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SubscribeAutoForge: Automated Environment Synthesis for Agentic Reinforcement Learning
Conducting reinforcement learning (RL) in simulated environments offers a cost-effective and highly scalable way to enhance language-based agents. However, previous work has been limited to semi-automated environment synthesis or tasks lacking sufficient difficulty, offering little breadth or depth. In addition, the instability of simulated users integrated into these environments, along with the heterogeneity across simulated environments, poses further challenges for agentic RL. In this work, we propose: (1) a unified pipeline for automated and scalable synthesis of simulated environments associated with high-difficulty but easily verifiable tasks; and (2) an environment level RL algorithm that not only effectively mitigates user instability but also performs advantage estimation at the environment level, thereby improving training efficiency and stability. Comprehensive evaluations on agentic benchmarks, including tau-bench, tau2-Bench, and VitaBench, validate the effectiveness of our proposed method. Further in-depth analyses underscore its out-of-domain generalization.
ASTRA: Automated Synthesis of agentic Trajectories and Reinforcement Arenas
Large language models (LLMs) are increasingly used as tool-augmented agents for multi-step decision making, yet training robust tool-using agents remains challenging. Existing methods still require manual intervention, depend on non-verifiable simulated environments, rely exclusively on either supervised fine-tuning (SFT) or reinforcement learning (RL), and struggle with stable long-horizon, multi-turn learning. To address these challenges, we introduce ASTRA, a fully automated end-to-end framework for training tool-augmented language model agents via scalable data synthesis and verifiable reinforcement learning. ASTRA integrates two complementary components. First, a pipeline that leverages the static topology of tool-call graphs synthesizes diverse, structurally grounded trajectories, instilling broad and transferable tool-use competence. Second, an environment synthesis framework that captures the rich, compositional topology of human semantic reasoning converts decomposed question-answer traces into independent, code-executable, and rule-verifiable environments, enabling deterministic multi-turn RL. Based on this method, we develop a unified training methodology that integrates SFT with online RL using trajectory-level rewards to balance task completion and interaction efficiency. Experiments on multiple agentic tool-use benchmarks demonstrate that ASTRA-trained models achieve state-of-the-art performance at comparable scales, approaching closed-source systems while preserving core reasoning ability. We release the full pipelines, environments, and trained models at https://github.com/LianjiaTech/astra.
SWE-Bench++: A Framework for the Scalable Generation of Software Engineering Benchmarks from Open-Source Repositories
Benchmarks like SWE-bench have standardized the evaluation of Large Language Models (LLMs) on repository-level software engineering tasks. However, these efforts remain limited by manual curation, static datasets, and a focus on Python-based bug fixes. We introduce SWE-Bench++, an automated framework that generates repository-level coding tasks from open-source GitHub projects. Unlike synthetic approaches, our pipeline harvests live pull requests to cover both bug fixes and feature requests across 11 languages. SWE-Bench++ turns GitHub pull requests (PRs) into reproducible, execution-based tasks via four stages: programmatic sourcing, environment synthesis, test oracle extraction, and quality assurance. A final hint-guided trajectory synthesis step converts instances that strong models fail on into training trajectories. Our initial benchmark consists of 11,133 instances from 3,971 repositories across 11 languages. On a subset of 1,782 instances of this benchmark, today's strongest models perform as follows: claude-sonnet-4.5 achieves 36.20% pass@10, gpt-5-2025-08-07 34.57%, gemini/gemini-2.5-pro 24.92%, and gpt-4o 16.89%. We further demonstrate the utility of our dataset by showing that fine-tuning on SWE-Bench++ instances yields measurable improvements on the SWE-bench Multilingual benchmark. SWE-Bench++ provides a scalable, multilingual benchmark for evaluating and improving repository-level code generation.
CuES: A Curiosity-driven and Environment-grounded Synthesis Framework for Agentic RL
Large language model based agents are increasingly deployed in complex, tool augmented environments. While reinforcement learning provides a principled mechanism for such agents to improve through interaction, its effectiveness critically depends on the availability of structured training tasks. In many realistic settings, however, no such tasks exist a challenge we term task scarcity, which has become a key bottleneck for scaling agentic RL. Existing approaches typically assume predefined task collections, an assumption that fails in novel environments where tool semantics and affordances are initially unknown. To address this limitation, we formalize the problem of Task Generation for Agentic RL, where an agent must learn within a given environment that lacks predefined tasks. We propose CuES, a Curiosity driven and Environment grounded Synthesis framework that autonomously generates diverse, executable, and meaningful tasks directly from the environment structure and affordances, without relying on handcrafted seeds or external corpora. CuES drives exploration through intrinsic curiosity, abstracts interaction patterns into reusable task schemas, and refines them through lightweight top down guidance and memory based quality control. Across three representative environments, AppWorld, BFCL, and WebShop, CuES produces task distributions that match or surpass manually curated datasets in both diversity and executability, yielding substantial downstream policy improvements. These results demonstrate that curiosity driven, environment grounded task generation provides a scalable foundation for agents that not only learn how to act, but also learn what to learn. The code is available at https://github.com/modelscope/AgentEvolver/tree/main/research/CuES.
Seeing the World in a Bag of Chips
We address the dual problems of novel view synthesis and environment reconstruction from hand-held RGBD sensors. Our contributions include 1) modeling highly specular objects, 2) modeling inter-reflections and Fresnel effects, and 3) enabling surface light field reconstruction with the same input needed to reconstruct shape alone. In cases where scene surface has a strong mirror-like material component, we generate highly detailed environment images, revealing room composition, objects, people, buildings, and trees visible through windows. Our approach yields state of the art view synthesis techniques, operates on low dynamic range imagery, and is robust to geometric and calibration errors.
Program Synthesis Benchmark for Visual Programming in XLogoOnline Environment
Large language and multimodal models have shown remarkable successes on various benchmarks focused on specific skills such as general-purpose programming, natural language understanding, math word problem-solving, and visual question answering. However, it is unclear how well these models perform on tasks that require a combination of these skills. In this paper, we curate a novel program synthesis benchmark based on the XLogoOnline visual programming environment. The benchmark comprises 85 real-world tasks from the Mini-level of the XLogoOnline environment, each requiring a combination of different skills such as spatial planning, basic programming, and logical reasoning. Our evaluation shows that current state-of-the-art models like GPT-4V and Llama3-70B struggle to solve these tasks, achieving only 20% and 2.35% success rates. Next, we develop a fine-tuning pipeline to boost the performance of models by leveraging a large-scale synthetic training dataset with over 80000 tasks. Moreover, we showcase how emulator-driven feedback can be used to design a curriculum over training data distribution. We showcase that a fine-tuned Llama3-8B drastically outperforms GPT-4V and Llama3-70B models, and provide an in-depth analysis of the models' expertise across different skill dimensions. We will publicly release the benchmark for future research on program synthesis in visual programming.
NEMTO: Neural Environment Matting for Novel View and Relighting Synthesis of Transparent Objects
We propose NEMTO, the first end-to-end neural rendering pipeline to model 3D transparent objects with complex geometry and unknown indices of refraction. Commonly used appearance modeling such as the Disney BSDF model cannot accurately address this challenging problem due to the complex light paths bending through refractions and the strong dependency of surface appearance on illumination. With 2D images of the transparent object as input, our method is capable of high-quality novel view and relighting synthesis. We leverage implicit Signed Distance Functions (SDF) to model the object geometry and propose a refraction-aware ray bending network to model the effects of light refraction within the object. Our ray bending network is more tolerant to geometric inaccuracies than traditional physically-based methods for rendering transparent objects. We provide extensive evaluations on both synthetic and real-world datasets to demonstrate our high-quality synthesis and the applicability of our method.
Scaling Agent Learning via Experience Synthesis
While reinforcement learning (RL) can empower large language model (LLM) agents by enabling self-improvement through interaction, its practical adoption remains challenging due to costly rollouts, limited task diversity, unreliable reward signals, and infrastructure complexity, all of which obstruct the collection of scalable experience data. To address these challenges, we introduce DreamGym, the first unified framework designed to synthesize diverse experiences with scalability in mind to enable effective online RL training for autonomous agents. Rather than relying on expensive real-environment rollouts, DreamGym distills environment dynamics into a reasoning-based experience model that derives consistent state transitions and feedback signals through step-by-step reasoning, enabling scalable agent rollout collection for RL. To improve the stability and quality of transitions, DreamGym leverages an experience replay buffer initialized with offline real-world data and continuously enriched with fresh interactions to actively support agent training. To improve knowledge acquisition, DreamGym adaptively generates new tasks that challenge the current agent policy, enabling more effective online curriculum learning. Experiments across diverse environments and agent backbones demonstrate that DreamGym substantially improves RL training, both in fully synthetic settings and in sim-to-real transfer scenarios. On non-RL-ready tasks like WebArena, DreamGym outperforms all baselines by over 30%. And in RL-ready but costly settings, it matches GRPO and PPO performance using only synthetic interactions. When transferring a policy trained purely on synthetic experiences to real-environment RL, DreamGym yields significant additional performance gains while requiring far fewer real-world interactions, providing a scalable warm-start strategy for general-purpose RL.
SCALER:Synthetic Scalable Adaptive Learning Environment for Reasoning
Reinforcement learning (RL) offers a principled way to enhance the reasoning capabilities of large language models, yet its effectiveness hinges on training signals that remain informative as models evolve. In practice, RL progress often slows when task difficulty becomes poorly aligned with model capability, or when training is dominated by a narrow set of recurring problem patterns. To jointly address these issues, we propose SCALER (Synthetic sCalable Adaptive Learning Environment for Reasoning), a framework that sustains effective learning signals through adaptive environment design. SCALER introduces a scalable synthesis pipeline that converts real-world programming problems into verifiable reasoning environments with controllable difficulty and unbounded instance generation, enabling RL training beyond finite datasets while preserving strong correctness guarantees. Building on this, SCALER further employs an adaptive multi-environment RL strategy that dynamically adjusts instance difficulty and curates the active set of environments to track the model's capability frontier and maintain distributional diversity. This co-adaptation prevents reward sparsity, mitigates overfitting to narrow task patterns, and supports sustained improvement throughout training. Extensive experiments show that SCALER consistently outperforms dataset-based RL baselines across diverse reasoning benchmarks and exhibits more stable, long-horizon training dynamics.
MINDSTORES: Memory-Informed Neural Decision Synthesis for Task-Oriented Reinforcement in Embodied Systems
While large language models (LLMs) have shown promising capabilities as zero-shot planners for embodied agents, their inability to learn from experience and build persistent mental models limits their robustness in complex open-world environments like Minecraft. We introduce MINDSTORES, an experience-augmented planning framework that enables embodied agents to build and leverage mental models through natural interaction with their environment. Drawing inspiration from how humans construct and refine cognitive mental models, our approach extends existing zero-shot LLM planning by maintaining a database of past experiences that informs future planning iterations. The key innovation is representing accumulated experiences as natural language embeddings of (state, task, plan, outcome) tuples, which can then be efficiently retrieved and reasoned over by an LLM planner to generate insights and guide plan refinement for novel states and tasks. Through extensive experiments in the MineDojo environment, a simulation environment for agents in Minecraft that provides low-level controls for Minecraft, we find that MINDSTORES learns and applies its knowledge significantly better than existing memory-based LLM planners while maintaining the flexibility and generalization benefits of zero-shot approaches, representing an important step toward more capable embodied AI systems that can learn continuously through natural experience.
Autonomous Character-Scene Interaction Synthesis from Text Instruction
Synthesizing human motions in 3D environments, particularly those with complex activities such as locomotion, hand-reaching, and human-object interaction, presents substantial demands for user-defined waypoints and stage transitions. These requirements pose challenges for current models, leading to a notable gap in automating the animation of characters from simple human inputs. This paper addresses this challenge by introducing a comprehensive framework for synthesizing multi-stage scene-aware interaction motions directly from a single text instruction and goal location. Our approach employs an auto-regressive diffusion model to synthesize the next motion segment, along with an autonomous scheduler predicting the transition for each action stage. To ensure that the synthesized motions are seamlessly integrated within the environment, we propose a scene representation that considers the local perception both at the start and the goal location. We further enhance the coherence of the generated motion by integrating frame embeddings with language input. Additionally, to support model training, we present a comprehensive motion-captured dataset comprising 16 hours of motion sequences in 120 indoor scenes covering 40 types of motions, each annotated with precise language descriptions. Experimental results demonstrate the efficacy of our method in generating high-quality, multi-stage motions closely aligned with environmental and textual conditions.
Camouflaged Image Synthesis Is All You Need to Boost Camouflaged Detection
Camouflaged objects that blend into natural scenes pose significant challenges for deep-learning models to detect and synthesize. While camouflaged object detection is a crucial task in computer vision with diverse real-world applications, this research topic has been constrained by limited data availability. We propose a framework for synthesizing camouflage data to enhance the detection of camouflaged objects in natural scenes. Our approach employs a generative model to produce realistic camouflage images, which can be used to train existing object detection models. Specifically, we use a camouflage environment generator supervised by a camouflage distribution classifier to synthesize the camouflage images, which are then fed into our generator to expand the dataset. Our framework outperforms the current state-of-the-art method on three datasets (COD10k, CAMO, and CHAMELEON), demonstrating its effectiveness in improving camouflaged object detection. This approach can serve as a plug-and-play data generation and augmentation module for existing camouflaged object detection tasks and provides a novel way to introduce more diversity and distributions into current camouflage datasets.
FVEL: Interactive Formal Verification Environment with Large Language Models via Theorem Proving
Formal verification (FV) has witnessed growing significance with current emerging program synthesis by the evolving large language models (LLMs). However, current formal verification mainly resorts to symbolic verifiers or hand-craft rules, resulting in limitations for extensive and flexible verification. On the other hand, formal languages for automated theorem proving, such as Isabelle, as another line of rigorous verification, are maintained with comprehensive rules and theorems. In this paper, we propose FVEL, an interactive Formal Verification Environment with LLMs. Specifically, FVEL transforms a given code to be verified into Isabelle, and then conducts verification via neural automated theorem proving with an LLM. The joined paradigm leverages the rigorous yet abundant formulated and organized rules in Isabelle and is also convenient for introducing and adjusting cutting-edge LLMs. To achieve this goal, we extract a large-scale FVELER3. The FVELER dataset includes code dependencies and verification processes that are formulated in Isabelle, containing 758 theories, 29,125 lemmas, and 200,646 proof steps in total with in-depth dependencies. We benchmark FVELER in the FVEL environment by first fine-tuning LLMs with FVELER and then evaluating them on Code2Inv and SV-COMP. The results show that FVEL with FVELER fine-tuned Llama3- 8B solves 17.39% (69 -> 81) more problems, and Mistral-7B 12% (75 -> 84) more problems in SV-COMP. And the proportion of proof errors is reduced. Project page: https://fveler.github.io/.
Cooperative Multi-Agent Planning with Adaptive Skill Synthesis
Despite much progress in training distributed artificial intelligence (AI), building cooperative multi-agent systems with multi-agent reinforcement learning (MARL) faces challenges in sample efficiency, interpretability, and transferability. Unlike traditional learning-based methods that require extensive interaction with the environment, large language models (LLMs) demonstrate remarkable capabilities in zero-shot planning and complex reasoning. However, existing LLM-based approaches heavily rely on text-based observations and struggle with the non-Markovian nature of multi-agent interactions under partial observability. We present COMPASS, a novel multi-agent architecture that integrates vision-language models (VLMs) with a dynamic skill library and structured communication for decentralized closed-loop decision-making. The skill library, bootstrapped from demonstrations, evolves via planner-guided tasks to enable adaptive strategies. COMPASS propagates entity information through multi-hop communication under partial observability. Evaluations on the improved StarCraft Multi-Agent Challenge (SMACv2) demonstrate COMPASS's strong performance against state-of-the-art MARL baselines across both symmetric and asymmetric scenarios. Notably, in the symmetric Protoss 5v5 task, COMPASS achieved a 57\% win rate, representing a 30 percentage point advantage over QMIX (27\%). Project page can be found at https://stellar-entremet-1720bb.netlify.app/.
EnvScaler: Scaling Tool-Interactive Environments for LLM Agent via Programmatic Synthesis
Large language models (LLMs) are expected to be trained to act as agents in various real-world environments, but this process relies on rich and varied tool-interaction sandboxes. However, access to real systems is often restricted; LLM-simulated environments are prone to hallucinations and inconsistencies; and manually built sandboxes are hard to scale. In this paper, we propose EnvScaler, an automated framework for scalable tool-interaction environments via programmatic synthesis. EnvScaler comprises two components. First, SkelBuilder constructs diverse environment skeletons through topic mining, logic modeling, and quality evaluation. Then, ScenGenerator generates multiple task scenarios and rule-based trajectory validation functions for each environment. With EnvScaler, we synthesize 191 environments and about 7K scenarios, and apply them to Supervised Fine-Tuning (SFT) and Reinforcement Learning (RL) for Qwen3 series models. Results on three benchmarks show that EnvScaler significantly improves LLMs' ability to solve tasks in complex environments involving multi-turn, multi-tool interactions. We release our code and data at https://github.com/RUC-NLPIR/EnvScaler.
FALL-E: A Foley Sound Synthesis Model and Strategies
This paper introduces FALL-E, a foley synthesis system and its training/inference strategies. The FALL-E model employs a cascaded approach comprising low-resolution spectrogram generation, spectrogram super-resolution, and a vocoder. We trained every sound-related model from scratch using our extensive datasets, and utilized a pre-trained language model. We conditioned the model with dataset-specific texts, enabling it to learn sound quality and recording environment based on text input. Moreover, we leveraged external language models to improve text descriptions of our datasets and performed prompt engineering for quality, coherence, and diversity. FALL-E was evaluated by an objective measure as well as listening tests in the DCASE 2023 challenge Task 7. The submission achieved the second place on average, while achieving the best score for diversity, second place for audio quality, and third place for class fitness.
NeRF in the Palm of Your Hand: Corrective Augmentation for Robotics via Novel-View Synthesis
Expert demonstrations are a rich source of supervision for training visual robotic manipulation policies, but imitation learning methods often require either a large number of demonstrations or expensive online expert supervision to learn reactive closed-loop behaviors. In this work, we introduce SPARTN (Synthetic Perturbations for Augmenting Robot Trajectories via NeRF): a fully-offline data augmentation scheme for improving robot policies that use eye-in-hand cameras. Our approach leverages neural radiance fields (NeRFs) to synthetically inject corrective noise into visual demonstrations, using NeRFs to generate perturbed viewpoints while simultaneously calculating the corrective actions. This requires no additional expert supervision or environment interaction, and distills the geometric information in NeRFs into a real-time reactive RGB-only policy. In a simulated 6-DoF visual grasping benchmark, SPARTN improves success rates by 2.8times over imitation learning without the corrective augmentations and even outperforms some methods that use online supervision. It additionally closes the gap between RGB-only and RGB-D success rates, eliminating the previous need for depth sensors. In real-world 6-DoF robotic grasping experiments from limited human demonstrations, our method improves absolute success rates by 22.5% on average, including objects that are traditionally challenging for depth-based methods. See video results at https://bland.website/spartn.
SLR: An Automated Synthesis Framework for Scalable Logical Reasoning
We introduce SLR, an end-to-end framework for systematic evaluation and training of Large Language Models (LLMs) via Scalable Logical Reasoning. Given a user's task specification, SLR enables scalable, automated synthesis of inductive reasoning tasks with precisely controlled difficulty. For each task, SLR synthesizes (i) a latent ground-truth rule, (ii) an executable validation program used by a symbolic judge to deterministically verify model outputs, and (iii) an instruction prompt for the reasoning task. Using SLR, we create SLR-Bench, a benchmark comprising over 19k prompts spanning 20 curriculum levels that progressively increase in relational, arithmetic, and recursive complexity. Large-scale evaluation reveals that contemporary LLMs readily produce syntactically valid rules, yet often fail at correct logical inference. Recent reasoning LLMs do somewhat better, but incur substantial increases in test-time compute, sometimes exceeding 15k completion tokens. Finally, logic-tuning via SLR doubles Llama-3-8B accuracy on SLR-Bench, achieving parity with Gemini-Flash-Thinking at a fraction of computational cost. SLR is fully automated, requires no human annotation, ensures dataset novelty, and offers a scalable environment for probing and advancing LLMs' reasoning capabilities.
Factorio Learning Environment
Large Language Models (LLMs) are rapidly saturating existing benchmarks, necessitating new open-ended evaluations. We introduce the Factorio Learning Environment (FLE), based on the game of Factorio, that tests agents in long-term planning, program synthesis, and resource optimization. FLE provides exponentially scaling challenges -- from basic automation to complex factories processing millions of resource units per second. We provide two settings: (1) lab-play consisting of eight structured tasks with fixed resources, and (2) open-play with the unbounded task of building the largest factory on an procedurally generated map. We demonstrate across both settings that models still lack strong spatial reasoning. In lab-play, we find that LLMs exhibit promising short-horizon skills, yet are unable to operate effectively in constrained environments, reflecting limitations in error analysis. In open-play, while LLMs discover automation strategies that improve growth (e.g electric-powered drilling), they fail to achieve complex automation (e.g electronic-circuit manufacturing).
InfiniCity: Infinite-Scale City Synthesis
Toward infinite-scale 3D city synthesis, we propose a novel framework, InfiniCity, which constructs and renders an unconstrainedly large and 3D-grounded environment from random noises. InfiniCity decomposes the seemingly impractical task into three feasible modules, taking advantage of both 2D and 3D data. First, an infinite-pixel image synthesis module generates arbitrary-scale 2D maps from the bird's-eye view. Next, an octree-based voxel completion module lifts the generated 2D map to 3D octrees. Finally, a voxel-based neural rendering module texturizes the voxels and renders 2D images. InfiniCity can thus synthesize arbitrary-scale and traversable 3D city environments, and allow flexible and interactive editing from users. We quantitatively and qualitatively demonstrate the efficacy of the proposed framework. Project page: https://hubert0527.github.io/infinicity/
SwapAnyone: Consistent and Realistic Video Synthesis for Swapping Any Person into Any Video
Video body-swapping aims to replace the body in an existing video with a new body from arbitrary sources, which has garnered more attention in recent years. Existing methods treat video body-swapping as a composite of multiple tasks instead of an independent task and typically rely on various models to achieve video body-swapping sequentially. However, these methods fail to achieve end-to-end optimization for the video body-swapping which causes issues such as variations in luminance among frames, disorganized occlusion relationships, and the noticeable separation between bodies and background. In this work, we define video body-swapping as an independent task and propose three critical consistencies: identity consistency, motion consistency, and environment consistency. We introduce an end-to-end model named SwapAnyone, treating video body-swapping as a video inpainting task with reference fidelity and motion control. To improve the ability to maintain environmental harmony, particularly luminance harmony in the resulting video, we introduce a novel EnvHarmony strategy for training our model progressively. Additionally, we provide a dataset named HumanAction-32K covering various videos about human actions. Extensive experiments demonstrate that our method achieves State-Of-The-Art (SOTA) performance among open-source methods while approaching or surpassing closed-source models across multiple dimensions. All code, model weights, and the HumanAction-32K dataset will be open-sourced at https://github.com/PKU-YuanGroup/SwapAnyone.
NeRRF: 3D Reconstruction and View Synthesis for Transparent and Specular Objects with Neural Refractive-Reflective Fields
Neural radiance fields (NeRF) have revolutionized the field of image-based view synthesis. However, NeRF uses straight rays and fails to deal with complicated light path changes caused by refraction and reflection. This prevents NeRF from successfully synthesizing transparent or specular objects, which are ubiquitous in real-world robotics and A/VR applications. In this paper, we introduce the refractive-reflective field. Taking the object silhouette as input, we first utilize marching tetrahedra with a progressive encoding to reconstruct the geometry of non-Lambertian objects and then model refraction and reflection effects of the object in a unified framework using Fresnel terms. Meanwhile, to achieve efficient and effective anti-aliasing, we propose a virtual cone supersampling technique. We benchmark our method on different shapes, backgrounds and Fresnel terms on both real-world and synthetic datasets. We also qualitatively and quantitatively benchmark the rendering results of various editing applications, including material editing, object replacement/insertion, and environment illumination estimation. Codes and data are publicly available at https://github.com/dawning77/NeRRF.
EnvGS: Modeling View-Dependent Appearance with Environment Gaussian
Reconstructing complex reflections in real-world scenes from 2D images is essential for achieving photorealistic novel view synthesis. Existing methods that utilize environment maps to model reflections from distant lighting often struggle with high-frequency reflection details and fail to account for near-field reflections. In this work, we introduce EnvGS, a novel approach that employs a set of Gaussian primitives as an explicit 3D representation for capturing reflections of environments. These environment Gaussian primitives are incorporated with base Gaussian primitives to model the appearance of the whole scene. To efficiently render these environment Gaussian primitives, we developed a ray-tracing-based renderer that leverages the GPU's RT core for fast rendering. This allows us to jointly optimize our model for high-quality reconstruction while maintaining real-time rendering speeds. Results from multiple real-world and synthetic datasets demonstrate that our method produces significantly more detailed reflections, achieving the best rendering quality in real-time novel view synthesis. The code is available at https://zju3dv.github.io/envgs.
SceneWeaver: All-in-One 3D Scene Synthesis with an Extensible and Self-Reflective Agent
Indoor scene synthesis has become increasingly important with the rise of Embodied AI, which requires 3D environments that are not only visually realistic but also physically plausible and functionally diverse. While recent approaches have advanced visual fidelity, they often remain constrained to fixed scene categories, lack sufficient object-level detail and physical consistency, and struggle to align with complex user instructions. In this work, we present SceneWeaver, a reflective agentic framework that unifies diverse scene synthesis paradigms through tool-based iterative refinement. At its core, SceneWeaver employs a language model-based planner to select from a suite of extensible scene generation tools, ranging from data-driven generative models to visual- and LLM-based methods, guided by self-evaluation of physical plausibility, visual realism, and semantic alignment with user input. This closed-loop reason-act-reflect design enables the agent to identify semantic inconsistencies, invoke targeted tools, and update the environment over successive iterations. Extensive experiments on both common and open-vocabulary room types demonstrate that SceneWeaver not only outperforms prior methods on physical, visual, and semantic metrics, but also generalizes effectively to complex scenes with diverse instructions, marking a step toward general-purpose 3D environment generation. Project website: https://scene-weaver.github.io/.
LLM-driven Indoor Scene Layout Generation via Scaled Human-aligned Data Synthesis and Multi-Stage Preference Optimization
Automatic indoor layout generation has attracted increasing attention due to its potential in interior design, virtual environment construction, and embodied AI. Existing methods fall into two categories: prompt-driven approaches that leverage proprietary LLM services (e.g., GPT APIs) and learning-based methods trained on layout data upon diffusion-based models. Prompt-driven methods often suffer from spatial inconsistency and high computational costs, while learning-based methods are typically constrained by coarse relational graphs and limited datasets, restricting their generalization to diverse room categories. In this paper, we revisit LLM-based indoor layout generation and present 3D-SynthPlace, a large-scale dataset that combines synthetic layouts generated via a 'GPT synthesize, Human inspect' pipeline, upgraded from the 3D-Front dataset. 3D-SynthPlace contains nearly 17,000 scenes, covering four common room types -- bedroom, living room, kitchen, and bathroom -- enriched with diverse objects and high-level spatial annotations. We further introduce OptiScene, a strong open-source LLM optimized for indoor layout generation, fine-tuned based on our 3D-SynthPlace dataset through our two-stage training. For the warum-up stage I, we adopt supervised fine-tuning (SFT), which is taught to first generate high-level spatial descriptions then conditionally predict concrete object placements. For the reinforcing stage II, to better align the generated layouts with human design preferences, we apply multi-turn direct preference optimization (DPO), which significantly improving layout quality and generation success rates. Extensive experiments demonstrate that OptiScene outperforms traditional prompt-driven and learning-based baselines. Moreover, OptiScene shows promising potential in interactive tasks such as scene editing and robot navigation.
AgentGen: Enhancing Planning Abilities for Large Language Model based Agent via Environment and Task Generation
Large Language Model (LLM) based agents have garnered significant attention and are becoming increasingly popular. Furthermore, planning ability is a crucial component of an LLM-based agent, involving interaction with the environment and executing actions to complete a planning task, which generally entails achieving a desired goal from an initial state. This paper investigates enhancing the planning abilities of LLMs through instruction tuning, referred to as agent training. Recent studies have demonstrated that utilizing expert-level trajectory for instruction-tuning LLMs effectively enhances their planning capabilities. However, existing work primarily focuses on synthesizing trajectories from manually designed planning tasks and environments. The labor-intensive nature of creating these environments and tasks impedes the generation of sufficiently varied and extensive trajectories. To address this limitation, this paper explores the automated synthesis of diverse environments and a gradual range of planning tasks, from easy to difficult. We introduce a framework, AgentGen, that leverages LLMs first to generate environments and subsequently generate planning tasks conditioned on these environments. Specifically, to improve environmental diversity, we propose using an inspiration corpus composed of various domain-specific text segments as the context for synthesizing environments. Moreover, to increase the difficulty diversity of generated planning tasks, we propose a bidirectional evolution method, Bi-Evol, that evolves planning tasks from easier and harder directions to synthesize a task set with a smoother difficulty curve. The evaluation results derived from AgentBoard show that AgentGen greatly improves LLMs' planning ability, e.g., the AgentGen instruction-tuned Llama-3 8B surpasses GPT-3.5 in overall performance. Moreover, in certain tasks, it even outperforms GPT-4.
COMPASS: Cross-embodiment Mobility Policy via Residual RL and Skill Synthesis
As robots are increasingly deployed in diverse application domains, generalizable cross-embodiment mobility policies are increasingly essential. While classical mobility stacks have proven effective on specific robot platforms, they pose significant challenges when scaling to new embodiments. Learning-based methods, such as imitation learning (IL) and reinforcement learning (RL), offer alternative solutions but suffer from covariate shift, sparse sampling in large environments, and embodiment-specific constraints. This paper introduces COMPASS, a novel workflow for developing cross-embodiment mobility policies by integrating IL, residual RL, and policy distillation. We begin with IL on a mobile robot, leveraging easily accessible teacher policies to train a foundational model that combines a world model with a mobility policy. Building on this base, we employ residual RL to fine-tune embodiment-specific policies, exploiting pre-trained representations to improve sampling efficiency in handling various physical constraints and sensor modalities. Finally, policy distillation merges these embodiment-specialist policies into a single robust cross-embodiment policy. We empirically demonstrate that COMPASS scales effectively across diverse robot platforms while maintaining adaptability to various environment configurations, achieving a generalist policy with a success rate approximately 5X higher than the pre-trained IL policy. The resulting framework offers an efficient, scalable solution for cross-embodiment mobility, enabling robots with different designs to navigate safely and efficiently in complex scenarios.
Towards An Integrated Approach for Expressive Piano Performance Synthesis from Music Scores
This paper presents an integrated system that transforms symbolic music scores into expressive piano performance audio. By combining a Transformer-based Expressive Performance Rendering (EPR) model with a fine-tuned neural MIDI synthesiser, our approach directly generates expressive audio performances from score inputs. To the best of our knowledge, this is the first system to offer a streamlined method for converting score MIDI files lacking expression control into rich, expressive piano performances. We conducted experiments using subsets of the ATEPP dataset, evaluating the system with both objective metrics and subjective listening tests. Our system not only accurately reconstructs human-like expressiveness, but also captures the acoustic ambience of environments such as concert halls and recording studios. Additionally, the proposed system demonstrates its ability to achieve musical expressiveness while ensuring good audio quality in its outputs.
ENVIDR: Implicit Differentiable Renderer with Neural Environment Lighting
Recent advances in neural rendering have shown great potential for reconstructing scenes from multiview images. However, accurately representing objects with glossy surfaces remains a challenge for existing methods. In this work, we introduce ENVIDR, a rendering and modeling framework for high-quality rendering and reconstruction of surfaces with challenging specular reflections. To achieve this, we first propose a novel neural renderer with decomposed rendering components to learn the interaction between surface and environment lighting. This renderer is trained using existing physically based renderers and is decoupled from actual scene representations. We then propose an SDF-based neural surface model that leverages this learned neural renderer to represent general scenes. Our model additionally synthesizes indirect illuminations caused by inter-reflections from shiny surfaces by marching surface-reflected rays. We demonstrate that our method outperforms state-of-art methods on challenging shiny scenes, providing high-quality rendering of specular reflections while also enabling material editing and scene relighting.
AgentLongBench: A Controllable Long Benchmark For Long-Contexts Agents via Environment Rollouts
The evolution of Large Language Models (LLMs) into autonomous agents necessitates the management of extensive, dynamic contexts. Current benchmarks, however, remain largely static, relying on passive retrieval tasks that fail to simulate the complexities of agent-environment interaction, such as non-linear reasoning and iterative feedback. To address this, we introduce AgentLongBench, which evaluates agents through simulated environment rollouts based on Lateral Thinking Puzzles. This framework generates rigorous interaction trajectories across knowledge-intensive and knowledge-free scenarios. Experiments with state-of-the-art models and memory systems (32K to 4M tokens) expose a critical weakness: while adept at static retrieval, agents struggle with the dynamic information synthesis essential for workflows. Our analysis indicates that this degradation is driven by the minimum number of tokens required to resolve a query. This factor explains why the high information density inherent in massive tool responses poses a significantly greater challenge than the memory fragmentation typical of long-turn dialogues.
AV-GS: Learning Material and Geometry Aware Priors for Novel View Acoustic Synthesis
Novel view acoustic synthesis (NVAS) aims to render binaural audio at any target viewpoint, given a mono audio emitted by a sound source at a 3D scene. Existing methods have proposed NeRF-based implicit models to exploit visual cues as a condition for synthesizing binaural audio. However, in addition to low efficiency originating from heavy NeRF rendering, these methods all have a limited ability of characterizing the entire scene environment such as room geometry, material properties, and the spatial relation between the listener and sound source. To address these issues, we propose a novel Audio-Visual Gaussian Splatting (AV-GS) model. To obtain a material-aware and geometry-aware condition for audio synthesis, we learn an explicit point-based scene representation with an audio-guidance parameter on locally initialized Gaussian points, taking into account the space relation from the listener and sound source. To make the visual scene model audio adaptive, we propose a point densification and pruning strategy to optimally distribute the Gaussian points, with the per-point contribution in sound propagation (e.g., more points needed for texture-less wall surfaces as they affect sound path diversion). Extensive experiments validate the superiority of our AV-GS over existing alternatives on the real-world RWAS and simulation-based SoundSpaces datasets.
KAPSO: A Knowledge-grounded framework for Autonomous Program Synthesis and Optimization
We introduce KAPSO, a modular framework for autonomous program synthesis and optimization. Given a natural language goal and an evaluation method, KAPSO iteratively performs ideation, code synthesis and editing, execution, evaluation, and learning to improve a runnable artifact toward measurable objectives. Rather than treating synthesis as the endpoint, KAPSO uses synthesis as an operator within a long-horizon optimization loop, where progress is defined by evaluator outcomes. KAPSO targets long-horizon failures common in coding agents, including lost experimental state, brittle debugging, and weak reuse of domain expertise, by integrating three tightly coupled components. First, a git-native experimentation engine isolates each attempt as a branch, producing reproducible artifacts and preserving provenance across iterations. Second, a knowledge system ingests heterogeneous sources, including repositories, internal playbooks, and curated external resources such as documentation, scientific papers, and web search results, and organizes them into a structured representation that supports retrieval over workflows, implementations, and environment constraints. Third, a cognitive memory layer coordinates retrieval and maintains an episodic store of reusable lessons distilled from experiment traces (run logs, diffs, and evaluator feedback), reducing repeated error modes and accelerating convergence. We evaluated KAPSO on MLE-Bench (Kaggle-style ML competitions) and ALE-Bench (AtCoder heuristic optimization), and report end-to-end performance. Code Available at: https://github.com/Leeroo-AI/kapso
Can LLMs Generate Human-Like Wayfinding Instructions? Towards Platform-Agnostic Embodied Instruction Synthesis
We present a novel approach to automatically synthesize "wayfinding instructions" for an embodied robot agent. In contrast to prior approaches that are heavily reliant on human-annotated datasets designed exclusively for specific simulation platforms, our algorithm uses in-context learning to condition an LLM to generate instructions using just a few references. Using an LLM-based Visual Question Answering strategy, we gather detailed information about the environment which is used by the LLM for instruction synthesis. We implement our approach on multiple simulation platforms including Matterport3D, AI Habitat and ThreeDWorld, thereby demonstrating its platform-agnostic nature. We subjectively evaluate our approach via a user study and observe that 83.3% of users find the synthesized instructions accurately capture the details of the environment and show characteristics similar to those of human-generated instructions. Further, we conduct zero-shot navigation with multiple approaches on the REVERIE dataset using the generated instructions, and observe very close correlation with the baseline on standard success metrics (< 1% change in SR), quantifying the viability of generated instructions in replacing human-annotated data. We finally discuss the applicability of our approach in enabling a generalizable evaluation of embodied navigation policies. To the best of our knowledge, ours is the first LLM-driven approach capable of generating "human-like" instructions in a platform-agnostic manner, without training.
Nex-N1: Agentic Models Trained via a Unified Ecosystem for Large-Scale Environment Construction
The evolution of Large Language Models (LLMs) from passive responders to autonomous agents necessitates a fundamental shift in learning paradigms -- from static imitation to incentive-driven decision making. However, this transition is significantly impeded by the lack of scalable infrastructure capable of constructing high-quality interaction signals for effective policy learning. To address this, we introduce a comprehensive method designed to systematically scale the diversity and complexity of interactive environments. Our method realizes this scaling by addressing three orthogonal dimensions: (1) Complexity: NexAU, a flexible agent framework that supports building complex agent hierarchies via simple configurations; (2) Diversity: NexA4A automatically generates diverse agent hierarchies from natural language to cover infinite domains; and (3) Fidelity: NexGAP bridges the simulation-reality gap by integrating dynamic real-world environment for grounded trajectories synthesis. We train Nex-N1 upon the diverse and complex interactive environments established by our infrastructure. Empirical results on benchmarks such as SWE-bench and tau2 demonstrate that Nex-N1 consistently outperforms SOTA open-source models and achieves competitive performance against frontier proprietary models on complex agentic tasks. We open-source the Nex ecosystem and model weights to facilitate further research.
FunReason-MT Technical Report: Overcoming the Complexity Barrier in Multi-Turn Function Calling
Function calling (FC) empowers large language models (LLMs) and autonomous agents to interface with external tools, a critical capability for solving complex, real-world problems. As this ability becomes increasingly central to advanced AI systems, the need for high-quality, multi-turn training data to develop and refine it cannot be overstated. Existing data synthesis methods, such as random environment sampling or multi-agent role-playing, are not powerful enough to generate high-quality data in real-world environments. Practical challenges come in three folds: targeted model training, isolation of tool architecture, and multi-turn logical dependency. To address these structural deficiencies, we present FunReason-MT, a novel data synthesis framework for real-world multi-turn tool use. FunReason-MT resolves the complexity barrier in multi-turn FC data by employing 1) Environment-API Graph Interactions to gather varied high-quality trajectories, 2) Advanced Tool-Query Synthesis to simplify hard query construction, and 3) Guided Iterative Chain for sophisticated CoT generation. Evaluations on Berkeley Function-Calling Leaderboard (BFCLv3) demonstrate the power of our framework: a 4B model built upon FunReason-MT generated data achieves state-of-the-art performance among comparable-sized models, outperforming most close-source models. Further performance improvements on BFCLv4 confirm that FunReason-MT provides a reliable and robust source for agentic learning.
Shielded Controller Units for RL with Operational Constraints Applied to Remote Microgrids
Reinforcement learning (RL) is a powerful framework for optimizing decision-making in complex systems under uncertainty, an essential challenge in real-world settings, particularly in the context of the energy transition. A representative example is remote microgrids that supply power to communities disconnected from the main grid. Enabling the energy transition in such systems requires coordinated control of renewable sources like wind turbines, alongside fuel generators and batteries, to meet demand while minimizing fuel consumption and battery degradation under exogenous and intermittent load and wind conditions. These systems must often conform to extensive regulations and complex operational constraints. To ensure that RL agents respect these constraints, it is crucial to provide interpretable guarantees. In this paper, we introduce Shielded Controller Units (SCUs), a systematic and interpretable approach that leverages prior knowledge of system dynamics to ensure constraint satisfaction. Our shield synthesis methodology, designed for real-world deployment, decomposes the environment into a hierarchical structure where each SCU explicitly manages a subset of constraints. We demonstrate the effectiveness of SCUs on a remote microgrid optimization task with strict operational requirements. The RL agent, equipped with SCUs, achieves a 24% reduction in fuel consumption without increasing battery degradation, outperforming other baselines while satisfying all constraints. We hope SCUs contribute to the safe application of RL to the many decision-making challenges linked to the energy transition.
A Recipe for Generating 3D Worlds From a Single Image
We introduce a recipe for generating immersive 3D worlds from a single image by framing the task as an in-context learning problem for 2D inpainting models. This approach requires minimal training and uses existing generative models. Our process involves two steps: generating coherent panoramas using a pre-trained diffusion model and lifting these into 3D with a metric depth estimator. We then fill unobserved regions by conditioning the inpainting model on rendered point clouds, requiring minimal fine-tuning. Tested on both synthetic and real images, our method produces high-quality 3D environments suitable for VR display. By explicitly modeling the 3D structure of the generated environment from the start, our approach consistently outperforms state-of-the-art, video synthesis-based methods along multiple quantitative image quality metrics. Project Page: https://katjaschwarz.github.io/worlds/
AgentRefine: Enhancing Agent Generalization through Refinement Tuning
Large Language Model (LLM) based agents have proved their ability to perform complex tasks like humans. However, there is still a large gap between open-sourced LLMs and commercial models like the GPT series. In this paper, we focus on improving the agent generalization capabilities of LLMs via instruction tuning. We first observe that the existing agent training corpus exhibits satisfactory results on held-in evaluation sets but fails to generalize to held-out sets. These agent-tuning works face severe formatting errors and are frequently stuck in the same mistake for a long while. We analyze that the poor generalization ability comes from overfitting to several manual agent environments and a lack of adaptation to new situations. They struggle with the wrong action steps and can not learn from the experience but just memorize existing observation-action relations. Inspired by the insight, we propose a novel AgentRefine framework for agent-tuning. The core idea is to enable the model to learn to correct its mistakes via observation in the trajectory. Specifically, we propose an agent synthesis framework to encompass a diverse array of environments and tasks and prompt a strong LLM to refine its error action according to the environment feedback. AgentRefine significantly outperforms state-of-the-art agent-tuning work in terms of generalization ability on diverse agent tasks. It also has better robustness facing perturbation and can generate diversified thought in inference. Our findings establish the correlation between agent generalization and self-refinement and provide a new paradigm for future research.
Code-Driven Planning in Grid Worlds with Large Language Models
We propose an iterative programmatic planning (IPP) framework for solving grid-based tasks by synthesizing interpretable agent policies expressed in code using large language models (LLMs). Instead of relying on traditional search or reinforcement learning, our approach uses code generation as policy synthesis, where the LLM outputs executable programs that map environment states to action sequences. Our proposed architecture incorporates several prompting strategies, including direct code generation, pseudocode-conditioned refinement, and curriculum-based prompting, but also includes an iterative refinement mechanism that updates code based on task performance feedback. We evaluate our approach using six leading LLMs and two challenging grid-based benchmarks (GRASP and MiniGrid). Our IPP framework demonstrates improvements over direct code generation ranging from 10\% to as much as 10x across five of the six models and establishes a new state-of-the-art result for GRASP. IPP is found to significantly outperform direct elicitation of a solution from GPT-o3-mini (by 63\% on MiniGrid to 116\% on GRASP), demonstrating the viability of the overall approach. Computational costs of all code generation approaches are similar. While code generation has a higher initial prompting cost compared to direct solution elicitation (\0.08 per task vs. 0.002 per instance for GPT-o3-mini), the code can be reused for any number of instances, making the amortized cost significantly lower (by 400x on GPT-o3-mini across the complete GRASP benchmark).
Neural Codec Language Models are Zero-Shot Text to Speech Synthesizers
We introduce a language modeling approach for text to speech synthesis (TTS). Specifically, we train a neural codec language model (called Vall-E) using discrete codes derived from an off-the-shelf neural audio codec model, and regard TTS as a conditional language modeling task rather than continuous signal regression as in previous work. During the pre-training stage, we scale up the TTS training data to 60K hours of English speech which is hundreds of times larger than existing systems. Vall-E emerges in-context learning capabilities and can be used to synthesize high-quality personalized speech with only a 3-second enrolled recording of an unseen speaker as an acoustic prompt. Experiment results show that Vall-E significantly outperforms the state-of-the-art zero-shot TTS system in terms of speech naturalness and speaker similarity. In addition, we find Vall-E could preserve the speaker's emotion and acoustic environment of the acoustic prompt in synthesis. See https://aka.ms/valle for demos of our work.
Scalable Multi-Task Reinforcement Learning for Generalizable Spatial Intelligence in Visuomotor Agents
While Reinforcement Learning (RL) has achieved remarkable success in language modeling, its triumph hasn't yet fully translated to visuomotor agents. A primary challenge in RL models is their tendency to overfit specific tasks or environments, thereby hindering the acquisition of generalizable behaviors across diverse settings. This paper provides a preliminary answer to this challenge by demonstrating that RL-finetuned visuomotor agents in Minecraft can achieve zero-shot generalization to unseen worlds. Specifically, we explore RL's potential to enhance generalizable spatial reasoning and interaction capabilities in 3D worlds. To address challenges in multi-task RL representation, we analyze and establish cross-view goal specification as a unified multi-task goal space for visuomotor policies. Furthermore, to overcome the significant bottleneck of manual task design, we propose automated task synthesis within the highly customizable Minecraft environment for large-scale multi-task RL training, and we construct an efficient distributed RL framework to support this. Experimental results show RL significantly boosts interaction success rates by 4times and enables zero-shot generalization of spatial reasoning across diverse environments, including real-world settings. Our findings underscore the immense potential of RL training in 3D simulated environments, especially those amenable to large-scale task generation, for significantly advancing visuomotor agents' spatial reasoning.
RRM: Relightable assets using Radiance guided Material extraction
Synthesizing NeRFs under arbitrary lighting has become a seminal problem in the last few years. Recent efforts tackle the problem via the extraction of physically-based parameters that can then be rendered under arbitrary lighting, but they are limited in the range of scenes they can handle, usually mishandling glossy scenes. We propose RRM, a method that can extract the materials, geometry, and environment lighting of a scene even in the presence of highly reflective objects. Our method consists of a physically-aware radiance field representation that informs physically-based parameters, and an expressive environment light structure based on a Laplacian Pyramid. We demonstrate that our contributions outperform the state-of-the-art on parameter retrieval tasks, leading to high-fidelity relighting and novel view synthesis on surfacic scenes.
REAL-Prover: Retrieval Augmented Lean Prover for Mathematical Reasoning
Nowadays, formal theorem provers have made monumental progress on high-school and competition-level mathematics, but few of them generalize to more advanced mathematics. In this paper, we present REAL-Prover, a new open-source stepwise theorem prover for Lean 4 to push this boundary. This prover, based on our fine-tuned large language model (REAL-Prover-v1) and integrated with a retrieval system (Leansearch-PS), notably boosts performance on solving college-level mathematics problems. To train REAL-Prover-v1, we developed HERALD-AF, a data extraction pipeline that converts natural language math problems into formal statements, and a new open-source Lean 4 interactive environment (Jixia-interactive) to facilitate synthesis data collection. In our experiments, our prover using only supervised fine-tune achieves competitive results with a 23.7% success rate (Pass@64) on the ProofNet dataset-comparable to state-of-the-art (SOTA) models. To further evaluate our approach, we introduce FATE-M, a new benchmark focused on algebraic problems, where our prover achieves a SOTA success rate of 56.7% (Pass@64).
DG16M: A Large-Scale Dataset for Dual-Arm Grasping with Force-Optimized Grasps
Dual-arm robotic grasping is crucial for handling large objects that require stable and coordinated manipulation. While single-arm grasping has been extensively studied, datasets tailored for dual-arm settings remain scarce. We introduce a large-scale dataset of 16 million dual-arm grasps, evaluated under improved force-closure constraints. Additionally, we develop a benchmark dataset containing 300 objects with approximately 30,000 grasps, evaluated in a physics simulation environment, providing a better grasp quality assessment for dual-arm grasp synthesis methods. Finally, we demonstrate the effectiveness of our dataset by training a Dual-Arm Grasp Classifier network that outperforms the state-of-the-art methods by 15\%, achieving higher grasp success rates and improved generalization across objects.
SoftZoo: A Soft Robot Co-design Benchmark For Locomotion In Diverse Environments
While significant research progress has been made in robot learning for control, unique challenges arise when simultaneously co-optimizing morphology. Existing work has typically been tailored for particular environments or representations. In order to more fully understand inherent design and performance tradeoffs and accelerate the development of new breeds of soft robots, a comprehensive virtual platform with well-established tasks, environments, and evaluation metrics is needed. In this work, we introduce SoftZoo, a soft robot co-design platform for locomotion in diverse environments. SoftZoo supports an extensive, naturally-inspired material set, including the ability to simulate environments such as flat ground, desert, wetland, clay, ice, snow, shallow water, and ocean. Further, it provides a variety of tasks relevant for soft robotics, including fast locomotion, agile turning, and path following, as well as differentiable design representations for morphology and control. Combined, these elements form a feature-rich platform for analysis and development of soft robot co-design algorithms. We benchmark prevalent representations and co-design algorithms, and shed light on 1) the interplay between environment, morphology, and behavior; 2) the importance of design space representations; 3) the ambiguity in muscle formation and controller synthesis; and 4) the value of differentiable physics. We envision that SoftZoo will serve as a standard platform and template an approach toward the development of novel representations and algorithms for co-designing soft robots' behavioral and morphological intelligence.
OdysseyBench: Evaluating LLM Agents on Long-Horizon Complex Office Application Workflows
Autonomous agents powered by large language models (LLMs) are increasingly deployed in real-world applications requiring complex, long-horizon workflows. However, existing benchmarks predominantly focus on atomic tasks that are self-contained and independent, failing to capture the long-term contextual dependencies and multi-interaction coordination required in realistic scenarios. To address this gap, we introduce OdysseyBench, a comprehensive benchmark for evaluating LLM agents on long-horizon workflows across diverse office applications including Word, Excel, PDF, Email, and Calendar. Our benchmark comprises two complementary splits: OdysseyBench+ with 300 tasks derived from real-world use cases, and OdysseyBench-Neo with 302 newly synthesized complex tasks. Each task requires agent to identify essential information from long-horizon interaction histories and perform multi-step reasoning across various applications. To enable scalable benchmark creation, we propose HomerAgents, a multi-agent framework that automates the generation of long-horizon workflow benchmarks through systematic environment exploration, task generation, and dialogue synthesis. Our extensive evaluation demonstrates that OdysseyBench effectively challenges state-of-the-art LLM agents, providing more accurate assessment of their capabilities in complex, real-world contexts compared to existing atomic task benchmarks. We believe that OdysseyBench will serve as a valuable resource for advancing the development and evaluation of LLM agents in real-world productivity scenarios. In addition, we release OdysseyBench and HomerAgents to foster research along this line.
GS-IR: 3D Gaussian Splatting for Inverse Rendering
We propose GS-IR, a novel inverse rendering approach based on 3D Gaussian Splatting (GS) that leverages forward mapping volume rendering to achieve photorealistic novel view synthesis and relighting results. Unlike previous works that use implicit neural representations and volume rendering (e.g. NeRF), which suffer from low expressive power and high computational complexity, we extend GS, a top-performance representation for novel view synthesis, to estimate scene geometry, surface material, and environment illumination from multi-view images captured under unknown lighting conditions. There are two main problems when introducing GS to inverse rendering: 1) GS does not support producing plausible normal natively; 2) forward mapping (e.g. rasterization and splatting) cannot trace the occlusion like backward mapping (e.g. ray tracing). To address these challenges, our GS-IR proposes an efficient optimization scheme that incorporates a depth-derivation-based regularization for normal estimation and a baking-based occlusion to model indirect lighting. The flexible and expressive GS representation allows us to achieve fast and compact geometry reconstruction, photorealistic novel view synthesis, and effective physically-based rendering. We demonstrate the superiority of our method over baseline methods through qualitative and quantitative evaluations on various challenging scenes.
A Survey of Interactive Generative Video
Interactive Generative Video (IGV) has emerged as a crucial technology in response to the growing demand for high-quality, interactive video content across various domains. In this paper, we define IGV as a technology that combines generative capabilities to produce diverse high-quality video content with interactive features that enable user engagement through control signals and responsive feedback. We survey the current landscape of IGV applications, focusing on three major domains: 1) gaming, where IGV enables infinite exploration in virtual worlds; 2) embodied AI, where IGV serves as a physics-aware environment synthesizer for training agents in multimodal interaction with dynamically evolving scenes; and 3) autonomous driving, where IGV provides closed-loop simulation capabilities for safety-critical testing and validation. To guide future development, we propose a comprehensive framework that decomposes an ideal IGV system into five essential modules: Generation, Control, Memory, Dynamics, and Intelligence. Furthermore, we systematically analyze the technical challenges and future directions in realizing each component for an ideal IGV system, such as achieving real-time generation, enabling open-domain control, maintaining long-term coherence, simulating accurate physics, and integrating causal reasoning. We believe that this systematic analysis will facilitate future research and development in the field of IGV, ultimately advancing the technology toward more sophisticated and practical applications.
FARE: Fast-Slow Agentic Robotic Exploration
This work advances autonomous robot exploration by integrating agent-level semantic reasoning with fast local control. We introduce FARE, a hierarchical autonomous exploration framework that integrates a large language model (LLM) for global reasoning with a reinforcement learning (RL) policy for local decision making. FARE follows a fast-slow thinking paradigm. The slow-thinking LLM module interprets a concise textual description of the unknown environment and synthesizes an agent-level exploration strategy, which is then grounded into a sequence of global waypoints through a topological graph. To further improve reasoning efficiency, this module employs a modularity-based pruning mechanism that reduces redundant graph structures. The fast-thinking RL module executes exploration by reacting to local observations while being guided by the LLM-generated global waypoints. The RL policy is additionally shaped by a reward term that encourages adherence to the global waypoints, enabling coherent and robust closed-loop behavior. This architecture decouples semantic reasoning from geometric decision, allowing each module to operate in its appropriate temporal and spatial scale. In challenging simulated environments, our results show that FARE achieves substantial improvements in exploration efficiency over state-of-the-art baselines. We further deploy FARE on hardware and validate it in complex, large scale 200mtimes130m building environment.
Bridging adaptive management and reinforcement learning for more robust decisions
From out-competing grandmasters in chess to informing high-stakes healthcare decisions, emerging methods from artificial intelligence are increasingly capable of making complex and strategic decisions in diverse, high-dimensional, and uncertain situations. But can these methods help us devise robust strategies for managing environmental systems under great uncertainty? Here we explore how reinforcement learning, a subfield of artificial intelligence, approaches decision problems through a lens similar to adaptive environmental management: learning through experience to gradually improve decisions with updated knowledge. We review where reinforcement learning (RL) holds promise for improving evidence-informed adaptive management decisions even when classical optimization methods are intractable. For example, model-free deep RL might help identify quantitative decision strategies even when models are nonidentifiable. Finally, we discuss technical and social issues that arise when applying reinforcement learning to adaptive management problems in the environmental domain. Our synthesis suggests that environmental management and computer science can learn from one another about the practices, promises, and perils of experience-based decision-making.
Martian World Models: Controllable Video Synthesis with Physically Accurate 3D Reconstructions
Synthesizing realistic Martian landscape videos is crucial for mission rehearsal and robotic simulation. However, this task poses unique challenges due to the scarcity of high-quality Martian data and the significant domain gap between Martian and terrestrial imagery. To address these challenges, we propose a holistic solution composed of two key components: 1) A data curation pipeline Multimodal Mars Synthesis (M3arsSynth), which reconstructs 3D Martian environments from real stereo navigation images, sourced from NASA's Planetary Data System (PDS), and renders high-fidelity multiview 3D video sequences. 2) A Martian terrain video generator, MarsGen, which synthesizes novel videos visually realistic and geometrically consistent with the 3D structure encoded in the data. Our M3arsSynth engine spans a wide range of Martian terrains and acquisition dates, enabling the generation of physically accurate 3D surface models at metric-scale resolution. MarsGen, fine-tuned on M3arsSynth data, synthesizes videos conditioned on an initial image frame and, optionally, camera trajectories or textual prompts, allowing for video generation in novel environments. Experimental results show that our approach outperforms video synthesis models trained on terrestrial datasets, achieving superior visual fidelity and 3D structural consistency.
Towards Fully-Automated Materials Discovery via Large-Scale Synthesis Dataset and Expert-Level LLM-as-a-Judge
Materials synthesis is vital for innovations such as energy storage, catalysis, electronics, and biomedical devices. Yet, the process relies heavily on empirical, trial-and-error methods guided by expert intuition. Our work aims to support the materials science community by providing a practical, data-driven resource. We have curated a comprehensive dataset of 17K expert-verified synthesis recipes from open-access literature, which forms the basis of our newly developed benchmark, AlchemyBench. AlchemyBench offers an end-to-end framework that supports research in large language models applied to synthesis prediction. It encompasses key tasks, including raw materials and equipment prediction, synthesis procedure generation, and characterization outcome forecasting. We propose an LLM-as-a-Judge framework that leverages large language models for automated evaluation, demonstrating strong statistical agreement with expert assessments. Overall, our contributions offer a supportive foundation for exploring the capabilities of LLMs in predicting and guiding materials synthesis, ultimately paving the way for more efficient experimental design and accelerated innovation in materials science.
HIVEX: A High-Impact Environment Suite for Multi-Agent Research (extended version)
Games have been vital test beds for the rapid development of Agent-based research. Remarkable progress has been achieved in the past, but it is unclear if the findings equip for real-world problems. While pressure grows, some of the most critical ecological challenges can find mitigation and prevention solutions through technology and its applications. Most real-world domains include multi-agent scenarios and require machine-machine and human-machine collaboration. Open-source environments have not advanced and are often toy scenarios, too abstract or not suitable for multi-agent research. By mimicking real-world problems and increasing the complexity of environments, we hope to advance state-of-the-art multi-agent research and inspire researchers to work on immediate real-world problems. Here, we present HIVEX, an environment suite to benchmark multi-agent research focusing on ecological challenges. HIVEX includes the following environments: Wind Farm Control, Wildfire Resource Management, Drone-Based Reforestation, Ocean Plastic Collection, and Aerial Wildfire Suppression. We provide environments, training examples, and baselines for the main and sub-tasks. All trained models resulting from the experiments of this work are hosted on Hugging Face. We also provide a leaderboard on Hugging Face and encourage the community to submit models trained on our environment suite.
Adjustable Visual Appearance for Generalizable Novel View Synthesis
We present a generalizable novel view synthesis method which enables modifying the visual appearance of an observed scene so rendered views match a target weather or lighting condition without any scene specific training or access to reference views at the target condition. Our method is based on a pretrained generalizable transformer architecture and is fine-tuned on synthetically generated scenes under different appearance conditions. This allows for rendering novel views in a consistent manner for 3D scenes that were not included in the training set, along with the ability to (i) modify their appearance to match the target condition and (ii) smoothly interpolate between different conditions. Experiments on real and synthetic scenes show that our method is able to generate 3D consistent renderings while making realistic appearance changes, including qualitative and quantitative comparisons. Please refer to our project page for video results: https://ava-nvs.github.io/
MetaSpeech: Speech Effects Switch Along with Environment for Metaverse
Metaverse expands the physical world to a new dimension, and the physical environment and Metaverse environment can be directly connected and entered. Voice is an indispensable communication medium in the real world and Metaverse. Fusion of the voice with environment effects is important for user immersion in Metaverse. In this paper, we proposed using the voice conversion based method for the conversion of target environment effect speech. The proposed method was named MetaSpeech, which introduces an environment effect module containing an effect extractor to extract the environment information and an effect encoder to encode the environment effect condition, in which gradient reversal layer was used for adversarial training to keep the speech content and speaker information while disentangling the environmental effects. From the experiment results on the public dataset of LJSpeech with four environment effects, the proposed model could complete the specific environment effect conversion and outperforms the baseline methods from the voice conversion task.
Patch-based 3D Natural Scene Generation from a Single Example
We target a 3D generative model for general natural scenes that are typically unique and intricate. Lacking the necessary volumes of training data, along with the difficulties of having ad hoc designs in presence of varying scene characteristics, renders existing setups intractable. Inspired by classical patch-based image models, we advocate for synthesizing 3D scenes at the patch level, given a single example. At the core of this work lies important algorithmic designs w.r.t the scene representation and generative patch nearest-neighbor module, that address unique challenges arising from lifting classical 2D patch-based framework to 3D generation. These design choices, on a collective level, contribute to a robust, effective, and efficient model that can generate high-quality general natural scenes with both realistic geometric structure and visual appearance, in large quantities and varieties, as demonstrated upon a variety of exemplar scenes.
Generative Artificial Intelligence for Navigating Synthesizable Chemical Space
We introduce SynFormer, a generative modeling framework designed to efficiently explore and navigate synthesizable chemical space. Unlike traditional molecular generation approaches, we generate synthetic pathways for molecules to ensure that designs are synthetically tractable. By incorporating a scalable transformer architecture and a diffusion module for building block selection, SynFormer surpasses existing models in synthesizable molecular design. We demonstrate SynFormer's effectiveness in two key applications: (1) local chemical space exploration, where the model generates synthesizable analogs of a reference molecule, and (2) global chemical space exploration, where the model aims to identify optimal molecules according to a black-box property prediction oracle. Additionally, we demonstrate the scalability of our approach via the improvement in performance as more computational resources become available. With our code and trained models openly available, we hope that SynFormer will find use across applications in drug discovery and materials science.
SyntheWorld: A Large-Scale Synthetic Dataset for Land Cover Mapping and Building Change Detection
Synthetic datasets, recognized for their cost effectiveness, play a pivotal role in advancing computer vision tasks and techniques. However, when it comes to remote sensing image processing, the creation of synthetic datasets becomes challenging due to the demand for larger-scale and more diverse 3D models. This complexity is compounded by the difficulties associated with real remote sensing datasets, including limited data acquisition and high annotation costs, which amplifies the need for high-quality synthetic alternatives. To address this, we present SyntheWorld, a synthetic dataset unparalleled in quality, diversity, and scale. It includes 40,000 images with submeter-level pixels and fine-grained land cover annotations of eight categories, and it also provides 40,000 pairs of bitemporal image pairs with building change annotations for building change detection task. We conduct experiments on multiple benchmark remote sensing datasets to verify the effectiveness of SyntheWorld and to investigate the conditions under which our synthetic data yield advantages. We will release SyntheWorld to facilitate remote sensing image processing research.
ORES: Open-vocabulary Responsible Visual Synthesis
Avoiding synthesizing specific visual concepts is an essential challenge in responsible visual synthesis. However, the visual concept that needs to be avoided for responsible visual synthesis tends to be diverse, depending on the region, context, and usage scenarios. In this work, we formalize a new task, Open-vocabulary Responsible Visual Synthesis (ORES), where the synthesis model is able to avoid forbidden visual concepts while allowing users to input any desired content. To address this problem, we present a Two-stage Intervention (TIN) framework. By introducing 1) rewriting with learnable instruction through a large-scale language model (LLM) and 2) synthesizing with prompt intervention on a diffusion synthesis model, it can effectively synthesize images avoiding any concepts but following the user's query as much as possible. To evaluate on ORES, we provide a publicly available dataset, baseline models, and benchmark. Experimental results demonstrate the effectiveness of our method in reducing risks of image generation. Our work highlights the potential of LLMs in responsible visual synthesis. Our code and dataset is public available.
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.
Hierarchically-Structured Open-Vocabulary Indoor Scene Synthesis with Pre-trained Large Language Model
Indoor scene synthesis aims to automatically produce plausible, realistic and diverse 3D indoor scenes, especially given arbitrary user requirements. Recently, the promising generalization ability of pre-trained large language models (LLM) assist in open-vocabulary indoor scene synthesis. However, the challenge lies in converting the LLM-generated outputs into reasonable and physically feasible scene layouts. In this paper, we propose to generate hierarchically structured scene descriptions with LLM and then compute the scene layouts. Specifically, we train a hierarchy-aware network to infer the fine-grained relative positions between objects and design a divide-and-conquer optimization to solve for scene layouts. The advantages of using hierarchically structured scene representation are two-fold. First, the hierarchical structure provides a rough grounding for object arrangement, which alleviates contradictory placements with dense relations and enhances the generalization ability of the network to infer fine-grained placements. Second, it naturally supports the divide-and-conquer optimization, by first arranging the sub-scenes and then the entire scene, to more effectively solve for a feasible layout. We conduct extensive comparison experiments and ablation studies with both qualitative and quantitative evaluations to validate the effectiveness of our key designs with the hierarchically structured scene representation. Our approach can generate more reasonable scene layouts while better aligned with the user requirements and LLM descriptions. We also present open-vocabulary scene synthesis and interactive scene design results to show the strength of our approach in the applications.
MaGRITTe: Manipulative and Generative 3D Realization from Image, Topview and Text
The generation of 3D scenes from user-specified conditions offers a promising avenue for alleviating the production burden in 3D applications. Previous studies required significant effort to realize the desired scene, owing to limited control conditions. We propose a method for controlling and generating 3D scenes under multimodal conditions using partial images, layout information represented in the top view, and text prompts. Combining these conditions to generate a 3D scene involves the following significant difficulties: (1) the creation of large datasets, (2) reflection on the interaction of multimodal conditions, and (3) domain dependence of the layout conditions. We decompose the process of 3D scene generation into 2D image generation from the given conditions and 3D scene generation from 2D images. 2D image generation is achieved by fine-tuning a pretrained text-to-image model with a small artificial dataset of partial images and layouts, and 3D scene generation is achieved by layout-conditioned depth estimation and neural radiance fields (NeRF), thereby avoiding the creation of large datasets. The use of a common representation of spatial information using 360-degree images allows for the consideration of multimodal condition interactions and reduces the domain dependence of the layout control. The experimental results qualitatively and quantitatively demonstrated that the proposed method can generate 3D scenes in diverse domains, from indoor to outdoor, according to multimodal conditions.
Inorganic Materials Synthesis Planning with Literature-Trained Neural Networks
Leveraging new data sources is a key step in accelerating the pace of materials design and discovery. To complement the strides in synthesis planning driven by historical, experimental, and computed data, we present an automated method for connecting scientific literature to synthesis insights. Starting from natural language text, we apply word embeddings from language models, which are fed into a named entity recognition model, upon which a conditional variational autoencoder is trained to generate syntheses for arbitrary materials. We show the potential of this technique by predicting precursors for two perovskite materials, using only training data published over a decade prior to their first reported syntheses. We demonstrate that the model learns representations of materials corresponding to synthesis-related properties, and that the model's behavior complements existing thermodynamic knowledge. Finally, we apply the model to perform synthesizability screening for proposed novel perovskite compounds.
Beyond Low Earth Orbit: Biological Research, Artificial Intelligence, and Self-Driving Labs
Space biology research aims to understand fundamental effects of spaceflight on organisms, develop foundational knowledge to support deep space exploration, and ultimately bioengineer spacecraft and habitats to stabilize the ecosystem of plants, crops, microbes, animals, and humans for sustained multi-planetary life. To advance these aims, the field leverages experiments, platforms, data, and model organisms from both spaceborne and ground-analog studies. As research is extended beyond low Earth orbit, experiments and platforms must be maximally autonomous, light, agile, and intelligent to expedite knowledge discovery. Here we present a summary of recommendations from a workshop organized by the National Aeronautics and Space Administration on artificial intelligence, machine learning, and modeling applications which offer key solutions toward these space biology challenges. In the next decade, the synthesis of artificial intelligence into the field of space biology will deepen the biological understanding of spaceflight effects, facilitate predictive modeling and analytics, support maximally autonomous and reproducible experiments, and efficiently manage spaceborne data and metadata, all with the goal to enable life to thrive in deep space.
Emergent Complexity and Zero-shot Transfer via Unsupervised Environment Design
A wide range of reinforcement learning (RL) problems - including robustness, transfer learning, unsupervised RL, and emergent complexity - require specifying a distribution of tasks or environments in which a policy will be trained. However, creating a useful distribution of environments is error prone, and takes a significant amount of developer time and effort. We propose Unsupervised Environment Design (UED) as an alternative paradigm, where developers provide environments with unknown parameters, and these parameters are used to automatically produce a distribution over valid, solvable environments. Existing approaches to automatically generating environments suffer from common failure modes: domain randomization cannot generate structure or adapt the difficulty of the environment to the agent's learning progress, and minimax adversarial training leads to worst-case environments that are often unsolvable. To generate structured, solvable environments for our protagonist agent, we introduce a second, antagonist agent that is allied with the environment-generating adversary. The adversary is motivated to generate environments which maximize regret, defined as the difference between the protagonist and antagonist agent's return. We call our technique Protagonist Antagonist Induced Regret Environment Design (PAIRED). Our experiments demonstrate that PAIRED produces a natural curriculum of increasingly complex environments, and PAIRED agents achieve higher zero-shot transfer performance when tested in highly novel environments.
CityDreamer: Compositional Generative Model of Unbounded 3D Cities
In recent years, extensive research has focused on 3D natural scene generation, but the domain of 3D city generation has not received as much exploration. This is due to the greater challenges posed by 3D city generation, mainly because humans are more sensitive to structural distortions in urban environments. Additionally, generating 3D cities is more complex than 3D natural scenes since buildings, as objects of the same class, exhibit a wider range of appearances compared to the relatively consistent appearance of objects like trees in natural scenes. To address these challenges, we propose CityDreamer, a compositional generative model designed specifically for unbounded 3D cities, which separates the generation of building instances from other background objects, such as roads, green lands, and water areas, into distinct modules. Furthermore, we construct two datasets, OSM and GoogleEarth, containing a vast amount of real-world city imagery to enhance the realism of the generated 3D cities both in their layouts and appearances. Through extensive experiments, CityDreamer has proven its superiority over state-of-the-art methods in generating a wide range of lifelike 3D cities.
CLIP-Layout: Style-Consistent Indoor Scene Synthesis with Semantic Furniture Embedding
Indoor scene synthesis involves automatically picking and placing furniture appropriately on a floor plan, so that the scene looks realistic and is functionally plausible. Such scenes can serve as homes for immersive 3D experiences, or be used to train embodied agents. Existing methods for this task rely on labeled categories of furniture, e.g. bed, chair or table, to generate contextually relevant combinations of furniture. Whether heuristic or learned, these methods ignore instance-level visual attributes of objects, and as a result may produce visually less coherent scenes. In this paper, we introduce an auto-regressive scene model which can output instance-level predictions, using general purpose image embedding based on CLIP. This allows us to learn visual correspondences such as matching color and style, and produce more functionally plausible and aesthetically pleasing scenes. Evaluated on the 3D-FRONT dataset, our model achieves SOTA results in scene synthesis and improves auto-completion metrics by over 50%. Moreover, our embedding-based approach enables zero-shot text-guided scene synthesis and editing, which easily generalizes to furniture not seen during training.
WorldGrow: Generating Infinite 3D World
We tackle the challenge of generating the infinitely extendable 3D world -- large, continuous environments with coherent geometry and realistic appearance. Existing methods face key challenges: 2D-lifting approaches suffer from geometric and appearance inconsistencies across views, 3D implicit representations are hard to scale up, and current 3D foundation models are mostly object-centric, limiting their applicability to scene-level generation. Our key insight is leveraging strong generation priors from pre-trained 3D models for structured scene block generation. To this end, we propose WorldGrow, a hierarchical framework for unbounded 3D scene synthesis. Our method features three core components: (1) a data curation pipeline that extracts high-quality scene blocks for training, making the 3D structured latent representations suitable for scene generation; (2) a 3D block inpainting mechanism that enables context-aware scene extension; and (3) a coarse-to-fine generation strategy that ensures both global layout plausibility and local geometric/textural fidelity. Evaluated on the large-scale 3D-FRONT dataset, WorldGrow achieves SOTA performance in geometry reconstruction, while uniquely supporting infinite scene generation with photorealistic and structurally consistent outputs. These results highlight its capability for constructing large-scale virtual environments and potential for building future world models.
Simulating Environments with Reasoning Models for Agent Training
LLM agents excel in compact environments requiring deep reasoning but remain brittle when operating in broader, more complex contexts that demand robustness across diverse tools and schemas. Building bespoke environments for training is heavy, brittle, and limits progress. In this paper, we demonstrate that LLMs can simulate realistic environment feedback without access to actual testbed data or APIs. Inspired by this capability, we propose two frameworks: Simia-SFT, a pipeline that synthesizes SFT data by amplifying small seed sets into diverse trajectories in an environment-agnostic manner, and Simia-RL, a framework that enables RL training without real environment implementations through LLM-simulated feedback. Fine-tuning open models yields consistent improvements across multiple benchmarks, surpassing GPT-4o and approaching o4-mini on tau^2-Bench. Together, Simia-SFT and Simia-RL enable scalable agent training without environment engineering, replacing heavy and brittle implementations with flexible LLM-based simulation.
SPATIALGEN: Layout-guided 3D Indoor Scene Generation
Creating high-fidelity 3D models of indoor environments is essential for applications in design, virtual reality, and robotics. However, manual 3D modeling remains time-consuming and labor-intensive. While recent advances in generative AI have enabled automated scene synthesis, existing methods often face challenges in balancing visual quality, diversity, semantic consistency, and user control. A major bottleneck is the lack of a large-scale, high-quality dataset tailored to this task. To address this gap, we introduce a comprehensive synthetic dataset, featuring 12,328 structured annotated scenes with 57,440 rooms, and 4.7M photorealistic 2D renderings. Leveraging this dataset, we present SpatialGen, a novel multi-view multi-modal diffusion model that generates realistic and semantically consistent 3D indoor scenes. Given a 3D layout and a reference image (derived from a text prompt), our model synthesizes appearance (color image), geometry (scene coordinate map), and semantic (semantic segmentation map) from arbitrary viewpoints, while preserving spatial consistency across modalities. SpatialGen consistently generates superior results to previous methods in our experiments. We are open-sourcing our data and models to empower the community and advance the field of indoor scene understanding and generation.
Recurrent Environment Simulators
Models that can simulate how environments change in response to actions can be used by agents to plan and act efficiently. We improve on previous environment simulators from high-dimensional pixel observations by introducing recurrent neural networks that are able to make temporally and spatially coherent predictions for hundreds of time-steps into the future. We present an in-depth analysis of the factors affecting performance, providing the most extensive attempt to advance the understanding of the properties of these models. We address the issue of computationally inefficiency with a model that does not need to generate a high-dimensional image at each time-step. We show that our approach can be used to improve exploration and is adaptable to many diverse environments, namely 10 Atari games, a 3D car racing environment, and complex 3D mazes.
Style-Consistent 3D Indoor Scene Synthesis with Decoupled Objects
Controllable 3D indoor scene synthesis stands at the forefront of technological progress, offering various applications like gaming, film, and augmented/virtual reality. The capability to stylize and de-couple objects within these scenarios is a crucial factor, providing an advanced level of control throughout the editing process. This control extends not just to manipulating geometric attributes like translation and scaling but also includes managing appearances, such as stylization. Current methods for scene stylization are limited to applying styles to the entire scene, without the ability to separate and customize individual objects. Addressing the intricacies of this challenge, we introduce a unique pipeline designed for synthesis 3D indoor scenes. Our approach involves strategically placing objects within the scene, utilizing information from professionally designed bounding boxes. Significantly, our pipeline prioritizes maintaining style consistency across multiple objects within the scene, ensuring a cohesive and visually appealing result aligned with the desired aesthetic. The core strength of our pipeline lies in its ability to generate 3D scenes that are not only visually impressive but also exhibit features like photorealism, multi-view consistency, and diversity. These scenes are crafted in response to various natural language prompts, demonstrating the versatility and adaptability of our model.
Rethinking Molecule Synthesizability with Chain-of-Reaction
A well-known pitfall of molecular generative models is that they are not guaranteed to generate synthesizable molecules. There have been considerable attempts to address this problem, but given the exponentially large combinatorial space of synthesizable molecules, existing methods have shown limited coverage of the space and poor molecular optimization performance. To tackle these problems, we introduce ReaSyn, a generative framework for synthesizable projection where the model explores the neighborhood of given molecules in the synthesizable space by generating pathways that result in synthesizable analogs. To fully utilize the chemical knowledge contained in the synthetic pathways, we propose a novel perspective that views synthetic pathways akin to reasoning paths in large language models (LLMs). Specifically, inspired by chain-of-thought (CoT) reasoning in LLMs, we introduce the chain-of-reaction (CoR) notation that explicitly states reactants, reaction types, and intermediate products for each step in a pathway. With the CoR notation, ReaSyn can get dense supervision in every reaction step to explicitly learn chemical reaction rules during supervised training and perform step-by-step reasoning. In addition, to further enhance the reasoning capability of ReaSyn, we propose reinforcement learning (RL)-based finetuning and goal-directed test-time compute scaling tailored for synthesizable projection. ReaSyn achieves the highest reconstruction rate and pathway diversity in synthesizable molecule reconstruction and the highest optimization performance in synthesizable goal-directed molecular optimization, and significantly outperforms previous synthesizable projection methods in synthesizable hit expansion. These results highlight ReaSyn's superior ability to navigate combinatorially-large synthesizable chemical space.
E2CL: Exploration-based Error Correction Learning for Embodied Agents
Language models are exhibiting increasing capability in knowledge utilization and reasoning. However, when applied as agents in embodied environments, they often suffer from misalignment between their intrinsic knowledge and environmental knowledge, leading to infeasible actions. Traditional environment alignment methods, such as supervised learning on expert trajectories and reinforcement learning, encounter limitations in covering environmental knowledge and achieving efficient convergence, respectively. Inspired by human learning, we propose Exploration-based Error Correction Learning (E2CL), a novel framework that leverages exploration-induced errors and environmental feedback to enhance environment alignment for embodied agents. E2CL incorporates teacher-guided and teacher-free explorations to gather environmental feedback and correct erroneous actions. The agent learns to provide feedback and self-correct, thereby enhancing its adaptability to target environments. Extensive experiments in the VirtualHome environment demonstrate that E2CL-trained agents outperform those trained by baseline methods and exhibit superior self-correction capabilities.
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.
Dropout's Dream Land: Generalization from Learned Simulators to Reality
A World Model is a generative model used to simulate an environment. World Models have proven capable of learning spatial and temporal representations of Reinforcement Learning environments. In some cases, a World Model offers an agent the opportunity to learn entirely inside of its own dream environment. In this work we explore improving the generalization capabilities from dream environments to real environments (Dream2Real). We present a general approach to improve a controller's ability to transfer from a neural network dream environment to reality at little additional cost. These improvements are gained by drawing on inspiration from Domain Randomization, where the basic idea is to randomize as much of a simulator as possible without fundamentally changing the task at hand. Generally, Domain Randomization assumes access to a pre-built simulator with configurable parameters but oftentimes this is not available. By training the World Model using dropout, the dream environment is capable of creating a nearly infinite number of different dream environments. Previous use cases of dropout either do not use dropout at inference time or averages the predictions generated by multiple sampled masks (Monte-Carlo Dropout). Dropout's Dream Land leverages each unique mask to create a diverse set of dream environments. Our experimental results show that Dropout's Dream Land is an effective technique to bridge the reality gap between dream environments and reality. Furthermore, we additionally perform an extensive set of ablation studies.
Training Object Detectors on Synthetic Images Containing Reflecting Materials
One of the grand challenges of deep learning is the requirement to obtain large labeled training data sets. While synthesized data sets can be used to overcome this challenge, it is important that these data sets close the reality gap, i.e., a model trained on synthetic image data is able to generalize to real images. Whereas, the reality gap can be considered bridged in several application scenarios, training on synthesized images containing reflecting materials requires further research. Since the appearance of objects with reflecting materials is dominated by the surrounding environment, this interaction needs to be considered during training data generation. Therefore, within this paper we examine the effect of reflecting materials in the context of synthetic image generation for training object detectors. We investigate the influence of rendering approach used for image synthesis, the effect of domain randomization, as well as the amount of used training data. To be able to compare our results to the state-of-the-art, we focus on indoor scenes as they have been investigated extensively. Within this scenario, bathroom furniture is a natural choice for objects with reflecting materials, for which we report our findings on real and synthetic testing data.
Feedback-Driven Tool-Use Improvements in Large Language Models via Automated Build Environments
Effective tool use is essential for large language models (LLMs) to interact meaningfully with their environment. However, progress is limited by the lack of efficient reinforcement learning (RL) frameworks specifically designed for tool use, due to challenges in constructing stable training environments and designing verifiable reward mechanisms. To address this, we propose an automated environment construction pipeline, incorporating scenario decomposition, document generation, function integration, complexity scaling, and localized deployment. This enables the creation of high-quality training environments that provide detailed and measurable feedback without relying on external tools. Additionally, we introduce a verifiable reward mechanism that evaluates both the precision of tool use and the completeness of task execution. When combined with trajectory data collected from the constructed environments, this mechanism integrates seamlessly with standard RL algorithms to facilitate feedback-driven model training. Experiments on LLMs of varying scales demonstrate that our approach significantly enhances the models' tool-use performance without degrading their general capabilities, regardless of inference modes or training algorithms. Our analysis suggests that these gains result from improved context understanding and reasoning, driven by updates to the lower-layer MLP parameters in models.
Advancing vision-language models in front-end development via data synthesis
Modern front-end (FE) development, especially when leveraging the unique features of frameworks like React and Vue, presents distinctive challenges. These include managing modular architectures, ensuring synchronization between data and visual outputs for declarative rendering, and adapting reusable components to various scenarios. Such complexities make it particularly difficult for state-of-the-art large vision-language models (VLMs) to generate accurate and functional code directly from design images. To address these challenges, we propose a reflective agentic workflow that synthesizes high-quality image-text data to capture the diverse characteristics of FE development. This workflow automates the extraction of self-containedA \textbf{self-contained code snippet is one that encapsulates all necessary logic, styling, and dependencies, ensuring it functions independently without requiring external imports or context.} code snippets from real-world projects, renders the corresponding visual outputs, and generates detailed descriptions that link design elements to functional code. To further expand the scope and utility of the synthesis, we introduce three data synthesis strategies: Evolution-based synthesis, which enables scalable and diverse dataset expansion; Waterfall-Model-based synthesis, which generates logically coherent code derived from system requirements; and Additive Development synthesis, which iteratively increases the complexity of human-authored components. We build a large vision-language model, Flame, trained on the synthesized datasets and demonstrate its effectiveness in generating React code via the pass@k metric. Our results suggest that a code VLM trained to interpret images before code generation may achieve better performance.
Scaling Environments for LLM Agents in the Era of Learning from Interaction: A Survey
LLM-based agents can autonomously accomplish complex tasks across various domains. However, to further cultivate capabilities such as adaptive behavior and long-term decision-making, training on static datasets built from human-level knowledge is insufficient. These datasets are costly to construct and lack both dynamism and realism. A growing consensus is that agents should instead interact directly with environments and learn from experience through reinforcement learning. We formalize this iterative process as the Generation-Execution-Feedback (GEF) loop, where environments generate tasks to challenge agents, return observations in response to agents' actions during task execution, and provide evaluative feedback on rollouts for subsequent learning. Under this paradigm, environments function as indispensable producers of experiential data, highlighting the need to scale them toward greater complexity, realism, and interactivity. In this survey, we systematically review representative methods for environment scaling from a pioneering environment-centric perspective and organize them along the stages of the GEF loop, namely task generation, task execution, and feedback. We further analyze benchmarks, implementation strategies, and applications, consolidating fragmented advances and outlining future research directions for agent intelligence.
Open-Universe Indoor Scene Generation using LLM Program Synthesis and Uncurated Object Databases
We present a system for generating indoor scenes in response to text prompts. The prompts are not limited to a fixed vocabulary of scene descriptions, and the objects in generated scenes are not restricted to a fixed set of object categories -- we call this setting indoor scene generation. Unlike most prior work on indoor scene generation, our system does not require a large training dataset of existing 3D scenes. Instead, it leverages the world knowledge encoded in pre-trained large language models (LLMs) to synthesize programs in a domain-specific layout language that describe objects and spatial relations between them. Executing such a program produces a specification of a constraint satisfaction problem, which the system solves using a gradient-based optimization scheme to produce object positions and orientations. To produce object geometry, the system retrieves 3D meshes from a database. Unlike prior work which uses databases of category-annotated, mutually-aligned meshes, we develop a pipeline using vision-language models (VLMs) to retrieve meshes from massive databases of un-annotated, inconsistently-aligned meshes. Experimental evaluations show that our system outperforms generative models trained on 3D data for traditional, closed-universe scene generation tasks; it also outperforms a recent LLM-based layout generation method on open-universe scene generation.
ClimateNeRF: Extreme Weather Synthesis in Neural Radiance Field
Physical simulations produce excellent predictions of weather effects. Neural radiance fields produce SOTA scene models. We describe a novel NeRF-editing procedure that can fuse physical simulations with NeRF models of scenes, producing realistic movies of physical phenomena in those scenes. Our application -- Climate NeRF -- allows people to visualize what climate change outcomes will do to them. ClimateNeRF allows us to render realistic weather effects, including smog, snow, and flood. Results can be controlled with physically meaningful variables like water level. Qualitative and quantitative studies show that our simulated results are significantly more realistic than those from SOTA 2D image editing and SOTA 3D NeRF stylization.
Don't Just Fine-tune the Agent, Tune the Environment
Large Language Model (LLM) agents show great promise for complex, multi-turn tool-use tasks, but their development is often hampered by the extreme scarcity of high-quality training data. Supervised fine-tuning (SFT) on synthetic data leads to overfitting, whereas standard reinforcement learning (RL) struggles with a critical cold-start problem and training instability. To address these challenges, we introduce Environment Tuning, a novel training paradigm that enables agents to learn complex behaviors directly from problem instances without relying on pre-collected expert trajectories. Environment Tuning orchestrates this learning process through a structured curriculum, actionable environment augmentation that provides corrective feedback, and fine-grained progress rewards to ensure stable and efficient exploration. Using only 400 problem instances from Berkeley Function-Calling Leaderboard (BFCL) benchmark, our method not only achieves competitive in-distribution performance against strong baselines but also demonstrates superior out-of-distribution generalization, overcoming the performance collapse common to SFT-based approaches. Our work presents a paradigm shift from supervised fine-tuning on static trajectories to dynamic, environment-based exploration, paving the way for training more robust and data-efficient agents.
Synthetic Video Enhances Physical Fidelity in Video Synthesis
We investigate how to enhance the physical fidelity of video generation models by leveraging synthetic videos derived from computer graphics pipelines. These rendered videos respect real-world physics, such as maintaining 3D consistency, and serve as a valuable resource that can potentially improve video generation models. To harness this potential, we propose a solution that curates and integrates synthetic data while introducing a method to transfer its physical realism to the model, significantly reducing unwanted artifacts. Through experiments on three representative tasks emphasizing physical consistency, we demonstrate its efficacy in enhancing physical fidelity. While our model still lacks a deep understanding of physics, our work offers one of the first empirical demonstrations that synthetic video enhances physical fidelity in video synthesis. Website: https://kevinz8866.github.io/simulation/
Diversity-Driven Synthesis: Enhancing Dataset Distillation through Directed Weight Adjustment
The sharp increase in data-related expenses has motivated research into condensing datasets while retaining the most informative features. Dataset distillation has thus recently come to the fore. This paradigm generates synthetic datasets that are representative enough to replace the original dataset in training a neural network. To avoid redundancy in these synthetic datasets, it is crucial that each element contains unique features and remains diverse from others during the synthesis stage. In this paper, we provide a thorough theoretical and empirical analysis of diversity within synthesized datasets. We argue that enhancing diversity can improve the parallelizable yet isolated synthesizing approach. Specifically, we introduce a novel method that employs dynamic and directed weight adjustment techniques to modulate the synthesis process, thereby maximizing the representativeness and diversity of each synthetic instance. Our method ensures that each batch of synthetic data mirrors the characteristics of a large, varying subset of the original dataset. Extensive experiments across multiple datasets, including CIFAR, Tiny-ImageNet, and ImageNet-1K, demonstrate the superior performance of our method, highlighting its effectiveness in producing diverse and representative synthetic datasets with minimal computational expense. Our code is available at https://github.com/AngusDujw/Diversity-Driven-Synthesis.https://github.com/AngusDujw/Diversity-Driven-Synthesis.
Recent Advance in 3D Object and Scene Generation: A Survey
In recent years, the demand for 3D content has grown exponentially with intelligent upgrading of interactive media, extended reality (XR), and Metaverse industries. In order to overcome the limitation of traditional manual modeling approaches, such as labor-intensive workflows and prolonged production cycles, revolutionary advances have been achieved through the convergence of novel 3D representation paradigms and artificial intelligence generative technologies. In this survey, we conduct a systematically review of the cutting-edge achievements in static 3D object and scene generation, as well as establish a comprehensive technical framework through systematic categorization. Specifically, we initiate our analysis with mainstream 3D object representations, followed by in-depth exploration of two principal technical pathways in object generation: data-driven supervised learning methods and deep generative model-based approaches. Regarding scene generation, we focus on three dominant paradigms: layout-guided compositional synthesis, 2D prior-based scene generation, and rule-driven modeling. Finally, we critically examine persistent challenges in 3D generation and propose potential research directions for future investigation. This survey aims to provide readers with a structured understanding of state-of-the-art 3D generation technologies while inspiring researchers to undertake more exploration in this domain.
One Life to Learn: Inferring Symbolic World Models for Stochastic Environments from Unguided Exploration
Symbolic world modeling requires inferring and representing an environment's transitional dynamics as an executable program. Prior work has focused on largely deterministic environments with abundant interaction data, simple mechanics, and human guidance. We address a more realistic and challenging setting, learning in a complex, stochastic environment where the agent has only "one life" to explore a hostile environment without human guidance. We introduce OneLife, a framework that models world dynamics through conditionally-activated programmatic laws within a probabilistic programming framework. Each law operates through a precondition-effect structure, activating in relevant world states. This creates a dynamic computation graph that routes inference and optimization only through relevant laws, avoiding scaling challenges when all laws contribute to predictions about a complex, hierarchical state, and enabling the learning of stochastic dynamics even with sparse rule activation. To evaluate our approach under these demanding constraints, we introduce a new evaluation protocol that measures (a) state ranking, the ability to distinguish plausible future states from implausible ones, and (b) state fidelity, the ability to generate future states that closely resemble reality. We develop and evaluate our framework on Crafter-OO, our reimplementation of the Crafter environment that exposes a structured, object-oriented symbolic state and a pure transition function that operates on that state alone. OneLife can successfully learn key environment dynamics from minimal, unguided interaction, outperforming a strong baseline on 16 out of 23 scenarios tested. We also test OneLife's planning ability, with simulated rollouts successfully identifying superior strategies. Our work establishes a foundation for autonomously constructing programmatic world models of unknown, complex environments.
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
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 .
PIPer: On-Device Environment Setup via Online Reinforcement Learning
Environment setup-the process of configuring the system to work with a specific software project-represents a persistent challenge in Software Engineering (SE). Automated environment setup methods could assist developers by providing fully configured environments for arbitrary repositories without manual effort. This also helps SE researchers to scale execution-based benchmarks. However, recent studies reveal that even state-of-the-art Large Language Models (LLMs) achieve limited success in automating this task. To address this limitation, we tune a specialized model for environment setup. We combine supervised fine-tuning for generating correct Bash scripts and Reinforcement Learning with Verifiable Rewards (RLVR) to adapt it to the task of environment setup. On EnvBench-Python, our method enables Qwen3-8B (a model runnable on consumer hardware) to perform on par with larger models-Qwen3-32B and GPT-4o. The training code and model checkpoints are available online: https://github.com/JetBrains-Research/PIPer.
WebArena: A Realistic Web Environment for Building Autonomous Agents
With generative AI advances, the exciting potential for autonomous agents to manage daily tasks via natural language commands has emerged. However, cur rent agents are primarily created and tested in simplified synthetic environments, substantially limiting real-world scenario representation. In this paper, we build an environment for agent command and control that is highly realistic and reproducible. Specifically, we focus on agents that perform tasks on websites, and we create an environment with fully functional websites from four common domains: e-commerce, social forum discussions, collaborative software development, and content management. Our environment is enriched with tools (e.g., a map) and external knowledge bases (e.g., user manuals) to encourage human-like task-solving. Building upon our environment, we release a set of benchmark tasks focusing on evaluating the functional correctness of task completions. The tasks in our benchmark are diverse, long-horizon, and are designed to emulate tasks that humans routinely perform on the internet. We design and implement several autonomous agents, integrating recent techniques such as reasoning before acting. The results demonstrate that solving complex tasks is challenging: our best GPT-4-based agent only achieves an end-to-end task success rate of 10.59%. These results highlight the need for further development of robust agents, that current state-of-the-art LMs are far from perfect performance in these real-life tasks, and that WebArena can be used to measure such progress. Our code, data, environment reproduction resources, and video demonstrations are publicly available at https://webarena.dev/.
Aligning Agentic World Models via Knowledgeable Experience Learning
Current Large Language Models (LLMs) exhibit a critical modal disconnect: they possess vast semantic knowledge but lack the procedural grounding to respect the immutable laws of the physical world. Consequently, while these agents implicitly function as world models, their simulations often suffer from physical hallucinations-generating plans that are logically sound but physically unexecutable. Existing alignment strategies predominantly rely on resource-intensive training or fine-tuning, which attempt to compress dynamic environmental rules into static model parameters. However, such parametric encapsulation is inherently rigid, struggling to adapt to the open-ended variability of physical dynamics without continuous, costly retraining. To bridge this gap, we introduce WorldMind, a framework that autonomously constructs a symbolic World Knowledge Repository by synthesizing environmental feedback. Specifically, it unifies Process Experience to enforce physical feasibility via prediction errors and Goal Experience to guide task optimality through successful trajectories. Experiments on EB-ALFRED and EB-Habitat demonstrate that WorldMind achieves superior performance compared to baselines with remarkable cross-model and cross-environment transferability.
MiLA: Multi-view Intensive-fidelity Long-term Video Generation World Model for Autonomous Driving
In recent years, data-driven techniques have greatly advanced autonomous driving systems, but the need for rare and diverse training data remains a challenge, requiring significant investment in equipment and labor. World models, which predict and generate future environmental states, offer a promising solution by synthesizing annotated video data for training. However, existing methods struggle to generate long, consistent videos without accumulating errors, especially in dynamic scenes. To address this, we propose MiLA, a novel framework for generating high-fidelity, long-duration videos up to one minute. MiLA utilizes a Coarse-to-Re(fine) approach to both stabilize video generation and correct distortion of dynamic objects. Additionally, we introduce a Temporal Progressive Denoising Scheduler and Joint Denoising and Correcting Flow modules to improve the quality of generated videos. Extensive experiments on the nuScenes dataset show that MiLA achieves state-of-the-art performance in video generation quality. For more information, visit the project website: https://github.com/xiaomi-mlab/mila.github.io.
Generating Physically-Consistent Satellite Imagery for Climate Visualizations
Deep generative vision models are now able to synthesize realistic-looking satellite imagery. But, the possibility of hallucinations prevents their adoption for risk-sensitive applications, such as generating materials for communicating climate change. To demonstrate this issue, we train a generative adversarial network (pix2pixHD) to create synthetic satellite imagery of future flooding and reforestation events. We find that a pure deep learning-based model can generate photorealistic flood visualizations but hallucinates floods at locations that were not susceptible to flooding. To address this issue, we propose to condition and evaluate generative vision models on segmentation maps of physics-based flood models. We show that our physics-conditioned model outperforms the pure deep learning-based model and a handcrafted baseline. We evaluate the generalization capability of our method to different remote sensing data and different climate-related events (reforestation). We publish our code and dataset which includes the data for a third case study of melting Arctic sea ice and >30,000 labeled HD image triplets -- or the equivalent of 5.5 million images at 128x128 pixels -- for segmentation guided image-to-image translation in Earth observation. Code and data is available at https://github.com/blutjens/eie-earth-public.
NeuMaDiff: Neural Material Synthesis via Hyperdiffusion
High-quality material synthesis is essential for replicating complex surface properties to create realistic digital scenes. However, existing methods often suffer from inefficiencies in time and memory, require domain expertise, or demand extensive training data, with high-dimensional material data further constraining performance. Additionally, most approaches lack multi-modal guidance capabilities and standardized evaluation metrics, limiting control and comparability in synthesis tasks. To address these limitations, we propose NeuMaDiff, a novel neural material synthesis framework utilizing hyperdiffusion. Our method employs neural fields as a low-dimensional representation and incorporates a multi-modal conditional hyperdiffusion model to learn the distribution over material weights. This enables flexible guidance through inputs such as material type, text descriptions, or reference images, providing greater control over synthesis. To support future research, we contribute two new material datasets and introduce two BRDF distributional metrics for more rigorous evaluation. We demonstrate the effectiveness of NeuMaDiff through extensive experiments, including a novel statistics-based constrained synthesis approach, which enables the generation of materials of desired categories.
Adapting Web Agents with Synthetic Supervision
Web agents struggle to adapt to new websites due to the scarcity of environment specific tasks and demonstrations. Recent works have explored synthetic data generation to address this challenge, however, they suffer from data quality issues where synthesized tasks contain hallucinations that cannot be executed, and collected trajectories are noisy with redundant or misaligned actions. In this paper, we propose SynthAgent, a fully synthetic supervision framework that aims at improving synthetic data quality via dual refinement of both tasks and trajectories. Our approach begins by synthesizing diverse tasks through categorized exploration of web elements, ensuring efficient coverage of the target environment. During trajectory collection, we refine tasks when conflicts with actual observations are detected, mitigating hallucinations while maintaining task consistency. After collection, we conduct trajectory refinement with a global context to mitigate potential noise or misalignments. Finally, we fine-tune open-source web agents on the refined synthetic data to adapt them to the target environment. Experimental results demonstrate that SynthAgent outperforms existing synthetic data methods, validating the importance of high-quality synthetic supervision. The code will be publicly available at https://github.com/aiming-lab/SynthAgent.
SyncFusion: Multimodal Onset-synchronized Video-to-Audio Foley Synthesis
Sound design involves creatively selecting, recording, and editing sound effects for various media like cinema, video games, and virtual/augmented reality. One of the most time-consuming steps when designing sound is synchronizing audio with video. In some cases, environmental recordings from video shoots are available, which can aid in the process. However, in video games and animations, no reference audio exists, requiring manual annotation of event timings from the video. We propose a system to extract repetitive actions onsets from a video, which are then used - in conjunction with audio or textual embeddings - to condition a diffusion model trained to generate a new synchronized sound effects audio track. In this way, we leave complete creative control to the sound designer while removing the burden of synchronization with video. Furthermore, editing the onset track or changing the conditioning embedding requires much less effort than editing the audio track itself, simplifying the sonification process. We provide sound examples, source code, and pretrained models to faciliate reproducibility
World Models
We explore building generative neural network models of popular reinforcement learning environments. Our world model can be trained quickly in an unsupervised manner to learn a compressed spatial and temporal representation of the environment. By using features extracted from the world model as inputs to an agent, we can train a very compact and simple policy that can solve the required task. We can even train our agent entirely inside of its own hallucinated dream generated by its world model, and transfer this policy back into the actual environment. An interactive version of this paper is available at https://worldmodels.github.io/
RoomDreamer: Text-Driven 3D Indoor Scene Synthesis with Coherent Geometry and Texture
The techniques for 3D indoor scene capturing are widely used, but the meshes produced leave much to be desired. In this paper, we propose "RoomDreamer", which leverages powerful natural language to synthesize a new room with a different style. Unlike existing image synthesis methods, our work addresses the challenge of synthesizing both geometry and texture aligned to the input scene structure and prompt simultaneously. The key insight is that a scene should be treated as a whole, taking into account both scene texture and geometry. The proposed framework consists of two significant components: Geometry Guided Diffusion and Mesh Optimization. Geometry Guided Diffusion for 3D Scene guarantees the consistency of the scene style by applying the 2D prior to the entire scene simultaneously. Mesh Optimization improves the geometry and texture jointly and eliminates the artifacts in the scanned scene. To validate the proposed method, real indoor scenes scanned with smartphones are used for extensive experiments, through which the effectiveness of our method is demonstrated.
Scene-Conditional 3D Object Stylization and Composition
Recently, 3D generative models have made impressive progress, enabling the generation of almost arbitrary 3D assets from text or image inputs. However, these approaches generate objects in isolation without any consideration for the scene where they will eventually be placed. In this paper, we propose a framework that allows for the stylization of an existing 3D asset to fit into a given 2D scene, and additionally produce a photorealistic composition as if the asset was placed within the environment. This not only opens up a new level of control for object stylization, for example, the same assets can be stylized to reflect changes in the environment, such as summer to winter or fantasy versus futuristic settings-but also makes the object-scene composition more controllable. We achieve this by combining modeling and optimizing the object's texture and environmental lighting through differentiable ray tracing with image priors from pre-trained text-to-image diffusion models. We demonstrate that our method is applicable to a wide variety of indoor and outdoor scenes and arbitrary objects.
DeepScholar-Bench: A Live Benchmark and Automated Evaluation for Generative Research Synthesis
The ability to research and synthesize knowledge is central to human expertise and progress. An emerging class of systems promises these exciting capabilities through generative research synthesis, performing retrieval over the live web and synthesizing discovered sources into long-form, cited summaries. However, evaluating such systems remains an open challenge: existing question-answering benchmarks focus on short-form factual responses, while expert-curated datasets risk staleness and data contamination. Both fail to capture the complexity and evolving nature of real research synthesis tasks. In this work, we introduce DeepScholar-bench, a live benchmark and holistic, automated evaluation framework designed to evaluate generative research synthesis. DeepScholar-bench draws queries from recent, high-quality ArXiv papers and focuses on a real research synthesis task: generating the related work sections of a paper by retrieving, synthesizing, and citing prior research. Our evaluation framework holistically assesses performance across three key dimensions, knowledge synthesis, retrieval quality, and verifiability. We also develop DeepScholar-base, a reference pipeline implemented efficiently using the LOTUS API. Using the DeepScholar-bench framework, we perform a systematic evaluation of prior open-source systems, search AI's, OpenAI's DeepResearch, and DeepScholar-base. We find that DeepScholar-base establishes a strong baseline, attaining competitive or higher performance than each other method. We also find that DeepScholar-bench remains far from saturated, with no system exceeding a score of 19% across all metrics. These results underscore the difficulty of DeepScholar-bench, as well as its importance for progress towards AI systems capable of generative research synthesis. We make our code available at https://github.com/guestrin-lab/deepscholar-bench.
PixelSynth: Generating a 3D-Consistent Experience from a Single Image
Recent advancements in differentiable rendering and 3D reasoning have driven exciting results in novel view synthesis from a single image. Despite realistic results, methods are limited to relatively small view change. In order to synthesize immersive scenes, models must also be able to extrapolate. We present an approach that fuses 3D reasoning with autoregressive modeling to outpaint large view changes in a 3D-consistent manner, enabling scene synthesis. We demonstrate considerable improvement in single image large-angle view synthesis results compared to a variety of methods and possible variants across simulated and real datasets. In addition, we show increased 3D consistency compared to alternative accumulation methods. Project website: https://crockwell.github.io/pixelsynth/
Nuclear Explosions for Large Scale Carbon Sequestration
Confronting the escalating threat of climate change requires innovative and large-scale interventions. This paper presents a bold proposal to employ a buried nuclear explosion in a remote basaltic seabed for pulverizing basalt, thereby accelerating carbon sequestration through Enhanced Rock Weathering (ERW). By precisely locating the explosion beneath the seabed, we aim to confine debris, radiation, and energy while ensuring rapid rock weathering at a scale substantial enough to make a meaningful dent in atmospheric carbon levels. Our analysis outlines the parameters essential for efficient carbon capture and minimal collateral effects, emphasizing that a yield on the order of gigatons is critical for global climate impact. Although this approach may appear radical, we illustrate its feasibility by examining safety factors, preservation of local ecosystems, political considerations, and financial viability. This work argues for reimagining nuclear technology not merely as a destructive force but as a potential catalyst for decarbonization, thereby inviting further exploration of pioneering solutions in the fight against climate change.
GINA-3D: Learning to Generate Implicit Neural Assets in the Wild
Modeling the 3D world from sensor data for simulation is a scalable way of developing testing and validation environments for robotic learning problems such as autonomous driving. However, manually creating or re-creating real-world-like environments is difficult, expensive, and not scalable. Recent generative model techniques have shown promising progress to address such challenges by learning 3D assets using only plentiful 2D images -- but still suffer limitations as they leverage either human-curated image datasets or renderings from manually-created synthetic 3D environments. In this paper, we introduce GINA-3D, a generative model that uses real-world driving data from camera and LiDAR sensors to create realistic 3D implicit neural assets of diverse vehicles and pedestrians. Compared to the existing image datasets, the real-world driving setting poses new challenges due to occlusions, lighting-variations and long-tail distributions. GINA-3D tackles these challenges by decoupling representation learning and generative modeling into two stages with a learned tri-plane latent structure, inspired by recent advances in generative modeling of images. To evaluate our approach, we construct a large-scale object-centric dataset containing over 1.2M images of vehicles and pedestrians from the Waymo Open Dataset, and a new set of 80K images of long-tail instances such as construction equipment, garbage trucks, and cable cars. We compare our model with existing approaches and demonstrate that it achieves state-of-the-art performance in quality and diversity for both generated images and geometries.
WeatherEdit: Controllable Weather Editing with 4D Gaussian Field
In this work, we present WeatherEdit, a novel weather editing pipeline for generating realistic weather effects with controllable types and severity in 3D scenes. Our approach is structured into two key components: weather background editing and weather particle construction. For weather background editing, we introduce an all-in-one adapter that integrates multiple weather styles into a single pretrained diffusion model, enabling the generation of diverse weather effects in 2D image backgrounds. During inference, we design a Temporal-View (TV-) attention mechanism that follows a specific order to aggregate temporal and spatial information, ensuring consistent editing across multi-frame and multi-view images. To construct the weather particles, we first reconstruct a 3D scene using the edited images and then introduce a dynamic 4D Gaussian field to generate snowflakes, raindrops and fog in the scene. The attributes and dynamics of these particles are precisely controlled through physical-based modelling and simulation, ensuring realistic weather representation and flexible severity adjustments. Finally, we integrate the 4D Gaussian field with the 3D scene to render consistent and highly realistic weather effects. Experiments on multiple driving datasets demonstrate that WeatherEdit can generate diverse weather effects with controllable condition severity, highlighting its potential for autonomous driving simulation in adverse weather. See project page: https://jumponthemoon.github.io/w-edit
Atmospheric Transport Modeling of CO_2 with Neural Networks
Accurately describing the distribution of CO_2 in the atmosphere with atmospheric tracer transport models is essential for greenhouse gas monitoring and verification support systems to aid implementation of international climate agreements. Large deep neural networks are poised to revolutionize weather prediction, which requires 3D modeling of the atmosphere. While similar in this regard, atmospheric transport modeling is subject to new challenges. Both, stable predictions for longer time horizons and mass conservation throughout need to be achieved, while IO plays a larger role compared to computational costs. In this study we explore four different deep neural networks (UNet, GraphCast, Spherical Fourier Neural Operator and SwinTransformer) which have proven as state-of-the-art in weather prediction to assess their usefulness for atmospheric tracer transport modeling. For this, we assemble the CarbonBench dataset, a systematic benchmark tailored for machine learning emulators of Eulerian atmospheric transport. Through architectural adjustments, we decouple the performance of our emulators from the distribution shift caused by a steady rise in atmospheric CO_2. More specifically, we center CO_2 input fields to zero mean and then use an explicit flux scheme and a mass fixer to assure mass balance. This design enables stable and mass conserving transport for over 6 months with all four neural network architectures. In our study, the SwinTransformer displays particularly strong emulation skill (90-day R^2 > 0.99), with physically plausible emulation even for forward runs of multiple years. This work paves the way forward towards high resolution forward and inverse modeling of inert trace gases with neural networks.
Video Perception Models for 3D Scene Synthesis
Traditionally, 3D scene synthesis requires expert knowledge and significant manual effort. Automating this process could greatly benefit fields such as architectural design, robotics simulation, virtual reality, and gaming. Recent approaches to 3D scene synthesis often rely on the commonsense reasoning of large language models (LLMs) or strong visual priors of modern image generation models. However, current LLMs demonstrate limited 3D spatial reasoning ability, which restricts their ability to generate realistic and coherent 3D scenes. Meanwhile, image generation-based methods often suffer from constraints in viewpoint selection and multi-view inconsistencies. In this work, we present Video Perception models for 3D Scene synthesis (VIPScene), a novel framework that exploits the encoded commonsense knowledge of the 3D physical world in video generation models to ensure coherent scene layouts and consistent object placements across views. VIPScene accepts both text and image prompts and seamlessly integrates video generation, feedforward 3D reconstruction, and open-vocabulary perception models to semantically and geometrically analyze each object in a scene. This enables flexible scene synthesis with high realism and structural consistency. For more precise analysis, we further introduce First-Person View Score (FPVScore) for coherence and plausibility evaluation, utilizing continuous first-person perspective to capitalize on the reasoning ability of multimodal large language models. Extensive experiments show that VIPScene significantly outperforms existing methods and generalizes well across diverse scenarios. The code will be released.
Fake it to make it: Using synthetic data to remedy the data shortage in joint multimodal speech-and-gesture synthesis
Although humans engaged in face-to-face conversation simultaneously communicate both verbally and non-verbally, methods for joint and unified synthesis of speech audio and co-speech 3D gesture motion from text are a new and emerging field. These technologies hold great promise for more human-like, efficient, expressive, and robust synthetic communication, but are currently held back by the lack of suitably large datasets, as existing methods are trained on parallel data from all constituent modalities. Inspired by student-teacher methods, we propose a straightforward solution to the data shortage, by simply synthesising additional training material. Specifically, we use unimodal synthesis models trained on large datasets to create multimodal (but synthetic) parallel training data, and then pre-train a joint synthesis model on that material. In addition, we propose a new synthesis architecture that adds better and more controllable prosody modelling to the state-of-the-art method in the field. Our results confirm that pre-training on large amounts of synthetic data improves the quality of both the speech and the motion synthesised by the multimodal model, with the proposed architecture yielding further benefits when pre-trained on the synthetic data. See https://shivammehta25.github.io/MAGI/ for example output.
NeRF: Representing Scenes as Neural Radiance Fields for View Synthesis
We present a method that achieves state-of-the-art results for synthesizing novel views of complex scenes by optimizing an underlying continuous volumetric scene function using a sparse set of input views. Our algorithm represents a scene using a fully-connected (non-convolutional) deep network, whose input is a single continuous 5D coordinate (spatial location (x,y,z) and viewing direction (theta, phi)) and whose output is the volume density and view-dependent emitted radiance at that spatial location. We synthesize views by querying 5D coordinates along camera rays and use classic volume rendering techniques to project the output colors and densities into an image. Because volume rendering is naturally differentiable, the only input required to optimize our representation is a set of images with known camera poses. We describe how to effectively optimize neural radiance fields to render photorealistic novel views of scenes with complicated geometry and appearance, and demonstrate results that outperform prior work on neural rendering and view synthesis. View synthesis results are best viewed as videos, so we urge readers to view our supplementary video for convincing comparisons.
Synth-SONAR: Sonar Image Synthesis with Enhanced Diversity and Realism via Dual Diffusion Models and GPT Prompting
Sonar image synthesis is crucial for advancing applications in underwater exploration, marine biology, and defence. Traditional methods often rely on extensive and costly data collection using sonar sensors, jeopardizing data quality and diversity. To overcome these limitations, this study proposes a new sonar image synthesis framework, Synth-SONAR leveraging diffusion models and GPT prompting. The key novelties of Synth-SONAR are threefold: First, by integrating Generative AI-based style injection techniques along with publicly available real/simulated data, thereby producing one of the largest sonar data corpus for sonar research. Second, a dual text-conditioning sonar diffusion model hierarchy synthesizes coarse and fine-grained sonar images with enhanced quality and diversity. Third, high-level (coarse) and low-level (detailed) text-based sonar generation methods leverage advanced semantic information available in visual language models (VLMs) and GPT-prompting. During inference, the method generates diverse and realistic sonar images from textual prompts, bridging the gap between textual descriptions and sonar image generation. This marks the application of GPT-prompting in sonar imagery for the first time, to the best of our knowledge. Synth-SONAR achieves state-of-the-art results in producing high-quality synthetic sonar datasets, significantly enhancing their diversity and realism.
SCENIC: Scene-aware Semantic Navigation with Instruction-guided Control
Synthesizing natural human motion that adapts to complex environments while allowing creative control remains a fundamental challenge in motion synthesis. Existing models often fall short, either by assuming flat terrain or lacking the ability to control motion semantics through text. To address these limitations, we introduce SCENIC, a diffusion model designed to generate human motion that adapts to dynamic terrains within virtual scenes while enabling semantic control through natural language. The key technical challenge lies in simultaneously reasoning about complex scene geometry while maintaining text control. This requires understanding both high-level navigation goals and fine-grained environmental constraints. The model must ensure physical plausibility and precise navigation across varied terrain, while also preserving user-specified text control, such as ``carefully stepping over obstacles" or ``walking upstairs like a zombie." Our solution introduces a hierarchical scene reasoning approach. At its core is a novel scene-dependent, goal-centric canonicalization that handles high-level goal constraint, and is complemented by an ego-centric distance field that captures local geometric details. This dual representation enables our model to generate physically plausible motion across diverse 3D scenes. By implementing frame-wise text alignment, our system achieves seamless transitions between different motion styles while maintaining scene constraints. Experiments demonstrate our novel diffusion model generates arbitrarily long human motions that both adapt to complex scenes with varying terrain surfaces and respond to textual prompts. Additionally, we show SCENIC can generalize to four real-scene datasets. Our code, dataset, and models will be released at https://virtualhumans.mpi-inf.mpg.de/scenic/.
Scenethesis: A Language and Vision Agentic Framework for 3D Scene Generation
Synthesizing interactive 3D scenes from text is essential for gaming, virtual reality, and embodied AI. However, existing methods face several challenges. Learning-based approaches depend on small-scale indoor datasets, limiting the scene diversity and layout complexity. While large language models (LLMs) can leverage diverse text-domain knowledge, they struggle with spatial realism, often producing unnatural object placements that fail to respect common sense. Our key insight is that vision perception can bridge this gap by providing realistic spatial guidance that LLMs lack. To this end, we introduce Scenethesis, a training-free agentic framework that integrates LLM-based scene planning with vision-guided layout refinement. Given a text prompt, Scenethesis first employs an LLM to draft a coarse layout. A vision module then refines it by generating an image guidance and extracting scene structure to capture inter-object relations. Next, an optimization module iteratively enforces accurate pose alignment and physical plausibility, preventing artifacts like object penetration and instability. Finally, a judge module verifies spatial coherence. Comprehensive experiments show that Scenethesis generates diverse, realistic, and physically plausible 3D interactive scenes, making it valuable for virtual content creation, simulation environments, and embodied AI research.
Quantifying the Carbon Emissions of Machine Learning
From an environmental standpoint, there are a few crucial aspects of training a neural network that have a major impact on the quantity of carbon that it emits. These factors include: the location of the server used for training and the energy grid that it uses, the length of the training procedure, and even the make and model of hardware on which the training takes place. In order to approximate these emissions, we present our Machine Learning Emissions Calculator, a tool for our community to better understand the environmental impact of training ML models. We accompany this tool with an explanation of the factors cited above, as well as concrete actions that individual practitioners and organizations can take to mitigate their carbon emissions.
SynthesizRR: Generating Diverse Datasets with Retrieval Augmentation
Large language models (LLMs) are versatile and can address many tasks, but for computational efficiency, it is often desirable to distill their capabilities into smaller student models. One way to do this for classification tasks is via dataset synthesis, which can be accomplished by generating examples of each label from the LLM. Prior approaches to synthesis use few-shot prompting, which relies on the LLM's parametric knowledge to generate usable examples. However, this leads to issues of repetition, bias towards popular entities, and stylistic differences from human text. In this work, we propose Synthesize by Retrieval and Refinement (SynthesizRR), which uses retrieval augmentation to introduce variety into the dataset synthesis process: as retrieved passages vary, the LLM is "seeded" with different content to generate its examples. We empirically study the synthesis of six datasets, covering topic classification, sentiment analysis, tone detection, and humor, requiring complex synthesis strategies. We find SynthesizRR greatly improves lexical and semantic diversity, similarity to human-written text, and distillation performance, when compared to standard 32-shot prompting and six baseline approaches.
GeoSynth: Contextually-Aware High-Resolution Satellite Image Synthesis
We present GeoSynth, a model for synthesizing satellite images with global style and image-driven layout control. The global style control is via textual prompts or geographic location. These enable the specification of scene semantics or regional appearance respectively, and can be used together. We train our model on a large dataset of paired satellite imagery, with automatically generated captions, and OpenStreetMap data. We evaluate various combinations of control inputs, including different types of layout controls. Results demonstrate that our model can generate diverse, high-quality images and exhibits excellent zero-shot generalization. The code and model checkpoints are available at https://github.com/mvrl/GeoSynth.
MatPROV: A Provenance Graph Dataset of Material Synthesis Extracted from Scientific Literature
Synthesis procedures play a critical role in materials research, as they directly affect material properties. With data-driven approaches increasingly accelerating materials discovery, there is growing interest in extracting synthesis procedures from scientific literature as structured data. However, existing studies often rely on rigid, domain-specific schemas with predefined fields for structuring synthesis procedures or assume that synthesis procedures are linear sequences of operations, which limits their ability to capture the structural complexity of real-world procedures. To address these limitations, we adopt PROV-DM, an international standard for provenance information, which supports flexible, graph-based modeling of procedures. We present MatPROV, a dataset of PROV-DM-compliant synthesis procedures extracted from scientific literature using large language models. MatPROV captures structural complexities and causal relationships among materials, operations, and conditions through visually intuitive directed graphs. This representation enables machine-interpretable synthesis knowledge, opening opportunities for future research such as automated synthesis planning and optimization.
WildRayZer: Self-supervised Large View Synthesis in Dynamic Environments
We present WildRayZer, a self-supervised framework for novel view synthesis (NVS) in dynamic environments where both the camera and objects move. Dynamic content breaks the multi-view consistency that static NVS models rely on, leading to ghosting, hallucinated geometry, and unstable pose estimation. WildRayZer addresses this by performing an analysis-by-synthesis test: a camera-only static renderer explains rigid structure, and its residuals reveal transient regions. From these residuals, we construct pseudo motion masks, distill a motion estimator, and use it to mask input tokens and gate loss gradients so supervision focuses on cross-view background completion. To enable large-scale training and evaluation, we curate Dynamic RealEstate10K (D-RE10K), a real-world dataset of 15K casually captured dynamic sequences, and D-RE10K-iPhone, a paired transient and clean benchmark for sparse-view transient-aware NVS. Experiments show that WildRayZer consistently outperforms optimization-based and feed-forward baselines in both transient-region removal and full-frame NVS quality with a single feed-forward pass.
GraphMaster: Automated Graph Synthesis via LLM Agents in Data-Limited Environments
The era of foundation models has revolutionized AI research, yet Graph Foundation Models (GFMs) remain constrained by the scarcity of large-scale graph corpora. Traditional graph data synthesis techniques primarily focus on simplistic structural operations, lacking the capacity to generate semantically rich nodes with meaningful textual attributes: a critical limitation for real-world applications. While large language models (LLMs) demonstrate exceptional text generation capabilities, their direct application to graph synthesis is impeded by context window limitations, hallucination phenomena, and structural consistency challenges. To address these issues, we introduce GraphMaster, the first multi-agent framework specifically designed for graph data synthesis in data-limited environments. GraphMaster orchestrates four specialized LLM agents (Manager, Perception, Enhancement, and Evaluation) that collaboratively optimize the synthesis process through iterative refinement, ensuring both semantic coherence and structural integrity. To rigorously evaluate our approach, we create new data-limited "Sub" variants of six standard graph benchmarks, specifically designed to test synthesis capabilities under realistic constraints. Additionally, we develop a novel interpretability assessment framework that combines human evaluation with a principled Grassmannian manifold-based analysis, providing both qualitative and quantitative measures of semantic coherence. Experimental results demonstrate that GraphMaster significantly outperforms traditional synthesis methods across multiple datasets, establishing a strong foundation for advancing GFMs in data-scarce environments.
Denoising Diffusion via Image-Based Rendering
Generating 3D scenes is a challenging open problem, which requires synthesizing plausible content that is fully consistent in 3D space. While recent methods such as neural radiance fields excel at view synthesis and 3D reconstruction, they cannot synthesize plausible details in unobserved regions since they lack a generative capability. Conversely, existing generative methods are typically not capable of reconstructing detailed, large-scale scenes in the wild, as they use limited-capacity 3D scene representations, require aligned camera poses, or rely on additional regularizers. In this work, we introduce the first diffusion model able to perform fast, detailed reconstruction and generation of real-world 3D scenes. To achieve this, we make three contributions. First, we introduce a new neural scene representation, IB-planes, that can efficiently and accurately represent large 3D scenes, dynamically allocating more capacity as needed to capture details visible in each image. Second, we propose a denoising-diffusion framework to learn a prior over this novel 3D scene representation, using only 2D images without the need for any additional supervision signal such as masks or depths. This supports 3D reconstruction and generation in a unified architecture. Third, we develop a principled approach to avoid trivial 3D solutions when integrating the image-based rendering with the diffusion model, by dropping out representations of some images. We evaluate the model on several challenging datasets of real and synthetic images, and demonstrate superior results on generation, novel view synthesis and 3D reconstruction.
