates on stroke-level representation of images. At each time step, the agent first assesses the current canvas and decides whether to stop or keep drawing. When a 'draw' decision is made, the agent outputs a program indicating the stroke to be drawn. As a result, it produces a final raster image by drawing the strokes on a canvas, using a minimal number of strokes and dynamically deciding when to stop. We train our agent through reinforcement learning on MNIST and Omniglot datasets for unconditional generation and parsing (reconstruction) tasks. We utilize our parsing agent for exemplar generation and type conditioned concept generation in Omniglot challenge without any further training. We present successful results on all three generation tasks and the parsing task. Crucially, we do not need any stroke-level or vector supervision; we only use raster images for training.
LongProc: Benchmarking Long-Context Language Models on Long Procedural Generation
Existing benchmarks for evaluating long-context language models (LCLMs) primarily focus on long-context recall, requiring models to produce short responses based on a few critical snippets while processing thousands of irrelevant tokens. We introduce LongProc (Long Procedural Generation), a new benchmark that requires both the integration of highly dispersed information and long-form generation. LongProc consists of six diverse procedural generation tasks, such as extracting structured information from HTML pages into a TSV format and executing complex search procedures to create travel plans. These tasks challenge LCLMs by testing their ability to follow detailed procedural instructions, synthesize and reason over dispersed information, and generate structured, long-form outputs (up to 8K tokens). Furthermore, as these tasks adhere to deterministic procedures and yield structured outputs, they enable reliable rule-based evaluation. We evaluate 17 LCLMs on LongProc across three difficulty levels, with maximum numbers of output tokens set at 500, 2K, and 8K. Notably, while all tested models claim a context window size above 32K tokens, open-weight models typically falter on 2K-token tasks, and closed-source models like GPT-4o show significant degradation on 8K-token tasks. Further analysis reveals that LCLMs struggle to maintain long-range coherence in long-form generations. These findings highlight critical limitations in current LCLMs and suggest substantial room for improvement. Data and code available at: https://princeton-pli.github.io/LongProc
GameFactory: Creating New Games with Generative Interactive Videos
Generative game engines have the potential to revolutionize game development by autonomously creating new content and reducing manual workload. However, existing video-based game generation methods fail to address the critical challenge of scene generalization, limiting their applicability to existing games with fixed styles and scenes. In this paper, we present GameFactory, a framework focused on exploring scene generalization in game video generation. To enable the creation of entirely new and diverse games, we leverage pre-trained video diffusion models trained on open-domain video data. To bridge the domain gap between open-domain priors and small-scale game dataset, we propose a multi-phase training strategy that decouples game style learning from action control, preserving open-domain generalization while achieving action controllability. Using Minecraft as our data source, we release GF-Minecraft, a high-quality and diversity action-annotated video dataset for research. Furthermore, we extend our framework to enable autoregressive action-controllable game video generation, allowing the production of unlimited-length interactive game videos. Experimental results demonstrate that GameFactory effectively generates open-domain, diverse, and action-controllable game videos, representing a significant step forward in AI-driven game generation. Our dataset and project page are publicly available at https://vvictoryuki.github.io/gamefactory/.
DreamGarden: A Designer Assistant for Growing Games from a Single Prompt
Coding assistants are increasingly leveraged in game design, both generating code and making high-level plans. To what degree can these tools align with developer workflows, and what new modes of human-computer interaction can emerge from their use? We present DreamGarden, an AI system capable of assisting with the development of diverse game environments in Unreal Engine. At the core of our method is an LLM-driven planner, capable of breaking down a single, high-level prompt -- a dream, memory, or imagined scenario provided by a human user -- into a hierarchical action plan, which is then distributed across specialized submodules facilitating concrete implementation. This system is presented to the user as a garden of plans and actions, both growing independently and responding to user intervention via seed prompts, pruning, and feedback. Through a user study, we explore design implications of this system, charting courses for future work in semi-autonomous assistants and open-ended simulation design.
DeepCAD: A Deep Generative Network for Computer-Aided Design Models
Deep generative models of 3D shapes have received a great deal of research interest. Yet, almost all of them generate discrete shape representations, such as voxels, point clouds, and polygon meshes. We present the first 3D generative model for a drastically different shape representation --- describing a shape as a sequence of computer-aided design (CAD) operations. Unlike meshes and point clouds, CAD models encode the user creation process of 3D shapes, widely used in numerous industrial and engineering design tasks. However, the sequential and irregular structure of CAD operations poses significant challenges for existing 3D generative models. Drawing an analogy between CAD operations and natural language, we propose a CAD generative network based on the Transformer. We demonstrate the performance of our model for both shape autoencoding and random shape generation. To train our network, we create a new CAD dataset consisting of 178,238 models and their CAD construction sequences. We have made this dataset publicly available to promote future research on this topic.
DreamRunner: Fine-Grained Storytelling Video Generation with Retrieval-Augmented Motion Adaptation
Storytelling video generation (SVG) has recently emerged as a task to create long, multi-motion, multi-scene videos that consistently represent the story described in the input text script. SVG holds great potential for diverse content creation in media and entertainment; however, it also presents significant challenges: (1) objects must exhibit a range of fine-grained, complex motions, (2) multiple objects need to appear consistently across scenes, and (3) subjects may require multiple motions with seamless transitions within a single scene. To address these challenges, we propose DreamRunner, a novel story-to-video generation method: First, we structure the input script using a large language model (LLM) to facilitate both coarse-grained scene planning as well as fine-grained object-level layout and motion planning. Next, DreamRunner presents retrieval-augmented test-time adaptation to capture target motion priors for objects in each scene, supporting diverse motion customization based on retrieved videos, thus facilitating the generation of new videos with complex, scripted motions. Lastly, we propose a novel spatial-temporal region-based 3D attention and prior injection module SR3AI for fine-grained object-motion binding and frame-by-frame semantic control. We compare DreamRunner with various SVG baselines, demonstrating state-of-the-art performance in character consistency, text alignment, and smooth transitions. Additionally, DreamRunner exhibits strong fine-grained condition-following ability in compositional text-to-video generation, significantly outperforming baselines on T2V-ComBench. Finally, we validate DreamRunner's robust ability to generate multi-object interactions with qualitative examples.
Playable Game Generation
In recent years, Artificial Intelligence Generated Content (AIGC) has advanced from text-to-image generation to text-to-video and multimodal video synthesis. However, generating playable games presents significant challenges due to the stringent requirements for real-time interaction, high visual quality, and accurate simulation of game mechanics. Existing approaches often fall short, either lacking real-time capabilities or failing to accurately simulate interactive mechanics. To tackle the playability issue, we propose a novel method called PlayGen, which encompasses game data generation, an autoregressive DiT-based diffusion model, and a comprehensive playability-based evaluation framework. Validated on well-known 2D and 3D games, PlayGen achieves real-time interaction, ensures sufficient visual quality, and provides accurate interactive mechanics simulation. Notably, these results are sustained even after over 1000 frames of gameplay on an NVIDIA RTX 2060 GPU. Our code is publicly available: https://github.com/GreatX3/Playable-Game-Generation. Our playable demo generated by AI is: http://124.156.151.207.
Self-conditioned Image Generation via Generating Representations
This paper presents Representation-Conditioned image Generation (RCG), a simple yet effective image generation framework which sets a new benchmark in class-unconditional image generation. RCG does not condition on any human annotations. Instead, it conditions on a self-supervised representation distribution which is mapped from the image distribution using a pre-trained encoder. During generation, RCG samples from such representation distribution using a representation diffusion model (RDM), and employs a pixel generator to craft image pixels conditioned on the sampled representation. Such a design provides substantial guidance during the generative process, resulting in high-quality image generation. Tested on ImageNet 256times256, RCG achieves a Frechet Inception Distance (FID) of 3.31 and an Inception Score (IS) of 253.4. These results not only significantly improve the state-of-the-art of class-unconditional image generation but also rival the current leading methods in class-conditional image generation, bridging the long-standing performance gap between these two tasks. Code is available at https://github.com/LTH14/rcg.
VPP: Efficient Conditional 3D Generation via Voxel-Point Progressive Representation
Conditional 3D generation is undergoing a significant advancement, enabling the free creation of 3D content from inputs such as text or 2D images. However, previous approaches have suffered from low inference efficiency, limited generation categories, and restricted downstream applications. In this work, we revisit the impact of different 3D representations on generation quality and efficiency. We propose a progressive generation method through Voxel-Point Progressive Representation (VPP). VPP leverages structured voxel representation in the proposed Voxel Semantic Generator and the sparsity of unstructured point representation in the Point Upsampler, enabling efficient generation of multi-category objects. VPP can generate high-quality 8K point clouds within 0.2 seconds. Additionally, the masked generation Transformer allows for various 3D downstream tasks, such as generation, editing, completion, and pre-training. Extensive experiments demonstrate that VPP efficiently generates high-fidelity and diverse 3D shapes across different categories, while also exhibiting excellent representation transfer performance. Codes will be released at https://github.com/qizekun/VPP.
Unbounded: A Generative Infinite Game of Character Life Simulation
We introduce the concept of a generative infinite game, a video game that transcends the traditional boundaries of finite, hard-coded systems by using generative models. Inspired by James P. Carse's distinction between finite and infinite games, we leverage recent advances in generative AI to create Unbounded: a game of character life simulation that is fully encapsulated in generative models. Specifically, Unbounded draws inspiration from sandbox life simulations and allows you to interact with your autonomous virtual character in a virtual world by feeding, playing with and guiding it - with open-ended mechanics generated by an LLM, some of which can be emergent. In order to develop Unbounded, we propose technical innovations in both the LLM and visual generation domains. Specifically, we present: (1) a specialized, distilled large language model (LLM) that dynamically generates game mechanics, narratives, and character interactions in real-time, and (2) a new dynamic regional image prompt Adapter (IP-Adapter) for vision models that ensures consistent yet flexible visual generation of a character across multiple environments. We evaluate our system through both qualitative and quantitative analysis, showing significant improvements in character life simulation, user instruction following, narrative coherence, and visual consistency for both characters and the environments compared to traditional related approaches.
FilmSceneDesigner: Chaining Set Design for Procedural Film Scene Generation
Film set design plays a pivotal role in cinematic storytelling and shaping the visual atmosphere. However, the traditional process depends on expert-driven manual modeling, which is labor-intensive and time-consuming. To address this issue, we introduce FilmSceneDesigner, an automated scene generation system that emulates professional film set design workflow. Given a natural language description, including scene type, historical period, and style, we design an agent-based chaining framework to generate structured parameters aligned with film set design workflow, guided by prompt strategies that ensure parameter accuracy and coherence. On the other hand, we propose a procedural generation pipeline which executes a series of dedicated functions with the structured parameters for floorplan and structure generation, material assignment, door and window placement, and object retrieval and layout, ultimately constructing a complete film scene from scratch. Moreover, to enhance cinematic realism and asset diversity, we construct SetDepot-Pro, a curated dataset of 6,862 film-specific 3D assets and 733 materials. Experimental results and human evaluations demonstrate that our system produces structurally sound scenes with strong cinematic fidelity, supporting downstream tasks such as virtual previs, construction drawing and mood board creation.
GeoCode: Interpretable Shape Programs
Mapping high-fidelity 3D geometry to a representation that allows for intuitive edits remains an elusive goal in computer vision and graphics. The key challenge is the need to model both continuous and discrete shape variations. Current approaches, such as implicit shape representation, lack straightforward interpretable encoding, while others that employ procedural methods output coarse geometry. We present GeoCode, a technique for 3D shape synthesis using an intuitively editable parameter space. We build a novel program that enforces a complex set of rules and enables users to perform intuitive and controlled high-level edits that procedurally propagate at a low level to the entire shape. Our program produces high-quality mesh outputs by construction. We use a neural network to map a given point cloud or sketch to our interpretable parameter space. Once produced by our procedural program, shapes can be easily modified. Empirically, we show that GeoCode can infer and recover 3D shapes more accurately compared to existing techniques and we demonstrate its ability to perform controlled local and global shape manipulations.
Hunyuan-Game: Industrial-grade Intelligent Game Creation Model
Intelligent game creation represents a transformative advancement in game development, utilizing generative artificial intelligence to dynamically generate and enhance game content. Despite notable progress in generative models, the comprehensive synthesis of high-quality game assets, including both images and videos, remains a challenging frontier. To create high-fidelity game content that simultaneously aligns with player preferences and significantly boosts designer efficiency, we present Hunyuan-Game, an innovative project designed to revolutionize intelligent game production. Hunyuan-Game encompasses two primary branches: image generation and video generation. The image generation component is built upon a vast dataset comprising billions of game images, leading to the development of a group of customized image generation models tailored for game scenarios: (1) General Text-to-Image Generation. (2) Game Visual Effects Generation, involving text-to-effect and reference image-based game visual effect generation. (3) Transparent Image Generation for characters, scenes, and game visual effects. (4) Game Character Generation based on sketches, black-and-white images, and white models. The video generation component is built upon a comprehensive dataset of millions of game and anime videos, leading to the development of five core algorithmic models, each targeting critical pain points in game development and having robust adaptation to diverse game video scenarios: (1) Image-to-Video Generation. (2) 360 A/T Pose Avatar Video Synthesis. (3) Dynamic Illustration Generation. (4) Generative Video Super-Resolution. (5) Interactive Game Video Generation. These image and video generation models not only exhibit high-level aesthetic expression but also deeply integrate domain-specific knowledge, establishing a systematic understanding of diverse game and anime art styles.
Creative Agents: Empowering Agents with Imagination for Creative Tasks
We study building embodied agents for open-ended creative tasks. While existing methods build instruction-following agents that can perform diverse open-ended tasks, none of them demonstrates creativity -- the ability to give novel and diverse task solutions implicit in the language instructions. This limitation comes from their inability to convert abstract language instructions into concrete task goals in the environment and perform long-horizon planning for such complicated goals. Given the observation that humans perform creative tasks with the help of imagination, we propose a class of solutions for creative agents, where the controller is enhanced with an imaginator that generates detailed imaginations of task outcomes conditioned on language instructions. We introduce several approaches to implementing the components of creative agents. We implement the imaginator with either a large language model for textual imagination or a diffusion model for visual imagination. The controller can either be a behavior-cloning policy learned from data or a pre-trained foundation model generating executable codes in the environment. We benchmark creative tasks with the challenging open-world game Minecraft, where the agents are asked to create diverse buildings given free-form language instructions. In addition, we propose novel evaluation metrics for open-ended creative tasks utilizing GPT-4V, which holds many advantages over existing metrics. We perform a detailed experimental analysis of creative agents, showing that creative agents are the first AI agents accomplishing diverse building creation in the survival mode of Minecraft. Our benchmark and models are open-source for future research on creative agents (https://github.com/PKU-RL/Creative-Agents).
CLAY: A Controllable Large-scale Generative Model for Creating High-quality 3D Assets
In the realm of digital creativity, our potential to craft intricate 3D worlds from imagination is often hampered by the limitations of existing digital tools, which demand extensive expertise and efforts. To narrow this disparity, we introduce CLAY, a 3D geometry and material generator designed to effortlessly transform human imagination into intricate 3D digital structures. CLAY supports classic text or image inputs as well as 3D-aware controls from diverse primitives (multi-view images, voxels, bounding boxes, point clouds, implicit representations, etc). At its core is a large-scale generative model composed of a multi-resolution Variational Autoencoder (VAE) and a minimalistic latent Diffusion Transformer (DiT), to extract rich 3D priors directly from a diverse range of 3D geometries. Specifically, it adopts neural fields to represent continuous and complete surfaces and uses a geometry generative module with pure transformer blocks in latent space. We present a progressive training scheme to train CLAY on an ultra large 3D model dataset obtained through a carefully designed processing pipeline, resulting in a 3D native geometry generator with 1.5 billion parameters. For appearance generation, CLAY sets out to produce physically-based rendering (PBR) textures by employing a multi-view material diffusion model that can generate 2K resolution textures with diffuse, roughness, and metallic modalities. We demonstrate using CLAY for a range of controllable 3D asset creations, from sketchy conceptual designs to production ready assets with intricate details. Even first time users can easily use CLAY to bring their vivid 3D imaginations to life, unleashing unlimited creativity.
Pandora3D: A Comprehensive Framework for High-Quality 3D Shape and Texture Generation
This report presents a comprehensive framework for generating high-quality 3D shapes and textures from diverse input prompts, including single images, multi-view images, and text descriptions. The framework consists of 3D shape generation and texture generation. (1). The 3D shape generation pipeline employs a Variational Autoencoder (VAE) to encode implicit 3D geometries into a latent space and a diffusion network to generate latents conditioned on input prompts, with modifications to enhance model capacity. An alternative Artist-Created Mesh (AM) generation approach is also explored, yielding promising results for simpler geometries. (2). Texture generation involves a multi-stage process starting with frontal images generation followed by multi-view images generation, RGB-to-PBR texture conversion, and high-resolution multi-view texture refinement. A consistency scheduler is plugged into every stage, to enforce pixel-wise consistency among multi-view textures during inference, ensuring seamless integration. The pipeline demonstrates effective handling of diverse input formats, leveraging advanced neural architectures and novel methodologies to produce high-quality 3D content. This report details the system architecture, experimental results, and potential future directions to improve and expand the framework. The source code and pretrained weights are released at: https://github.com/Tencent/Tencent-XR-3DGen.
YouDream: Generating Anatomically Controllable Consistent Text-to-3D Animals
3D generation guided by text-to-image diffusion models enables the creation of visually compelling assets. However previous methods explore generation based on image or text. The boundaries of creativity are limited by what can be expressed through words or the images that can be sourced. We present YouDream, a method to generate high-quality anatomically controllable animals. YouDream is guided using a text-to-image diffusion model controlled by 2D views of a 3D pose prior. Our method generates 3D animals that are not possible to create using previous text-to-3D generative methods. Additionally, our method is capable of preserving anatomic consistency in the generated animals, an area where prior text-to-3D approaches often struggle. Moreover, we design a fully automated pipeline for generating commonly found animals. To circumvent the need for human intervention to create a 3D pose, we propose a multi-agent LLM that adapts poses from a limited library of animal 3D poses to represent the desired animal. A user study conducted on the outcomes of YouDream demonstrates the preference of the animal models generated by our method over others. Turntable results and code are released at https://youdream3d.github.io/
LIBERO: Benchmarking Knowledge Transfer for Lifelong Robot Learning
Lifelong learning offers a promising paradigm of building a generalist agent that learns and adapts over its lifespan. Unlike traditional lifelong learning problems in image and text domains, which primarily involve the transfer of declarative knowledge of entities and concepts, lifelong learning in decision-making (LLDM) also necessitates the transfer of procedural knowledge, such as actions and behaviors. To advance research in LLDM, we introduce LIBERO, a novel benchmark of lifelong learning for robot manipulation. Specifically, LIBERO highlights five key research topics in LLDM: 1) how to efficiently transfer declarative knowledge, procedural knowledge, or the mixture of both; 2) how to design effective policy architectures and 3) effective algorithms for LLDM; 4) the robustness of a lifelong learner with respect to task ordering; and 5) the effect of model pretraining for LLDM. We develop an extendible procedural generation pipeline that can in principle generate infinitely many tasks. For benchmarking purpose, we create four task suites (130 tasks in total) that we use to investigate the above-mentioned research topics. To support sample-efficient learning, we provide high-quality human-teleoperated demonstration data for all tasks. Our extensive experiments present several insightful or even unexpected discoveries: sequential finetuning outperforms existing lifelong learning methods in forward transfer, no single visual encoder architecture excels at all types of knowledge transfer, and naive supervised pretraining can hinder agents' performance in the subsequent LLDM. Check the website at https://libero-project.github.io for the code and the datasets.
Hunyuan3D 2.0: Scaling Diffusion Models for High Resolution Textured 3D Assets Generation
We present Hunyuan3D 2.0, an advanced large-scale 3D synthesis system for generating high-resolution textured 3D assets. This system includes two foundation components: a large-scale shape generation model -- Hunyuan3D-DiT, and a large-scale texture synthesis model -- Hunyuan3D-Paint. The shape generative model, built on a scalable flow-based diffusion transformer, aims to create geometry that properly aligns with a given condition image, laying a solid foundation for downstream applications. The texture synthesis model, benefiting from strong geometric and diffusion priors, produces high-resolution and vibrant texture maps for either generated or hand-crafted meshes. Furthermore, we build Hunyuan3D-Studio -- a versatile, user-friendly production platform that simplifies the re-creation process of 3D assets. It allows both professional and amateur users to manipulate or even animate their meshes efficiently. We systematically evaluate our models, showing that Hunyuan3D 2.0 outperforms previous state-of-the-art models, including the open-source models and closed-source models in geometry details, condition alignment, texture quality, and etc. Hunyuan3D 2.0 is publicly released in order to fill the gaps in the open-source 3D community for large-scale foundation generative models. The code and pre-trained weights of our models are available at: https://github.com/Tencent/Hunyuan3D-2
Robust Latent Matters: Boosting Image Generation with Sampling Error
Recent image generation schemes typically capture image distribution in a pre-constructed latent space relying on a frozen image tokenizer. Though the performance of tokenizer plays an essential role to the successful generation, its current evaluation metrics (e.g. rFID) fail to precisely assess the tokenizer and correlate its performance to the generation quality (e.g. gFID). In this paper, we comprehensively analyze the reason for the discrepancy of reconstruction and generation qualities in a discrete latent space, and, from which, we propose a novel plug-and-play tokenizer training scheme to facilitate latent space construction. Specifically, a latent perturbation approach is proposed to simulate sampling noises, i.e., the unexpected tokens sampled, from the generative process. With the latent perturbation, we further propose (1) a novel tokenizer evaluation metric, i.e., pFID, which successfully correlates the tokenizer performance to generation quality and (2) a plug-and-play tokenizer training scheme, which significantly enhances the robustness of tokenizer thus boosting the generation quality and convergence speed. Extensive benchmarking are conducted with 11 advanced discrete image tokenizers with 2 autoregressive generation models to validate our approach. The tokenizer trained with our proposed latent perturbation achieve a notable 1.60 gFID with classifier-free guidance (CFG) and 3.45 gFID without CFG with a sim400M generator. Code: https://github.com/lxa9867/ImageFolder.
LL3M: Large Language 3D Modelers
We present LL3M, a multi-agent system that leverages pretrained large language models (LLMs) to generate 3D assets by writing interpretable Python code in Blender. We break away from the typical generative approach that learns from a collection of 3D data. Instead, we reformulate shape generation as a code-writing task, enabling greater modularity, editability, and integration with artist workflows. Given a text prompt, LL3M coordinates a team of specialized LLM agents to plan, retrieve, write, debug, and refine Blender scripts that generate and edit geometry and appearance. The generated code works as a high-level, interpretable, human-readable, well-documented representation of scenes and objects, making full use of sophisticated Blender constructs (e.g. B-meshes, geometry modifiers, shader nodes) for diverse, unconstrained shapes, materials, and scenes. This code presents many avenues for further agent and human editing and experimentation via code tweaks or procedural parameters. This medium naturally enables a co-creative loop in our system: agents can automatically self-critique using code and visuals, while iterative user instructions provide an intuitive way to refine assets. A shared code context across agents enables awareness of previous attempts, and a retrieval-augmented generation knowledge base built from Blender API documentation, BlenderRAG, equips agents with examples, types, and functions empowering advanced modeling operations and code correctness. We demonstrate the effectiveness of LL3M across diverse shape categories, style and material edits, and user-driven refinements. Our experiments showcase the power of code as a generative and interpretable medium for 3D asset creation. Our project page is at https://threedle.github.io/ll3m.
TokMem: Tokenized Procedural Memory for Large Language Models
Large language models rely heavily on prompts to specify tasks, recall knowledge and guide reasoning. However, this reliance is inefficient as prompts must be re-read at each step, scale poorly across tasks, and lack mechanisms for modular reuse. We introduce TokMem, a tokenized procedural memory that stores recurring procedures as compact, trainable embeddings. Each memory token encodes both an address to a procedure and a control signal that steers generation, enabling targeted behavior with constant-size overhead. To support continual adaptation, TokMem keeps the backbone model frozen, allowing new procedures to be added without interfering with existing ones. We evaluate TokMem on 1,000 tasks for atomic recall, and on function-calling tasks for compositional recall, where it consistently outperforms retrieval-augmented generation while avoiding repeated context overhead, and fine-tuning with far fewer parameters. These results establish TokMem as a scalable and modular alternative to prompt engineering and fine-tuning, offering an explicit procedural memory for LLMs.
EpiGRAF: Rethinking training of 3D GANs
A very recent trend in generative modeling is building 3D-aware generators from 2D image collections. To induce the 3D bias, such models typically rely on volumetric rendering, which is expensive to employ at high resolutions. During the past months, there appeared more than 10 works that address this scaling issue by training a separate 2D decoder to upsample a low-resolution image (or a feature tensor) produced from a pure 3D generator. But this solution comes at a cost: not only does it break multi-view consistency (i.e. shape and texture change when the camera moves), but it also learns the geometry in a low fidelity. In this work, we show that it is possible to obtain a high-resolution 3D generator with SotA image quality by following a completely different route of simply training the model patch-wise. We revisit and improve this optimization scheme in two ways. First, we design a location- and scale-aware discriminator to work on patches of different proportions and spatial positions. Second, we modify the patch sampling strategy based on an annealed beta distribution to stabilize training and accelerate the convergence. The resulted model, named EpiGRAF, is an efficient, high-resolution, pure 3D generator, and we test it on four datasets (two introduced in this work) at 256^2 and 512^2 resolutions. It obtains state-of-the-art image quality, high-fidelity geometry and trains {approx} 2.5 times faster than the upsampler-based counterparts. Project website: https://universome.github.io/epigraf.
SynthForge: Synthesizing High-Quality Face Dataset with Controllable 3D Generative Models
Recent advancements in generative models have unlocked the capabilities to render photo-realistic data in a controllable fashion. Trained on the real data, these generative models are capable of producing realistic samples with minimal to no domain gap, as compared to the traditional graphics rendering. However, using the data generated using such models for training downstream tasks remains under-explored, mainly due to the lack of 3D consistent annotations. Moreover, controllable generative models are learned from massive data and their latent space is often too vast to obtain meaningful sample distributions for downstream task with limited generation. To overcome these challenges, we extract 3D consistent annotations from an existing controllable generative model, making the data useful for downstream tasks. Our experiments show competitive performance against state-of-the-art models using only generated synthetic data, demonstrating potential for solving downstream tasks. Project page: https://synth-forge.github.io
Executable Functional Abstractions: Inferring Generative Programs for Advanced Math Problems
Scientists often infer abstract procedures from specific instances of problems and use the abstractions to generate new, related instances. For example, programs encoding the formal rules and properties of a system have been useful in fields ranging from RL (procedural environments) to physics (simulation engines). These programs can be seen as functions which execute to different outputs based on their parameterizations (e.g., gridworld configuration or initial physical conditions). We introduce the term EFA (Executable Functional Abstraction) to denote such programs for math problems. EFA-like constructs have been shown to be useful for math reasoning as problem generators for stress-testing models. However, prior work has been limited to abstractions for grade-school math (whose simple rules are easy to encode in programs), while generating EFAs for advanced math has thus far required human engineering. We explore the automatic construction of EFAs for advanced math problems. We operationalize the task of automatically constructing EFAs as a program synthesis task, and develop EFAGen, which conditions an LLM on a seed math problem and its step-by-step solution to generate candidate EFA programs that are faithful to the generalized problem and solution class underlying the seed problem. Furthermore, we formalize properties any valid EFA must possess in terms of executable unit tests, and show how the tests can be used as verifiable rewards to train LLMs to become better writers of EFAs. We demonstrate that EFAs constructed by EFAGen behave rationally by remaining faithful to seed problems, produce learnable problem variations, and that EFAGen can infer EFAs across multiple diverse sources of competition-level math problems. Finally, we show downstream uses of model-written EFAs e.g. finding problem variations that are harder or easier for a learner to solve, as well as data generation.
XCube (X^3): Large-Scale 3D Generative Modeling using Sparse Voxel Hierarchies
We present X^3 (pronounced XCube), a novel generative model for high-resolution sparse 3D voxel grids with arbitrary attributes. Our model can generate millions of voxels with a finest effective resolution of up to 1024^3 in a feed-forward fashion without time-consuming test-time optimization. To achieve this, we employ a hierarchical voxel latent diffusion model which generates progressively higher resolution grids in a coarse-to-fine manner using a custom framework built on the highly efficient VDB data structure. Apart from generating high-resolution objects, we demonstrate the effectiveness of XCube on large outdoor scenes at scales of 100mtimes100m with a voxel size as small as 10cm. We observe clear qualitative and quantitative improvements over past approaches. In addition to unconditional generation, we show that our model can be used to solve a variety of tasks such as user-guided editing, scene completion from a single scan, and text-to-3D. More results and details can be found at https://research.nvidia.com/labs/toronto-ai/xcube/.
FactorSim: Generative Simulation via Factorized Representation
Generating simulations to train intelligent agents in game-playing and robotics from natural language input, from user input or task documentation, remains an open-ended challenge. Existing approaches focus on parts of this challenge, such as generating reward functions or task hyperparameters. Unlike previous work, we introduce FACTORSIM that generates full simulations in code from language input that can be used to train agents. Exploiting the structural modularity specific to coded simulations, we propose to use a factored partially observable Markov decision process representation that allows us to reduce context dependence during each step of the generation. For evaluation, we introduce a generative simulation benchmark that assesses the generated simulation code's accuracy and effectiveness in facilitating zero-shot transfers in reinforcement learning settings. We show that FACTORSIM outperforms existing methods in generating simulations regarding prompt alignment (e.g., accuracy), zero-shot transfer abilities, and human evaluation. We also demonstrate its effectiveness in generating robotic tasks.
CraftsMan: High-fidelity Mesh Generation with 3D Native Generation and Interactive Geometry Refiner
We present a novel generative 3D modeling system, coined CraftsMan, which can generate high-fidelity 3D geometries with highly varied shapes, regular mesh topologies, and detailed surfaces, and, notably, allows for refining the geometry in an interactive manner. Despite the significant advancements in 3D generation, existing methods still struggle with lengthy optimization processes, irregular mesh topologies, noisy surfaces, and difficulties in accommodating user edits, consequently impeding their widespread adoption and implementation in 3D modeling software. Our work is inspired by the craftsman, who usually roughs out the holistic figure of the work first and elaborates the surface details subsequently. Specifically, we employ a 3D native diffusion model, which operates on latent space learned from latent set-based 3D representations, to generate coarse geometries with regular mesh topology in seconds. In particular, this process takes as input a text prompt or a reference image and leverages a powerful multi-view (MV) diffusion model to generate multiple views of the coarse geometry, which are fed into our MV-conditioned 3D diffusion model for generating the 3D geometry, significantly improving robustness and generalizability. Following that, a normal-based geometry refiner is used to significantly enhance the surface details. This refinement can be performed automatically, or interactively with user-supplied edits. Extensive experiments demonstrate that our method achieves high efficacy in producing superior-quality 3D assets compared to existing methods. HomePage: https://craftsman3d.github.io/, Code: https://github.com/wyysf-98/CraftsMan
AnalogGenie: A Generative Engine for Automatic Discovery of Analog Circuit Topologies
The massive and large-scale design of foundational semiconductor integrated circuits (ICs) is crucial to sustaining the advancement of many emerging and future technologies, such as generative AI, 5G/6G, and quantum computing. Excitingly, recent studies have shown the great capabilities of foundational models in expediting the design of digital ICs. Yet, applying generative AI techniques to accelerate the design of analog ICs remains a significant challenge due to critical domain-specific issues, such as the lack of a comprehensive dataset and effective representation methods for analog circuits. This paper proposes, AnalogGenie, a textbf{Gen}erattextbf{i}ve textbf{e}ngine for automatic design/discovery of textbf{Analog} circuit topologies--the most challenging and creative task in the conventional manual design flow of analog ICs. AnalogGenie addresses two key gaps in the field: building a foundational comprehensive dataset of analog circuit topology and developing a scalable sequence-based graph representation universal to analog circuits. Experimental results show the remarkable generation performance of AnalogGenie in broadening the variety of analog ICs, increasing the number of devices within a single design, and discovering unseen circuit topologies far beyond any prior arts. Our work paves the way to transform the longstanding time-consuming manual design flow of analog ICs to an automatic and massive manner powered by generative AI. Our source code is available at https://github.com/xz-group/AnalogGenie.
Data Formulator 2: Iteratively Creating Rich Visualizations with AI
To create rich visualizations, data analysts often need to iterate back and forth among data processing and chart specification to achieve their goals. To achieve this, analysts need not only proficiency in data transformation and visualization tools but also efforts to manage the branching history consisting of many different versions of data and charts. Recent LLM-powered AI systems have greatly improved visualization authoring experiences, for example by mitigating manual data transformation barriers via LLMs' code generation ability. However, these systems do not work well for iterative visualization authoring, because they often require analysts to provide, in a single turn, a text-only prompt that fully describes the complex visualization task to be performed, which is unrealistic to both users and models in many cases. In this paper, we present Data Formulator 2, an LLM-powered visualization system to address these challenges. With Data Formulator 2, users describe their visualization intent with blended UI and natural language inputs, and data transformation are delegated to AI. To support iteration, Data Formulator 2 lets users navigate their iteration history and reuse previous designs towards new ones so that they don't need to start from scratch every time. In a user study with eight participants, we observed that Data Formulator 2 allows participants to develop their own iteration strategies to complete challenging data exploration sessions.
Teacher algorithms for curriculum learning of Deep RL in continuously parameterized environments
We consider the problem of how a teacher algorithm can enable an unknown Deep Reinforcement Learning (DRL) student to become good at a skill over a wide range of diverse environments. To do so, we study how a teacher algorithm can learn to generate a learning curriculum, whereby it sequentially samples parameters controlling a stochastic procedural generation of environments. Because it does not initially know the capacities of its student, a key challenge for the teacher is to discover which environments are easy, difficult or unlearnable, and in what order to propose them to maximize the efficiency of learning over the learnable ones. To achieve this, this problem is transformed into a surrogate continuous bandit problem where the teacher samples environments in order to maximize absolute learning progress of its student. We present a new algorithm modeling absolute learning progress with Gaussian mixture models (ALP-GMM). We also adapt existing algorithms and provide a complete study in the context of DRL. Using parameterized variants of the BipedalWalker environment, we study their efficiency to personalize a learning curriculum for different learners (embodiments), their robustness to the ratio of learnable/unlearnable environments, and their scalability to non-linear and high-dimensional parameter spaces. Videos and code are available at https://github.com/flowersteam/teachDeepRL.
Measuring General Intelligence with Generated Games
We present gg-bench, a collection of game environments designed to evaluate general reasoning capabilities in language models. Unlike most static benchmarks, gg-bench is a data generating process where new evaluation instances can be generated at will. In particular, gg-bench is synthetically generated by (1) using a large language model (LLM) to generate natural language descriptions of novel games, (2) using the LLM to implement each game in code as a Gym environment, and (3) training reinforcement learning (RL) agents via self-play on the generated games. We evaluate language models by their winrate against these RL agents by prompting models with the game description, current board state, and a list of valid moves, after which models output the moves they wish to take. gg-bench is challenging: state-of-the-art LLMs such as GPT-4o and Claude 3.7 Sonnet achieve winrates of 7-9% on gg-bench using in-context learning, while reasoning models such as o1, o3-mini and DeepSeek-R1 achieve average winrates of 31-36%. We release the generated games, data generation process, and evaluation code in order to support future modeling work and expansion of our benchmark.
PRewrite: Prompt Rewriting with Reinforcement Learning
Prompt engineering is critical for the development of LLM-based applications. However, it is usually done manually in a "trial and error" fashion. This manual procedure can be time consuming, ineffective, and the generated prompts are, in a lot of cases, sub-optimal. Even for the prompts which seemingly work well, there is always a lingering question: can the prompts be made better with further modifications? To address these questions, in this paper, we investigate prompt engineering automation. We consider a specific use case scenario in which developers/users have drafted initial prompts, but lack the time/expertise to optimize them. We propose PRewrite, an automated tool to rewrite these drafts and to generate highly effective new prompts. PRewrite is based on the Reinforcement Learning (RL) framework which allows for end-to-end optimization and our design allows the RL search to happen in a large action space. The automated tool leverages manually crafted prompts as starting points which makes the rewriting procedure more guided and efficient. The generated prompts are human readable, and self-explanatory, unlike some of those in previous works. We conducted extensive experiments on diverse datasets and found that the prompts generated with this new method not only outperform professionally crafted prompts, but also prompts generated with other previously proposed methods.
BlenderAlchemy: Editing 3D Graphics with Vision-Language Models
Graphics design is important for various applications, including movie production and game design. To create a high-quality scene, designers usually need to spend hours in software like Blender, in which they might need to interleave and repeat operations, such as connecting material nodes, hundreds of times. Moreover, slightly different design goals may require completely different sequences, making automation difficult. In this paper, we propose a system that leverages Vision-Language Models (VLMs), like GPT-4V, to intelligently search the design action space to arrive at an answer that can satisfy a user's intent. Specifically, we design a vision-based edit generator and state evaluator to work together to find the correct sequence of actions to achieve the goal. Inspired by the role of visual imagination in the human design process, we supplement the visual reasoning capabilities of VLMs with "imagined" reference images from image-generation models, providing visual grounding of abstract language descriptions. In this paper, we provide empirical evidence suggesting our system can produce simple but tedious Blender editing sequences for tasks such as editing procedural materials from text and/or reference images, as well as adjusting lighting configurations for product renderings in complex scenes.
Procedural Knowledge Improves Agentic LLM Workflows
Large language models (LLMs) often struggle when performing agentic tasks without substantial tool support, prom-pt engineering, or fine tuning. Despite research showing that domain-dependent, procedural knowledge can dramatically increase planning efficiency, little work evaluates its potential for improving LLM performance on agentic tasks that may require implicit planning. We formalize, implement, and evaluate an agentic LLM workflow that leverages procedural knowledge in the form of a hierarchical task network (HTN). Empirical results of our implementation show that hand-coded HTNs can dramatically improve LLM performance on agentic tasks, and using HTNs can boost a 20b or 70b parameter LLM to outperform a much larger 120b parameter LLM baseline. Furthermore, LLM-created HTNs improve overall performance, though less so. The results suggest that leveraging expertise--from humans, documents, or LLMs--to curate procedural knowledge will become another important tool for improving LLM workflows.
Tracking Discrete and Continuous Entity State for Process Understanding
Procedural text, which describes entities and their interactions as they undergo some process, depicts entities in a uniquely nuanced way. First, each entity may have some observable discrete attributes, such as its state or location; modeling these involves imposing global structure and enforcing consistency. Second, an entity may have properties which are not made explicit but can be effectively induced and tracked by neural networks. In this paper, we propose a structured neural architecture that reflects this dual nature of entity evolution. The model tracks each entity recurrently, updating its hidden continuous representation at each step to contain relevant state information. The global discrete state structure is explicitly modeled with a neural CRF over the changing hidden representation of the entity. This CRF can explicitly capture constraints on entity states over time, enforcing that, for example, an entity cannot move to a location after it is destroyed. We evaluate the performance of our proposed model on QA tasks over process paragraphs in the ProPara dataset and find that our model achieves state-of-the-art results.
OMNI-EPIC: Open-endedness via Models of human Notions of Interestingness with Environments Programmed in Code
Open-ended and AI-generating algorithms aim to continuously generate and solve increasingly complex tasks indefinitely, offering a promising path toward more general intelligence. To accomplish this grand vision, learning must occur within a vast array of potential tasks. Existing approaches to automatically generating environments are constrained within manually predefined, often narrow distributions of environment, limiting their ability to create any learning environment. To address this limitation, we introduce a novel framework, OMNI-EPIC, that augments previous work in Open-endedness via Models of human Notions of Interestingness (OMNI) with Environments Programmed in Code (EPIC). OMNI-EPIC leverages foundation models to autonomously generate code specifying the next learnable (i.e., not too easy or difficult for the agent's current skill set) and interesting (e.g., worthwhile and novel) tasks. OMNI-EPIC generates both environments (e.g., an obstacle course) and reward functions (e.g., progress through the obstacle course quickly without touching red objects), enabling it, in principle, to create any simulatable learning task. We showcase the explosive creativity of OMNI-EPIC, which continuously innovates to suggest new, interesting learning challenges. We also highlight how OMNI-EPIC can adapt to reinforcement learning agents' learning progress, generating tasks that are of suitable difficulty. Overall, OMNI-EPIC can endlessly create learnable and interesting environments, further propelling the development of self-improving AI systems and AI-Generating Algorithms. Project website with videos: https://dub.sh/omniepic
Remember Me, Refine Me: A Dynamic Procedural Memory Framework for Experience-Driven Agent Evolution
Procedural memory enables large language model (LLM) agents to internalize "how-to" knowledge, theoretically reducing redundant trial-and-error. However, existing frameworks predominantly suffer from a "passive accumulation" paradigm, treating memory as a static append-only archive. To bridge the gap between static storage and dynamic reasoning, we propose ReMe (Remember Me, Refine Me), a comprehensive framework for experience-driven agent evolution. ReMe innovates across the memory lifecycle via three mechanisms: 1) multi-faceted distillation, which extracts fine-grained experiences by recognizing success patterns, analyzing failure triggers and generating comparative insights; 2) context-adaptive reuse, which tailors historical insights to new contexts via scenario-aware indexing; and 3) utility-based refinement, which autonomously adds valid memories and prunes outdated ones to maintain a compact, high-quality experience pool. Extensive experiments on BFCL-V3 and AppWorld demonstrate that ReMe establishes a new state-of-the-art in agent memory system. Crucially, we observe a significant memory-scaling effect: Qwen3-8B equipped with ReMe outperforms larger, memoryless Qwen3-14B, suggesting that self-evolving memory provides a computation-efficient pathway for lifelong learning. We release our code and the reme.library dataset to facilitate further research.
Black Box Adversarial Prompting for Foundation Models
Prompting interfaces allow users to quickly adjust the output of generative models in both vision and language. However, small changes and design choices in the prompt can lead to significant differences in the output. In this work, we develop a black-box framework for generating adversarial prompts for unstructured image and text generation. These prompts, which can be standalone or prepended to benign prompts, induce specific behaviors into the generative process, such as generating images of a particular object or generating high perplexity text.
Deep Policy Networks for NPC Behaviors that Adapt to Changing Design Parameters in Roguelike Games
Recent advances in Deep Reinforcement Learning (DRL) have largely focused on improving the performance of agents with the aim of replacing humans in known and well-defined environments. The use of these techniques as a game design tool for video game production, where the aim is instead to create Non-Player Character (NPC) behaviors, has received relatively little attention until recently. Turn-based strategy games like Roguelikes, for example, present unique challenges to DRL. In particular, the categorical nature of their complex game state, composed of many entities with different attributes, requires agents able to learn how to compare and prioritize these entities. Moreover, this complexity often leads to agents that overfit to states seen during training and that are unable to generalize in the face of design changes made during development. In this paper we propose two network architectures which, when combined with a procedural loot generation system, are able to better handle complex categorical state spaces and to mitigate the need for retraining forced by design decisions. The first is based on a dense embedding of the categorical input space that abstracts the discrete observation model and renders trained agents more able to generalize. The second proposed architecture is more general and is based on a Transformer network able to reason relationally about input and input attributes. Our experimental evaluation demonstrates that new agents have better adaptation capacity with respect to a baseline architecture, making this framework more robust to dynamic gameplay changes during development. Based on the results shown in this paper, we believe that these solutions represent a step forward towards making DRL more accessible to the gaming industry.
Model as a Game: On Numerical and Spatial Consistency for Generative Games
Recent advances in generative models have significantly impacted game generation. However, despite producing high-quality graphics and adequately receiving player input, existing models often fail to maintain fundamental game properties such as numerical and spatial consistency. Numerical consistency ensures gameplay mechanics correctly reflect score changes and other quantitative elements, while spatial consistency prevents jarring scene transitions, providing seamless player experiences. In this paper, we revisit the paradigm of generative games to explore what truly constitutes a Model as a Game (MaaG) with a well-developed mechanism. We begin with an empirical study on ``Traveler'', a 2D game created by an LLM featuring minimalist rules yet challenging generative models in maintaining consistency. Based on the DiT architecture, we design two specialized modules: (1) a numerical module that integrates a LogicNet to determine event triggers, with calculations processed externally as conditions for image generation; and (2) a spatial module that maintains a map of explored areas, retrieving location-specific information during generation and linking new observations to ensure continuity. Experiments across three games demonstrate that our integrated modules significantly enhance performance on consistency metrics compared to baselines, while incurring minimal time overhead during inference.
Position: Interactive Generative Video as Next-Generation Game Engine
Modern game development faces significant challenges in creativity and cost due to predetermined content in traditional game engines. Recent breakthroughs in video generation models, capable of synthesizing realistic and interactive virtual environments, present an opportunity to revolutionize game creation. In this position paper, we propose Interactive Generative Video (IGV) as the foundation for Generative Game Engines (GGE), enabling unlimited novel content generation in next-generation gaming. GGE leverages IGV's unique strengths in unlimited high-quality content synthesis, physics-aware world modeling, user-controlled interactivity, long-term memory capabilities, and causal reasoning. We present a comprehensive framework detailing GGE's core modules and a hierarchical maturity roadmap (L0-L4) to guide its evolution. Our work charts a new course for game development in the AI era, envisioning a future where AI-powered generative systems fundamentally reshape how games are created and experienced.
PlotGen: Multi-Agent LLM-based Scientific Data Visualization via Multimodal Feedback
Scientific data visualization is pivotal for transforming raw data into comprehensible visual representations, enabling pattern recognition, forecasting, and the presentation of data-driven insights. However, novice users often face difficulties due to the complexity of selecting appropriate tools and mastering visualization techniques. Large Language Models (LLMs) have recently demonstrated potential in assisting code generation, though they struggle with accuracy and require iterative debugging. In this paper, we propose PlotGen, a novel multi-agent framework aimed at automating the creation of precise scientific visualizations. PlotGen orchestrates multiple LLM-based agents, including a Query Planning Agent that breaks down complex user requests into executable steps, a Code Generation Agent that converts pseudocode into executable Python code, and three retrieval feedback agents - a Numeric Feedback Agent, a Lexical Feedback Agent, and a Visual Feedback Agent - that leverage multimodal LLMs to iteratively refine the data accuracy, textual labels, and visual correctness of generated plots via self-reflection. Extensive experiments show that PlotGen outperforms strong baselines, achieving a 4-6 percent improvement on the MatPlotBench dataset, leading to enhanced user trust in LLM-generated visualizations and improved novice productivity due to a reduction in debugging time needed for plot errors.
HOLODECK 2.0: Vision-Language-Guided 3D World Generation with Editing
3D scene generation plays a crucial role in gaming, artistic creation, virtual reality and many other domains. However, current 3D scene design still relies heavily on extensive manual effort from creators, and existing automated methods struggle to generate open-domain scenes or support flexible editing. As a result, generating 3D worlds directly from text has garnered increasing attention. In this paper, we introduce HOLODECK 2.0, an advanced vision-language-guided framework for 3D world generation with support for interactive scene editing based on human feedback. HOLODECK 2.0 can generate diverse and stylistically rich 3D scenes (e.g., realistic, cartoon, anime, and cyberpunk styles) that exhibit high semantic fidelity to fine-grained input descriptions, suitable for both indoor and open-domain environments. HOLODECK 2.0 leverages vision-language models (VLMs) to identify and parse the objects required in a scene and generates corresponding high-quality assets via state-of-the-art 3D generative models. It then iteratively applies spatial constraints derived from the VLMs to achieve semantically coherent and physically plausible layouts. Human evaluations and CLIP-based assessments demonstrate that HOLODECK 2.0 effectively generates high-quality scenes closely aligned with detailed textual descriptions, consistently outperforming baselines across indoor and open-domain scenarios. Additionally, we provide editing capabilities that flexibly adapt to human feedback, supporting layout refinement and style-consistent object edits. Finally, we present a practical application of HOLODECK 2.0 in procedural game modeling, generating visually rich and immersive environments, potentially boosting efficiency.
WorldSmith: Iterative and Expressive Prompting for World Building with a Generative AI
Crafting a rich and unique environment is crucial for fictional world-building, but can be difficult to achieve since illustrating a world from scratch requires time and significant skill. We investigate the use of recent multi-modal image generation systems to enable users iteratively visualize and modify elements of their fictional world using a combination of text input, sketching, and region-based filling. WorldSmith enables novice world builders to quickly visualize a fictional world with layered edits and hierarchical compositions. Through a formative study (4 participants) and first-use study (13 participants) we demonstrate that WorldSmith offers more expressive interactions with prompt-based models. With this work, we explore how creatives can be empowered to leverage prompt-based generative AI as a tool in their creative process, beyond current "click-once" prompting UI paradigms.
Video-as-Answer: Predict and Generate Next Video Event with Joint-GRPO
While language models have become impactful in many real-world applications, video generation remains largely confined to entertainment. Motivated by video's inherent capacity to demonstrate physical-world information that is difficult to convey through language alone (e.g., imagine teaching someone to tie a tie using only text), we identify an underutilized opportunity to extend video as a new answer modality for Next-Event Prediction (NEP), formalized as Video-Next-Event Prediction (VNEP). While the established NEP task takes a video with a procedural or predictive question as input to predict the next event in text, VNEP requires dynamic video responses. This shift from telling to showing unlocks more intuitive and customized answers for procedural learning and creative exploration. However, this task remains challenging for existing models, as it demands an understanding of multimodal input, instruction-conditioned reasoning, and the generation of video with visual and semantic consistency. To address this, we introduce VANS, a model that leverages reinforcement learning to align a Vision-Language Model (VLM) with a Video Diffusion Model (VDM) for VNEP. The core of VANS is our proposed Joint-GRPO that orchestrates the VLM and VDM to function as a unit. Driven by a shared reward on their respective output, it optimizes the VLM to produce captions that are both accurate and friendly to visualize, while guiding the VDM to generate videos that are faithful to these captions and the input visual context. To enable this learning, we craft VANS-Data-100K, a dedicated dataset for the VNEP task. Experiments on procedural and predictive benchmarks demonstrate that VANS achieves state-of-the-art performance in both video event prediction and visualization. Codes are released in https://github.com/KlingTeam/VANS.
RPGBENCH: Evaluating Large Language Models as Role-Playing Game Engines
We present RPGBench, the first benchmark designed to evaluate large language models (LLMs) as text-based role-playing game (RPG) engines. RPGBench comprises two core tasks: Game Creation (GC) and Game Simulation (GS). In GC, an LLM must craft a valid and playable RPG world using a structured event-state representation, ensuring logical coherence and proper termination conditions. In GS, the LLM simulates interactive gameplay across multiple rounds while consistently updating states and enforcing game rules. To comprehensively assess performance, RPGBench integrates objective and subjective evaluation methodologies. Objective measures verify adherence to event mechanics and check variable updates without requiring human intervention. Subjective measures, such as content interestingness, action quality, and role-playing capability, are evaluated via an LLM-as-a-judge framework, where a strong LLM grades each candidate's outputs. Empirical results demonstrate that state-of-the-art LLMs can produce engaging stories but often struggle to implement consistent, verifiable game mechanics, particularly in long or complex scenarios. By combining structured, rule-based assessments with LLM-based judgments, RPGBench provides a new standard for evaluating how well LLMs can balance creativity, coherence, and complexity in text-based RPGs, opening avenues for more immersive and controllable interactive storytelling.
Neuro-Symbolic Procedural Planning with Commonsense Prompting
Procedural planning aims to implement complex high-level goals by decomposition into sequential simpler low-level steps. Although procedural planning is a basic skill set for humans in daily life, it remains a challenge for large language models (LLMs) that lack a deep understanding of the cause-effect relations in procedures. Previous methods require manual exemplars to acquire procedural planning knowledge from LLMs in the zero-shot setting. However, such elicited pre-trained knowledge in LLMs induces spurious correlations between goals and steps, which impair the model generalization to unseen tasks. In contrast, this paper proposes a neuro-symbolic procedural PLANner (PLAN) that elicits procedural planning knowledge from the LLMs with commonsense-infused prompting. To mitigate spurious goal-step correlations, we use symbolic program executors on the latent procedural representations to formalize prompts from commonsense knowledge bases as a causal intervention toward the Structural Causal Model. Both automatic and human evaluations on WikiHow and RobotHow show the superiority of PLAN on procedural planning without further training or manual exemplars.
RecipeGPT: Generative Pre-training Based Cooking Recipe Generation and Evaluation System
Interests in the automatic generation of cooking recipes have been growing steadily over the past few years thanks to a large amount of online cooking recipes. We present RecipeGPT, a novel online recipe generation and evaluation system. The system provides two modes of text generations: (1) instruction generation from given recipe title and ingredients; and (2) ingredient generation from recipe title and cooking instructions. Its back-end text generation module comprises a generative pre-trained language model GPT-2 fine-tuned on a large cooking recipe dataset. Moreover, the recipe evaluation module allows the users to conveniently inspect the quality of the generated recipe contents and store the results for future reference. RecipeGPT can be accessed online at https://recipegpt.org/.
Generative Agents: Interactive Simulacra of Human Behavior
Believable proxies of human behavior can empower interactive applications ranging from immersive environments to rehearsal spaces for interpersonal communication to prototyping tools. In this paper, we introduce generative agents--computational software agents that simulate believable human behavior. Generative agents wake up, cook breakfast, and head to work; artists paint, while authors write; they form opinions, notice each other, and initiate conversations; they remember and reflect on days past as they plan the next day. To enable generative agents, we describe an architecture that extends a large language model to store a complete record of the agent's experiences using natural language, synthesize those memories over time into higher-level reflections, and retrieve them dynamically to plan behavior. We instantiate generative agents to populate an interactive sandbox environment inspired by The Sims, where end users can interact with a small town of twenty five agents using natural language. In an evaluation, these generative agents produce believable individual and emergent social behaviors: for example, starting with only a single user-specified notion that one agent wants to throw a Valentine's Day party, the agents autonomously spread invitations to the party over the next two days, make new acquaintances, ask each other out on dates to the party, and coordinate to show up for the party together at the right time. We demonstrate through ablation that the components of our agent architecture--observation, planning, and reflection--each contribute critically to the believability of agent behavior. By fusing large language models with computational, interactive agents, this work introduces architectural and interaction patterns for enabling believable simulations of human behavior.
Seed3D 1.0: From Images to High-Fidelity Simulation-Ready 3D Assets
Developing embodied AI agents requires scalable training environments that balance content diversity with physics accuracy. World simulators provide such environments but face distinct limitations: video-based methods generate diverse content but lack real-time physics feedback for interactive learning, while physics-based engines provide accurate dynamics but face scalability limitations from costly manual asset creation. We present Seed3D 1.0, a foundation model that generates simulation-ready 3D assets from single images, addressing the scalability challenge while maintaining physics rigor. Unlike existing 3D generation models, our system produces assets with accurate geometry, well-aligned textures, and realistic physically-based materials. These assets can be directly integrated into physics engines with minimal configuration, enabling deployment in robotic manipulation and simulation training. Beyond individual objects, the system scales to complete scene generation through assembling objects into coherent environments. By enabling scalable simulation-ready content creation, Seed3D 1.0 provides a foundation for advancing physics-based world simulators. Seed3D 1.0 is now available on https://console.volcengine.com/ark/region:ark+cn-beijing/experience/vision?modelId=doubao-seed3d-1-0-250928&tab=Gen3D
XLand-MiniGrid: Scalable Meta-Reinforcement Learning Environments in JAX
We present XLand-MiniGrid, a suite of tools and grid-world environments for meta-reinforcement learning research inspired by the diversity and depth of XLand and the simplicity and minimalism of MiniGrid. XLand-Minigrid is written in JAX, designed to be highly scalable, and can potentially run on GPU or TPU accelerators, democratizing large-scale experimentation with limited resources. To demonstrate the generality of our library, we have implemented some well-known single-task environments as well as new meta-learning environments capable of generating 10^8 distinct tasks. We have empirically shown that the proposed environments can scale up to 2^{13} parallel instances on the GPU, reaching tens of millions of steps per second.
LayerCraft: Enhancing Text-to-Image Generation with CoT Reasoning and Layered Object Integration
Text-to-image generation (T2I) has become a key area of research with broad applications. However, existing methods often struggle with complex spatial relationships and fine-grained control over multiple concepts. Many existing approaches require significant architectural modifications, extensive training, or expert-level prompt engineering. To address these challenges, we introduce LayerCraft, an automated framework that leverages large language models (LLMs) as autonomous agents for structured procedural generation. LayerCraft enables users to customize objects within an image and supports narrative-driven creation with minimal effort. At its core, the system includes a coordinator agent that directs the process, along with two specialized agents: ChainArchitect, which employs chain-of-thought (CoT) reasoning to generate a dependency-aware 3D layout for precise instance-level control, and the Object-Integration Network (OIN), which utilizes LoRA fine-tuning on pre-trained T2I models to seamlessly blend objects into specified regions of an image based on textual prompts without requiring architectural changes. Extensive evaluations demonstrate LayerCraft's versatility in applications ranging from multi-concept customization to storytelling. By providing non-experts with intuitive, precise control over T2I generation, our framework democratizes creative image creation. Our code will be released upon acceptance at github.com/PeterYYZhang/LayerCraft
Ontologically Faithful Generation of Non-Player Character Dialogues
We introduce a language generation task grounded in a popular video game environment. KNUDGE (KNowledge Constrained User-NPC Dialogue GEneration) requires models to produce trees of dialogue between video game characters that accurately reflect quest and entity specifications stated in natural language. KNUDGE is constructed from side quest dialogues drawn directly from game data of Obsidian Entertainment's The Outer Worlds, leading to real-world complexities in generation: (1) dialogues are branching trees as opposed to linear chains of utterances; (2) utterances must remain faithful to the game lore -- character personas, backstories, and entity relationships; and (3) a dialogue must accurately reveal new quest details to the human player. We report results for a set of neural generation models using supervised and in-context learning techniques; we find competent performance but room for future work addressing the challenges of creating realistic, game-quality dialogues.
FlightForge: Advancing UAV Research with Procedural Generation of High-Fidelity Simulation and Integrated Autonomy
Robotic simulators play a crucial role in the development and testing of autonomous systems, particularly in the realm of Uncrewed Aerial Vehicles (UAV). However, existing simulators often lack high-level autonomy, hindering their immediate applicability to complex tasks such as autonomous navigation in unknown environments. This limitation stems from the challenge of integrating realistic physics, photorealistic rendering, and diverse sensor modalities into a single simulation environment. At the same time, the existing photorealistic UAV simulators use mostly hand-crafted environments with limited environment sizes, which prevents the testing of long-range missions. This restricts the usage of existing simulators to only low-level tasks such as control and collision avoidance. To this end, we propose the novel FlightForge UAV open-source simulator. FlightForge offers advanced rendering capabilities, diverse control modalities, and, foremost, procedural generation of environments. Moreover, the simulator is already integrated with a fully autonomous UAV system capable of long-range flights in cluttered unknown environments. The key innovation lies in novel procedural environment generation and seamless integration of high-level autonomy into the simulation environment. Experimental results demonstrate superior sensor rendering capability compared to existing simulators, and also the ability of autonomous navigation in almost infinite environments.
Generating Creative Chess Puzzles
While Generative AI rapidly advances in various domains, generating truly creative, aesthetic, and counter-intuitive outputs remains a challenge. This paper presents an approach to tackle these difficulties in the domain of chess puzzles. We start by benchmarking Generative AI architectures, and then introduce an RL framework with novel rewards based on chess engine search statistics to overcome some of those shortcomings. The rewards are designed to enhance a puzzle's uniqueness, counter-intuitiveness, diversity, and realism. Our RL approach dramatically increases counter-intuitive puzzle generation by 10x, from 0.22\% (supervised) to 2.5\%, surpassing existing dataset rates (2.1\%) and the best Lichess-trained model (0.4\%). Our puzzles meet novelty and diversity benchmarks, retain aesthetic themes, and are rated by human experts as more creative, enjoyable, and counter-intuitive than composed book puzzles, even approaching classic compositions. Our final outcome is a curated booklet of these AI-generated puzzles, which is acknowledged for creativity by three world-renowned experts.
Hierarchical Neural Coding for Controllable CAD Model Generation
This paper presents a novel generative model for Computer Aided Design (CAD) that 1) represents high-level design concepts of a CAD model as a three-level hierarchical tree of neural codes, from global part arrangement down to local curve geometry; and 2) controls the generation or completion of CAD models by specifying the target design using a code tree. Concretely, a novel variant of a vector quantized VAE with "masked skip connection" extracts design variations as neural codebooks at three levels. Two-stage cascaded auto-regressive transformers learn to generate code trees from incomplete CAD models and then complete CAD models following the intended design. Extensive experiments demonstrate superior performance on conventional tasks such as random generation while enabling novel interaction capabilities on conditional generation tasks. The code is available at https://github.com/samxuxiang/hnc-cad.
Craftax: A Lightning-Fast Benchmark for Open-Ended Reinforcement Learning
Benchmarks play a crucial role in the development and analysis of reinforcement learning (RL) algorithms. We identify that existing benchmarks used for research into open-ended learning fall into one of two categories. Either they are too slow for meaningful research to be performed without enormous computational resources, like Crafter, NetHack and Minecraft, or they are not complex enough to pose a significant challenge, like Minigrid and Procgen. To remedy this, we first present Craftax-Classic: a ground-up rewrite of Crafter in JAX that runs up to 250x faster than the Python-native original. A run of PPO using 1 billion environment interactions finishes in under an hour using only a single GPU and averages 90% of the optimal reward. To provide a more compelling challenge we present the main Craftax benchmark, a significant extension of the Crafter mechanics with elements inspired from NetHack. Solving Craftax requires deep exploration, long term planning and memory, as well as continual adaptation to novel situations as more of the world is discovered. We show that existing methods including global and episodic exploration, as well as unsupervised environment design fail to make material progress on the benchmark. We believe that Craftax can for the first time allow researchers to experiment in a complex, open-ended environment with limited computational resources.
Synthesizing Post-Training Data for LLMs through Multi-Agent Simulation
Post-training is essential for enabling large language models (LLMs) to follow human instructions. However, its effectiveness depends on high-quality instruction data, which is challenging to obtain in the real world due to privacy concerns, data scarcity, and high annotation costs. To fill this gap, inspired by the recent success of using LLMs to simulate human society, we propose MATRIX, a multi-agent simulator that automatically generates diverse text-based scenarios, capturing a wide range of real-world human needs in a realistic and scalable manner. Leveraging these outputs, we introduce a novel scenario-driven instruction generator MATRIX-Gen for controllable and highly realistic data synthesis. Extensive experiments demonstrate that our framework effectively generates both general and domain-specific data. On AlpacaEval 2 and Arena-Hard benchmarks, Llama-3-8B-Base, post-trained on datasets synthesized by MATRIX-Gen with just 20K instruction-response pairs, outperforms Meta's Llama-3-8B-Instruct model, which was trained on over 10M pairs.
SLEDGE: Synthesizing Simulation Environments for Driving Agents with Generative Models
SLEDGE is the first generative simulator for vehicle motion planning trained on real-world driving logs. Its core component is a learned model that is able to generate agent bounding boxes and lane graphs. The model's outputs serve as an initial state for traffic simulation. The unique properties of the entities to be generated for SLEDGE, such as their connectivity and variable count per scene, render the naive application of most modern generative models to this task non-trivial. Therefore, together with a systematic study of existing lane graph representations, we introduce a novel raster-to-vector autoencoder (RVAE). It encodes agents and the lane graph into distinct channels in a rasterized latent map. This facilitates both lane-conditioned agent generation and combined generation of lanes and agents with a Diffusion Transformer. Using generated entities in SLEDGE enables greater control over the simulation, e.g. upsampling turns or increasing traffic density. Further, SLEDGE can support 500m long routes, a capability not found in existing data-driven simulators like nuPlan. It presents new challenges for planning algorithms, evidenced by failure rates of over 40% for PDM, the winner of the 2023 nuPlan challenge, when tested on hard routes and dense traffic generated by our model. Compared to nuPlan, SLEDGE requires 500times less storage to set up (<4GB), making it a more accessible option and helping with democratizing future research in this field.
Recurrent Diffusion for Large-Scale Parameter Generation
Parameter generation has struggled to scale up for a long time, significantly limiting its range of applications. In this study, we introduce Recurrent diffusion for large-scale Parameter Generation, called RPG. We first divide the trained parameters into non-overlapping parts, after which a recurrent model is proposed to learn their relationships. The recurrent model's outputs, as conditions, are then fed into a diffusion model to generate the neural network parameters. Using only a single GPU, recurrent diffusion enables us to generate popular vision and language models such as ConvNeXt-L and LoRA parameters of LLaMA-7B. Meanwhile, across various architectures and tasks, the generated parameters consistently perform comparable results over trained networks. Notably, our approach also shows the potential to generate models for handling unseen tasks, which largely increases the practicality of parameter generation. Our code is available https://github.com/NUS-HPC-AI-Lab/Recurrent-Parameter-Generation{here}.
Instruction-Driven Game Engine: A Poker Case Study
The Instruction-Driven Game Engine (IDGE) project aims to democratize game development by enabling a large language model (LLM) to follow free-form game descriptions and generate game-play processes. The IDGE allows users to create games simply by natural language instructions, which significantly lowers the barrier for game development. We approach the learning process for IDGEs as a Next State Prediction task, wherein the model autoregressively predicts the game states given player actions. The computation of game states must be precise; otherwise, slight errors could corrupt the game-play experience. This is challenging because of the gap between stability and diversity. To address this, we train the IDGE in a curriculum manner that progressively increases its exposure to complex scenarios. Our initial progress lies in developing an IDGE for Poker, which not only supports a wide range of poker variants but also allows for highly individualized new poker games through natural language inputs. This work lays the groundwork for future advancements in transforming how games are created and played.
Domain Expansion of Image Generators
Can one inject new concepts into an already trained generative model, while respecting its existing structure and knowledge? We propose a new task - domain expansion - to address this. Given a pretrained generator and novel (but related) domains, we expand the generator to jointly model all domains, old and new, harmoniously. First, we note the generator contains a meaningful, pretrained latent space. Is it possible to minimally perturb this hard-earned representation, while maximally representing the new domains? Interestingly, we find that the latent space offers unused, "dormant" directions, which do not affect the output. This provides an opportunity: By "repurposing" these directions, we can represent new domains without perturbing the original representation. In fact, we find that pretrained generators have the capacity to add several - even hundreds - of new domains! Using our expansion method, one "expanded" model can supersede numerous domain-specific models, without expanding the model size. Additionally, a single expanded generator natively supports smooth transitions between domains, as well as composition of domains. Code and project page available at https://yotamnitzan.github.io/domain-expansion/.
Uniform Complexity for Text Generation
Large language models (LLMs) have shown promising results in a wide array of generative NLP tasks, such as summarization and machine translation. In the context of narrative generation, however, existing models still do not capture factors that contribute to producing consistent text. For instance, it is logical that a piece of text or a story should be uniformly readable throughout and that this form of complexity should be controllable. As such, if the complexity of an input text prompt is rated first-grade reading level in the Flesch Reading Ease test, then the generated text continuing the plot should also be within this range of complexity. With this in mind, we introduce Uniform Complexity for Text Generation (UCTG), a new benchmark test which raises the challenge of making generative models observe uniform linguistic properties with respect to prompts. We experiment with over 150+ linguistically and cognitively motivated features for evaluating text complexity in humans and generative models. From our results, we find that models such as GPT-2 struggle to preserve the complexity of input prompts used in its generations, even if finetuned with professionally written texts.
DreamCraft3D++: Efficient Hierarchical 3D Generation with Multi-Plane Reconstruction Model
We introduce DreamCraft3D++, an extension of DreamCraft3D that enables efficient high-quality generation of complex 3D assets. DreamCraft3D++ inherits the multi-stage generation process of DreamCraft3D, but replaces the time-consuming geometry sculpting optimization with a feed-forward multi-plane based reconstruction model, speeding up the process by 1000x. For texture refinement, we propose a training-free IP-Adapter module that is conditioned on the enhanced multi-view images to enhance texture and geometry consistency, providing a 4x faster alternative to DreamCraft3D's DreamBooth fine-tuning. Experiments on diverse datasets demonstrate DreamCraft3D++'s ability to generate creative 3D assets with intricate geometry and realistic 360{\deg} textures, outperforming state-of-the-art image-to-3D methods in quality and speed. The full implementation will be open-sourced to enable new possibilities in 3D content creation.
Beat-Aligned Spectrogram-to-Sequence Generation of Rhythm-Game Charts
In the heart of "rhythm games" - games where players must perform actions in sync with a piece of music - are "charts", the directives to be given to players. We newly formulate chart generation as a sequence generation task and train a Transformer using a large dataset. We also introduce tempo-informed preprocessing and training procedures, some of which are suggested to be integral for a successful training. Our model is found to outperform the baselines on a large dataset, and is also found to benefit from pretraining and finetuning.
WonderWorld: Interactive 3D Scene Generation from a Single Image
We present WonderWorld, a novel framework for interactive 3D scene generation that enables users to interactively specify scene contents and layout and see the created scenes in low latency. The major challenge lies in achieving fast generation of 3D scenes. Existing scene generation approaches fall short of speed as they often require (1) progressively generating many views and depth maps, and (2) time-consuming optimization of the scene geometry representations. We introduce the Fast Layered Gaussian Surfels (FLAGS) as our scene representation and an algorithm to generate it from a single view. Our approach does not need multiple views, and it leverages a geometry-based initialization that significantly reduces optimization time. Another challenge is generating coherent geometry that allows all scenes to be connected. We introduce the guided depth diffusion that allows partial conditioning of depth estimation. WonderWorld generates connected and diverse 3D scenes in less than 10 seconds on a single A6000 GPU, enabling real-time user interaction and exploration. We demonstrate the potential of WonderWorld for user-driven content creation and exploration in virtual environments. We will release full code and software for reproducibility. Project website: https://kovenyu.com/WonderWorld/.
EmbodiedGen: Towards a Generative 3D World Engine for Embodied Intelligence
Constructing a physically realistic and accurately scaled simulated 3D world is crucial for the training and evaluation of embodied intelligence tasks. The diversity, realism, low cost accessibility and affordability of 3D data assets are critical for achieving generalization and scalability in embodied AI. However, most current embodied intelligence tasks still rely heavily on traditional 3D computer graphics assets manually created and annotated, which suffer from high production costs and limited realism. These limitations significantly hinder the scalability of data driven approaches. We present EmbodiedGen, a foundational platform for interactive 3D world generation. It enables the scalable generation of high-quality, controllable and photorealistic 3D assets with accurate physical properties and real-world scale in the Unified Robotics Description Format (URDF) at low cost. These assets can be directly imported into various physics simulation engines for fine-grained physical control, supporting downstream tasks in training and evaluation. EmbodiedGen is an easy-to-use, full-featured toolkit composed of six key modules: Image-to-3D, Text-to-3D, Texture Generation, Articulated Object Generation, Scene Generation and Layout Generation. EmbodiedGen generates diverse and interactive 3D worlds composed of generative 3D assets, leveraging generative AI to address the challenges of generalization and evaluation to the needs of embodied intelligence related research. Code is available at https://horizonrobotics.github.io/robot_lab/embodied_gen/index.html.
Agents in the Sandbox: End-to-End Crash Bug Reproduction for Minecraft
Reproducing game bugs, particularly crash bugs in continuously evolving games like Minecraft, is a notoriously manual, time-consuming, and challenging process to automate; insights from a key decision maker from Minecraft we interviewed confirm this, highlighting that a substantial portion of crash reports necessitate manual scenario reconstruction. Despite the success of LLM-driven bug reproduction in other software domains, games, with their complex interactive environments, remain largely unaddressed. This paper introduces BugCraft, a novel end-to-end framework designed to automate the reproduction of crash bugs in Minecraft directly from user-submitted bug reports, addressing the critical gap in automated game bug reproduction. BugCraft employs a two-stage approach: first, a Step Synthesizer leverages LLMs and Minecraft Wiki knowledge to transform bug reports into high-quality, structured steps to reproduce (S2R). Second, an Action Model, powered by a vision-based LLM agent and a custom macro API, executes these S2R steps within Minecraft to trigger the reported crash. To facilitate evaluation, we introduce BugCraft-Bench, a curated dataset of Minecraft crash bug reports. On BugCraft-Bench, our framework end-to-end reproduced 34.9% of crash bugs with GPT-4.1, outperforming baseline computer-use models by 37%. BugCraft demonstrates the feasibility of automated reproduction of crash bugs in complex game environments using LLMs, opening promising avenues for game testing and development. Finally, we make our code open at https://bugcraft2025.github.io
SketchDreamer: Interactive Text-Augmented Creative Sketch Ideation
Artificial Intelligence Generated Content (AIGC) has shown remarkable progress in generating realistic images. However, in this paper, we take a step "backward" and address AIGC for the most rudimentary visual modality of human sketches. Our objective is on the creative nature of sketches, and that creative sketching should take the form of an interactive process. We further enable text to drive the sketch ideation process, allowing creativity to be freely defined, while simultaneously tackling the challenge of "I can't sketch". We present a method to generate controlled sketches using a text-conditioned diffusion model trained on pixel representations of images. Our proposed approach, referred to as SketchDreamer, integrates a differentiable rasteriser of Bezier curves that optimises an initial input to distil abstract semantic knowledge from a pretrained diffusion model. We utilise Score Distillation Sampling to learn a sketch that aligns with a given caption, which importantly enable both text and sketch to interact with the ideation process. Our objective is to empower non-professional users to create sketches and, through a series of optimisation processes, transform a narrative into a storyboard by expanding the text prompt while making minor adjustments to the sketch input. Through this work, we hope to aspire the way we create visual content, democratise the creative process, and inspire further research in enhancing human creativity in AIGC. The code is available at https://github.com/WinKawaks/SketchDreamer.
MaPa: Text-driven Photorealistic Material Painting for 3D Shapes
This paper aims to generate materials for 3D meshes from text descriptions. Unlike existing methods that synthesize texture maps, we propose to generate segment-wise procedural material graphs as the appearance representation, which supports high-quality rendering and provides substantial flexibility in editing. Instead of relying on extensive paired data, i.e., 3D meshes with material graphs and corresponding text descriptions, to train a material graph generative model, we propose to leverage the pre-trained 2D diffusion model as a bridge to connect the text and material graphs. Specifically, our approach decomposes a shape into a set of segments and designs a segment-controlled diffusion model to synthesize 2D images that are aligned with mesh parts. Based on generated images, we initialize parameters of material graphs and fine-tune them through the differentiable rendering module to produce materials in accordance with the textual description. Extensive experiments demonstrate the superior performance of our framework in photorealism, resolution, and editability over existing methods. Project page: https://zhanghe3z.github.io/MaPa/
STPLS3D: A Large-Scale Synthetic and Real Aerial Photogrammetry 3D Point Cloud Dataset
Although various 3D datasets with different functions and scales have been proposed recently, it remains challenging for individuals to complete the whole pipeline of large-scale data collection, sanitization, and annotation. Moreover, the created datasets usually suffer from extremely imbalanced class distribution or partial low-quality data samples. Motivated by this, we explore the procedurally synthetic 3D data generation paradigm to equip individuals with the full capability of creating large-scale annotated photogrammetry point clouds. Specifically, we introduce a synthetic aerial photogrammetry point clouds generation pipeline that takes full advantage of open geospatial data sources and off-the-shelf commercial packages. Unlike generating synthetic data in virtual games, where the simulated data usually have limited gaming environments created by artists, the proposed pipeline simulates the reconstruction process of the real environment by following the same UAV flight pattern on different synthetic terrain shapes and building densities, which ensure similar quality, noise pattern, and diversity with real data. In addition, the precise semantic and instance annotations can be generated fully automatically, avoiding the expensive and time-consuming manual annotation. Based on the proposed pipeline, we present a richly-annotated synthetic 3D aerial photogrammetry point cloud dataset, termed STPLS3D, with more than 16 km^2 of landscapes and up to 18 fine-grained semantic categories. For verification purposes, we also provide a parallel dataset collected from four areas in the real environment. Extensive experiments conducted on our datasets demonstrate the effectiveness and quality of the proposed synthetic dataset.
WebRPG: Automatic Web Rendering Parameters Generation for Visual Presentation
In the era of content creation revolution propelled by advancements in generative models, the field of web design remains unexplored despite its critical role in modern digital communication. The web design process is complex and often time-consuming, especially for those with limited expertise. In this paper, we introduce Web Rendering Parameters Generation (WebRPG), a new task that aims at automating the generation for visual presentation of web pages based on their HTML code. WebRPG would contribute to a faster web development workflow. Since there is no existing benchmark available, we develop a new dataset for WebRPG through an automated pipeline. Moreover, we present baseline models, utilizing VAE to manage numerous elements and rendering parameters, along with custom HTML embedding for capturing essential semantic and hierarchical information from HTML. Extensive experiments, including customized quantitative evaluations for this specific task, are conducted to evaluate the quality of the generated results.
DreamOmni3: Scribble-based Editing and Generation
Recently unified generation and editing models have achieved remarkable success with their impressive performance. These models rely mainly on text prompts for instruction-based editing and generation, but language often fails to capture users intended edit locations and fine-grained visual details. To this end, we propose two tasks: scribble-based editing and generation, that enables more flexible creation on graphical user interface (GUI) combining user textual, images, and freehand sketches. We introduce DreamOmni3, tackling two challenges: data creation and framework design. Our data synthesis pipeline includes two parts: scribble-based editing and generation. For scribble-based editing, we define four tasks: scribble and instruction-based editing, scribble and multimodal instruction-based editing, image fusion, and doodle editing. Based on DreamOmni2 dataset, we extract editable regions and overlay hand-drawn boxes, circles, doodles or cropped image to construct training data. For scribble-based generation, we define three tasks: scribble and instruction-based generation, scribble and multimodal instruction-based generation, and doodle generation, following similar data creation pipelines. For the framework, instead of using binary masks, which struggle with complex edits involving multiple scribbles, images, and instructions, we propose a joint input scheme that feeds both the original and scribbled source images into the model, using different colors to distinguish regions and simplify processing. By applying the same index and position encodings to both images, the model can precisely localize scribbled regions while maintaining accurate editing. Finally, we establish comprehensive benchmarks for these tasks to promote further research. Experimental results demonstrate that DreamOmni3 achieves outstanding performance, and models and code will be publicly released.
TRIGO: Benchmarking Formal Mathematical Proof Reduction for Generative Language Models
Automated theorem proving (ATP) has become an appealing domain for exploring the reasoning ability of the recent successful generative language models. However, current ATP benchmarks mainly focus on symbolic inference, but rarely involve the understanding of complex number combination reasoning. In this work, we propose TRIGO, an ATP benchmark that not only requires a model to reduce a trigonometric expression with step-by-step proofs but also evaluates a generative LM's reasoning ability on formulas and its capability to manipulate, group, and factor number terms. We gather trigonometric expressions and their reduced forms from the web, annotate the simplification process manually, and translate it into the Lean formal language system. We then automatically generate additional examples from the annotated samples to expand the dataset. Furthermore, we develop an automatic generator based on Lean-Gym to create dataset splits of varying difficulties and distributions in order to thoroughly analyze the model's generalization ability. Our extensive experiments show our proposed TRIGO poses a new challenge for advanced generative LM's including GPT-4 which is pre-trained on a considerable amount of open-source formal theorem-proving language data, and provide a new tool to study the generative LM's ability on both formal and mathematical reasoning.
SynCity: Training-Free Generation of 3D Worlds
We address the challenge of generating 3D worlds from textual descriptions. We propose SynCity, a training- and optimization-free approach, which leverages the geometric precision of pre-trained 3D generative models and the artistic versatility of 2D image generators to create large, high-quality 3D spaces. While most 3D generative models are object-centric and cannot generate large-scale worlds, we show how 3D and 2D generators can be combined to generate ever-expanding scenes. Through a tile-based approach, we allow fine-grained control over the layout and the appearance of scenes. The world is generated tile-by-tile, and each new tile is generated within its world-context and then fused with the scene. SynCity generates compelling and immersive scenes that are rich in detail and diversity.
Meta 3D Gen
We introduce Meta 3D Gen (3DGen), a new state-of-the-art, fast pipeline for text-to-3D asset generation. 3DGen offers 3D asset creation with high prompt fidelity and high-quality 3D shapes and textures in under a minute. It supports physically-based rendering (PBR), necessary for 3D asset relighting in real-world applications. Additionally, 3DGen supports generative retexturing of previously generated (or artist-created) 3D shapes using additional textual inputs provided by the user. 3DGen integrates key technical components, Meta 3D AssetGen and Meta 3D TextureGen, that we developed for text-to-3D and text-to-texture generation, respectively. By combining their strengths, 3DGen represents 3D objects simultaneously in three ways: in view space, in volumetric space, and in UV (or texture) space. The integration of these two techniques achieves a win rate of 68% with respect to the single-stage model. We compare 3DGen to numerous industry baselines, and show that it outperforms them in terms of prompt fidelity and visual quality for complex textual prompts, while being significantly faster.
L3GO: Language Agents with Chain-of-3D-Thoughts for Generating Unconventional Objects
Diffusion-based image generation models such as DALL-E 3 and Stable Diffusion-XL demonstrate remarkable capabilities in generating images with realistic and unique compositions. Yet, these models are not robust in precisely reasoning about physical and spatial configurations of objects, especially when instructed with unconventional, thereby out-of-distribution descriptions, such as "a chair with five legs". In this paper, we propose a language agent with chain-of-3D-thoughts (L3GO), an inference-time approach that can reason about part-based 3D mesh generation of unconventional objects that current data-driven diffusion models struggle with. More concretely, we use large language models as agents to compose a desired object via trial-and-error within the 3D simulation environment. To facilitate our investigation, we develop a new benchmark, Unconventionally Feasible Objects (UFO), as well as SimpleBlenv, a wrapper environment built on top of Blender where language agents can build and compose atomic building blocks via API calls. Human and automatic GPT-4V evaluations show that our approach surpasses the standard GPT-4 and other language agents (e.g., ReAct and Reflexion) for 3D mesh generation on ShapeNet. Moreover, when tested on our UFO benchmark, our approach outperforms other state-of-the-art text-to-2D image and text-to-3D models based on human evaluation.
