Generates unified embeddings for text, images, video, visual documents and interleaved multimodal inputs with configurable output dimensions and Matryoshka truncation to trade accuracy for cost. Model weights and code are released under Apache-2.0; the 9B variant scores 80.6 on MMEB-v2.
GGUF-quantized, refusal-removed build of Qwen3.8-Flash-Next for llama.cpp that provides multimodal (image+text), reasoning and tool-calling capabilities; released for security research and red-teaming under the Apache-2.0 license.
Proposes treating game development as a recursive data engine and introduces RLHEV (Reinforcement Learning with Human-Engine Verification) to combine dense engine checks (collision, physics, navigability) with human acceptance feedback, producing trajectory data and rewards for post-training world models.
GGUF-quantized build of Qwen3.8-Flash-Next for image-text-to-text inference and local deployment. Ships with Unsloth Dynamic 3.0 quantization, thinking-mode controls (preserve_thinking, reasoning_effort), and native long-context support (262k, extensible to 1M with YaRN).
Provides a streaming dual-brain memory for real-time speech agents: an informational left brain for factual retrieval and an affective right brain for persona/emotion, achieving high top-5 accuracy while keeping retrieval latency within VAD budgets (~134 ms).
Provides a GGUF-quantized build of GLM-5.3-Flash for local text-generation and inference. Key features: 320B total / 18B active parameters, hybrid sparse+linear attention, native multimodal pretraining and Unsloth Dynamic quantization. Best for developers running GGUF local inference workflows.
Integrates a pretrained vision–language model with a BEV perception head and a Planning Expert to provide 3D perception, driving VQA and motion planning for autonomous driving while keeping the base VLM architecture unchanged.
Provides a real-scale 3D Hong Kong sandbox to evaluate whether multimodal LLM agents can turn local street-view perception into sustained spatial action, supporting closed-loop first-person interaction, an interactive map, and controlled tests of grounding, long-range navigation, and robustness.
Rewrites physical scenes as executable world programs (e.g., MuJoCo scene descriptions) and uses an agentic abductive loop to propose, execute, render, verify, and iteratively refine those programs from videos or text. Verified executable worlds supply scalable physical supervision for training vision–language models.
Proposes VLAct, a representation-centric continued pre-training method for Vision-Language-Action models that preserves VLM priors and enforces cross-embodiment action semantics to turn limited robot trajectories into transferable visual-action representations; shows strong gains and sample efficiency on multiple VLA benchmarks using modest compute.
Autonomous multimodal GUI agent that executes natural-language interface tasks across mobile apps, web domains, and desktop OS. Expands environment coverage (170+ multilingual apps, 4,000+ web domains), uses function-grounded task generation and keypoint-based multi-model verification to produce reliable RL rewards for real-world deployment.
Generates synchronized spoken dialogue and explicit full-body co-speech motion (facial expressions, hands, upper- and lower-body) end-to-end from the same hidden states, replacing the speech-then-motion cascade. Trains with a scalable pseudo-labeling pipeline (422,856 ranked pairs) and supports real-time inference (RTF 0.78) while matching teacher motion metrics within ~2%.