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Hugging Face

Provides 30,969 action-conditioned video episodes, each with source MP4, per-frame keyboard control logs, captions, and a COLMAP sparse pose model — intended for research on action-conditioned video prediction, controllable world models, and representation learning.

Hugging Face

Provides a unified, camera-conditioned, multi-source video dataset and reproducible processing pipeline for training long-horizon video world models. Key features: a canonical frame-aligned contract (visuals, camera geometry, captions, quality metadata), 1.43M canonical clips with portable releases and reconstruction tools; large download and some backbone assets carry separate licenses.

Trains a world-action model that predicts future visual states to guide zero-shot robotic manipulation; introduces CoAE, SVP, IDM and KASO to pretrain generative and action components from scratch on manipulation data, scaling up to 30,000 hours and improving zero-shot success.

Generates compositional 3D scenes as collections of individual object meshes by conditioning a single-object 3D generative prior on multi-view posed observations. Key features include anchor-aligned canonical frames, multi-view DINOv3 feature lifting with an IBR-style fusion, and LoRA adaptation to complete heavily occluded objects; includes a large UE-MeshyScene benchmark.

Translates natural-language instructions into executable programs that maintain an explicit, persistent global world state and compiles state-augmented 3D oriented bounding boxes into pixel-aligned conditioning signals for pretrained video generators. The approach decouples state evolution from rendering, enabling programmable entity control, off-screen state, and long-horizon interactive scenarios.

Hugging Face

Provides 22 curated Three.js-based cases for code-guided video generation across eight application categories. Each case bundles an editable scene (Three.js program), a 960×544 proxy video, a 1536×864 reference image, and a plain-text prompt for controlled video-generation evaluation.

Turns past discovery traces into replayable simulators so alternative exploration policies can be evaluated offline ('dreaming'), enabling fast, low-cost meta-level policy improvement for agent-driven discovery across coding, optimization, and GPU-kernel tasks.

Surveys how foundation models reshape AI across the game lifecycle, organizing literature into six roles (play & act; model players & games; design; build & maintain; runtime generation & adaptation; test & evaluate). Emphasizes cross-role links, limits to transfer, and gaps in evaluation and persistent state.

Evaluates whether MiniMax-H3 can infer latent physical events from incomplete multimodal evidence and produce videos consistent with those inferences. Builds a 517-instance benchmark across four reasoning scenarios (multi-view, audio disambiguation, video continuation, audiovisual integration) and quantifies modality-specific failure modes.

Provides a domain-agnostic world-modeling framework that factorizes latent targets into orthogonal predictive components, with dedicated prediction branches and synthesis for multi-domain forecasting and intervention. Demonstrates improved dynamics and long-horizon rollouts across seven domains and includes experimental biological validation.

Learns a camera-queryable implicit 3D-aware memory that compresses multi-view history into target-view tokens to enable long-horizon, camera-controllable video generation. Improves revisit consistency and camera-control accuracy and supports streaming exploration from a single image or text prompt.

Provides a unified data and evaluation suite for measuring gameplay capabilities across short, medium, and long temporal horizons. Includes an automated annotator, a 5,000-hour AAA gameplay dataset with temporally aligned frames, actions and multi-horizon instructions, and a reproducible offline + stepwise online benchmark.