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Aug 6

AGILE3D: Attention Guided Interactive Multi-object 3D Segmentation

During interactive segmentation, a model and a user work together to delineate objects of interest in a 3D point cloud. In an iterative process, the model assigns each data point to an object (or the background), while the user corrects errors in the resulting segmentation and feeds them back into the model. The current best practice formulates the problem as binary classification and segments objects one at a time. The model expects the user to provide positive clicks to indicate regions wrongly assigned to the background and negative clicks on regions wrongly assigned to the object. Sequentially visiting objects is wasteful since it disregards synergies between objects: a positive click for a given object can, by definition, serve as a negative click for nearby objects. Moreover, a direct competition between adjacent objects can speed up the identification of their common boundary. We introduce AGILE3D, an efficient, attention-based model that (1) supports simultaneous segmentation of multiple 3D objects, (2) yields more accurate segmentation masks with fewer user clicks, and (3) offers faster inference. Our core idea is to encode user clicks as spatial-temporal queries and enable explicit interactions between click queries as well as between them and the 3D scene through a click attention module. Every time new clicks are added, we only need to run a lightweight decoder that produces updated segmentation masks. In experiments with four different 3D point cloud datasets, AGILE3D sets a new state-of-the-art. Moreover, we also verify its practicality in real-world setups with real user studies.

Bench-NPIN: Benchmarking Non-prehensile Interactive Navigation

Mobile robots are increasingly deployed in unstructured environments where obstacles and objects are movable. Navigation in such environments is known as interactive navigation, where task completion requires not only avoiding obstacles but also strategic interactions with movable objects. Non-prehensile interactive navigation focuses on non-grasping interaction strategies, such as pushing, rather than relying on prehensile manipulation. Despite a growing body of research in this field, most solutions are evaluated using case-specific setups, limiting reproducibility and cross-comparison. In this paper, we present Bench-NPIN, the first comprehensive benchmark for non-prehensile interactive navigation. Bench-NPIN includes multiple components: 1) a comprehensive range of simulated environments for non-prehensile interactive navigation tasks, including navigating a maze with movable obstacles, autonomous ship navigation in icy waters, box delivery, and area clearing, each with varying levels of complexity; 2) a set of evaluation metrics that capture unique aspects of interactive navigation, such as efficiency, interaction effort, and partial task completion; and 3) demonstrations using Bench-NPIN to evaluate example implementations of established baselines across environments. Bench-NPIN is an open-source Python library with a modular design. The code, documentation, and trained models can be found at https://github.com/IvanIZ/BenchNPIN.

Interactive3D: Create What You Want by Interactive 3D Generation

3D object generation has undergone significant advancements, yielding high-quality results. However, fall short of achieving precise user control, often yielding results that do not align with user expectations, thus limiting their applicability. User-envisioning 3D object generation faces significant challenges in realizing its concepts using current generative models due to limited interaction capabilities. Existing methods mainly offer two approaches: (i) interpreting textual instructions with constrained controllability, or (ii) reconstructing 3D objects from 2D images. Both of them limit customization to the confines of the 2D reference and potentially introduce undesirable artifacts during the 3D lifting process, restricting the scope for direct and versatile 3D modifications. In this work, we introduce Interactive3D, an innovative framework for interactive 3D generation that grants users precise control over the generative process through extensive 3D interaction capabilities. Interactive3D is constructed in two cascading stages, utilizing distinct 3D representations. The first stage employs Gaussian Splatting for direct user interaction, allowing modifications and guidance of the generative direction at any intermediate step through (i) Adding and Removing components, (ii) Deformable and Rigid Dragging, (iii) Geometric Transformations, and (iv) Semantic Editing. Subsequently, the Gaussian splats are transformed into InstantNGP. We introduce a novel (v) Interactive Hash Refinement module to further add details and extract the geometry in the second stage. Our experiments demonstrate that Interactive3D markedly improves the controllability and quality of 3D generation. Our project webpage is available at https://interactive-3d.github.io/.

TaleCrafter: Interactive Story Visualization with Multiple Characters

Accurate Story visualization requires several necessary elements, such as identity consistency across frames, the alignment between plain text and visual content, and a reasonable layout of objects in images. Most previous works endeavor to meet these requirements by fitting a text-to-image (T2I) model on a set of videos in the same style and with the same characters, e.g., the FlintstonesSV dataset. However, the learned T2I models typically struggle to adapt to new characters, scenes, and styles, and often lack the flexibility to revise the layout of the synthesized images. This paper proposes a system for generic interactive story visualization, capable of handling multiple novel characters and supporting the editing of layout and local structure. It is developed by leveraging the prior knowledge of large language and T2I models, trained on massive corpora. The system comprises four interconnected components: story-to-prompt generation (S2P), text-to-layout generation (T2L), controllable text-to-image generation (C-T2I), and image-to-video animation (I2V). First, the S2P module converts concise story information into detailed prompts required for subsequent stages. Next, T2L generates diverse and reasonable layouts based on the prompts, offering users the ability to adjust and refine the layout to their preference. The core component, C-T2I, enables the creation of images guided by layouts, sketches, and actor-specific identifiers to maintain consistency and detail across visualizations. Finally, I2V enriches the visualization process by animating the generated images. Extensive experiments and a user study are conducted to validate the effectiveness and flexibility of interactive editing of the proposed system.

Chat2Layout: Interactive 3D Furniture Layout with a Multimodal LLM

Automatic furniture layout is long desired for convenient interior design. Leveraging the remarkable visual reasoning capabilities of multimodal large language models (MLLMs), recent methods address layout generation in a static manner, lacking the feedback-driven refinement essential for interactive user engagement. We introduce Chat2Layout, a novel interactive furniture layout generation system that extends the functionality of MLLMs into the realm of interactive layout design. To achieve this, we establish a unified vision-question paradigm for in-context learning, enabling seamless communication with MLLMs to steer their behavior without altering model weights. Within this framework, we present a novel training-free visual prompting mechanism. This involves a visual-text prompting technique that assist MLLMs in reasoning about plausible layout plans, followed by an Offline-to-Online search (O2O-Search) method, which automatically identifies the minimal set of informative references to provide exemplars for visual-text prompting. By employing an agent system with MLLMs as the core controller, we enable bidirectional interaction. The agent not only comprehends the 3D environment and user requirements through linguistic and visual perception but also plans tasks and reasons about actions to generate and arrange furniture within the virtual space. Furthermore, the agent iteratively updates based on visual feedback from execution results. Experimental results demonstrate that our approach facilitates language-interactive generation and arrangement for diverse and complex 3D furniture.

Ctrl-Room: Controllable Text-to-3D Room Meshes Generation with Layout Constraints

Text-driven 3D indoor scene generation could be useful for gaming, film industry, and AR/VR applications. However, existing methods cannot faithfully capture the room layout, nor do they allow flexible editing of individual objects in the room. To address these problems, we present Ctrl-Room, which is able to generate convincing 3D rooms with designer-style layouts and high-fidelity textures from just a text prompt. Moreover, Ctrl-Room enables versatile interactive editing operations such as resizing or moving individual furniture items. Our key insight is to separate the modeling of layouts and appearance. %how to model the room that takes into account both scene texture and geometry at the same time. To this end, Our proposed method consists of two stages, a `Layout Generation Stage' and an `Appearance Generation Stage'. The `Layout Generation Stage' trains a text-conditional diffusion model to learn the layout distribution with our holistic scene code parameterization. Next, the `Appearance Generation Stage' employs a fine-tuned ControlNet to produce a vivid panoramic image of the room guided by the 3D scene layout and text prompt. In this way, we achieve a high-quality 3D room with convincing layouts and lively textures. Benefiting from the scene code parameterization, we can easily edit the generated room model through our mask-guided editing module, without expensive editing-specific training. Extensive experiments on the Structured3D dataset demonstrate that our method outperforms existing methods in producing more reasonable, view-consistent, and editable 3D rooms from natural language prompts.

InteractEdit: Zero-Shot Editing of Human-Object Interactions in Images

This paper presents InteractEdit, a novel framework for zero-shot Human-Object Interaction (HOI) editing, addressing the challenging task of transforming an existing interaction in an image into a new, desired interaction while preserving the identities of the subject and object. Unlike simpler image editing scenarios such as attribute manipulation, object replacement or style transfer, HOI editing involves complex spatial, contextual, and relational dependencies inherent in humans-objects interactions. Existing methods often overfit to the source image structure, limiting their ability to adapt to the substantial structural modifications demanded by new interactions. To address this, InteractEdit decomposes each scene into subject, object, and background components, then employs Low-Rank Adaptation (LoRA) and selective fine-tuning to preserve pretrained interaction priors while learning the visual identity of the source image. This regularization strategy effectively balances interaction edits with identity consistency. We further introduce IEBench, the most comprehensive benchmark for HOI editing, which evaluates both interaction editing and identity preservation. Our extensive experiments show that InteractEdit significantly outperforms existing methods, establishing a strong baseline for future HOI editing research and unlocking new possibilities for creative and practical applications. Code will be released upon publication.

InterDyn: Controllable Interactive Dynamics with Video Diffusion Models

Predicting the dynamics of interacting objects is essential for both humans and intelligent systems. However, existing approaches are limited to simplified, toy settings and lack generalizability to complex, real-world environments. Recent advances in generative models have enabled the prediction of state transitions based on interventions, but focus on generating a single future state which neglects the continuous dynamics resulting from the interaction. To address this gap, we propose InterDyn, a novel framework that generates videos of interactive dynamics given an initial frame and a control signal encoding the motion of a driving object or actor. Our key insight is that large video generation models can act as both neural renderers and implicit physics ``simulators'', having learned interactive dynamics from large-scale video data. To effectively harness this capability, we introduce an interactive control mechanism that conditions the video generation process on the motion of the driving entity. Qualitative results demonstrate that InterDyn generates plausible, temporally consistent videos of complex object interactions while generalizing to unseen objects. Quantitative evaluations show that InterDyn outperforms baselines that focus on static state transitions. This work highlights the potential of leveraging video generative models as implicit physics engines. Project page: https://interdyn.is.tue.mpg.de/

VideoGUI: A Benchmark for GUI Automation from Instructional Videos

Graphical User Interface (GUI) automation holds significant promise for enhancing human productivity by assisting with computer tasks. Existing task formulations primarily focus on simple tasks that can be specified by a single, language-only instruction, such as "Insert a new slide." In this work, we introduce VideoGUI, a novel multi-modal benchmark designed to evaluate GUI assistants on visual-centric GUI tasks. Sourced from high-quality web instructional videos, our benchmark focuses on tasks involving professional and novel software (e.g., Adobe Photoshop or Stable Diffusion WebUI) and complex activities (e.g., video editing). VideoGUI evaluates GUI assistants through a hierarchical process, allowing for identification of the specific levels at which they may fail: (i) high-level planning: reconstruct procedural subtasks from visual conditions without language descriptions; (ii) middle-level planning: generate sequences of precise action narrations based on visual state (i.e., screenshot) and goals; (iii) atomic action execution: perform specific actions such as accurately clicking designated elements. For each level, we design evaluation metrics across individual dimensions to provide clear signals, such as individual performance in clicking, dragging, typing, and scrolling for atomic action execution. Our evaluation on VideoGUI reveals that even the SoTA large multimodal model GPT4o performs poorly on visual-centric GUI tasks, especially for high-level planning.

Ponder & Press: Advancing Visual GUI Agent towards General Computer Control

Most existing GUI agents typically depend on non-vision inputs like HTML source code or accessibility trees, limiting their flexibility across diverse software environments and platforms. Current multimodal large language models (MLLMs), which excel at using vision to ground real-world objects, offer a potential alternative. However, they often struggle with accurately localizing GUI elements -- a critical requirement for effective GUI automation -- due to the semantic gap between real-world objects and GUI elements. In this work, we introduce Ponder & Press, a divide-and-conquer framework for general computer control using only visual input. Our approach combines an general-purpose MLLM as an 'interpreter', responsible for translating high-level user instructions into detailed action descriptions, with a GUI-specific MLLM as a 'locator' that precisely locates GUI elements for action placement. By leveraging a purely visual input, our agent offers a versatile, human-like interaction paradigm applicable to a wide range of applications. Ponder & Press locator outperforms existing models by +22.5% on the ScreenSpot GUI grounding benchmark. Both offline and interactive agent benchmarks across various GUI environments -- including web pages, desktop software, and mobile UIs -- demonstrate that Ponder & Press framework achieves state-of-the-art performance, highlighting the potential of visual GUI agents. Refer to the project homepage https://invinciblewyq.github.io/ponder-press-page/

LLplace: The 3D Indoor Scene Layout Generation and Editing via Large Language Model

Designing 3D indoor layouts is a crucial task with significant applications in virtual reality, interior design, and automated space planning. Existing methods for 3D layout design either rely on diffusion models, which utilize spatial relationship priors, or heavily leverage the inferential capabilities of proprietary Large Language Models (LLMs), which require extensive prompt engineering and in-context exemplars via black-box trials. These methods often face limitations in generalization and dynamic scene editing. In this paper, we introduce LLplace, a novel 3D indoor scene layout designer based on lightweight fine-tuned open-source LLM Llama3. LLplace circumvents the need for spatial relationship priors and in-context exemplars, enabling efficient and credible room layout generation based solely on user inputs specifying the room type and desired objects. We curated a new dialogue dataset based on the 3D-Front dataset, expanding the original data volume and incorporating dialogue data for adding and removing objects. This dataset can enhance the LLM's spatial understanding. Furthermore, through dialogue, LLplace activates the LLM's capability to understand 3D layouts and perform dynamic scene editing, enabling the addition and removal of objects. Our approach demonstrates that LLplace can effectively generate and edit 3D indoor layouts interactively and outperform existing methods in delivering high-quality 3D design solutions. Code and dataset will be released.

TopNet: Transformer-based Object Placement Network for Image Compositing

We investigate the problem of automatically placing an object into a background image for image compositing. Given a background image and a segmented object, the goal is to train a model to predict plausible placements (location and scale) of the object for compositing. The quality of the composite image highly depends on the predicted location/scale. Existing works either generate candidate bounding boxes or apply sliding-window search using global representations from background and object images, which fail to model local information in background images. However, local clues in background images are important to determine the compatibility of placing the objects with certain locations/scales. In this paper, we propose to learn the correlation between object features and all local background features with a transformer module so that detailed information can be provided on all possible location/scale configurations. A sparse contrastive loss is further proposed to train our model with sparse supervision. Our new formulation generates a 3D heatmap indicating the plausibility of all location/scale combinations in one network forward pass, which is over 10 times faster than the previous sliding-window method. It also supports interactive search when users provide a pre-defined location or scale. The proposed method can be trained with explicit annotation or in a self-supervised manner using an off-the-shelf inpainting model, and it outperforms state-of-the-art methods significantly. The user study shows that the trained model generalizes well to real-world images with diverse challenging scenes and object categories.

InteractDiffusion: Interaction Control in Text-to-Image Diffusion Models

Large-scale text-to-image (T2I) diffusion models have showcased incredible capabilities in generating coherent images based on textual descriptions, enabling vast applications in content generation. While recent advancements have introduced control over factors such as object localization, posture, and image contours, a crucial gap remains in our ability to control the interactions between objects in the generated content. Well-controlling interactions in generated images could yield meaningful applications, such as creating realistic scenes with interacting characters. In this work, we study the problems of conditioning T2I diffusion models with Human-Object Interaction (HOI) information, consisting of a triplet label (person, action, object) and corresponding bounding boxes. We propose a pluggable interaction control model, called InteractDiffusion that extends existing pre-trained T2I diffusion models to enable them being better conditioned on interactions. Specifically, we tokenize the HOI information and learn their relationships via interaction embeddings. A conditioning self-attention layer is trained to map HOI tokens to visual tokens, thereby conditioning the visual tokens better in existing T2I diffusion models. Our model attains the ability to control the interaction and location on existing T2I diffusion models, which outperforms existing baselines by a large margin in HOI detection score, as well as fidelity in FID and KID. Project page: https://jiuntian.github.io/interactdiffusion.

ARIG: Autoregressive Interactive Head Generation for Real-time Conversations

Face-to-face communication, as a common human activity, motivates the research on interactive head generation. A virtual agent can generate motion responses with both listening and speaking capabilities based on the audio or motion signals of the other user and itself. However, previous clip-wise generation paradigm or explicit listener/speaker generator-switching methods have limitations in future signal acquisition, contextual behavioral understanding, and switching smoothness, making it challenging to be real-time and realistic. In this paper, we propose an autoregressive (AR) based frame-wise framework called ARIG to realize the real-time generation with better interaction realism. To achieve real-time generation, we model motion prediction as a non-vector-quantized AR process. Unlike discrete codebook-index prediction, we represent motion distribution using diffusion procedure, achieving more accurate predictions in continuous space. To improve interaction realism, we emphasize interactive behavior understanding (IBU) and detailed conversational state understanding (CSU). In IBU, based on dual-track dual-modal signals, we summarize short-range behaviors through bidirectional-integrated learning and perform contextual understanding over long ranges. In CSU, we use voice activity signals and context features of IBU to understand the various states (interruption, feedback, pause, etc.) that exist in actual conversations. These serve as conditions for the final progressive motion prediction. Extensive experiments have verified the effectiveness of our model.

nnInteractive: Redefining 3D Promptable Segmentation

Accurate and efficient 3D segmentation is essential for both clinical and research applications. While foundation models like SAM have revolutionized interactive segmentation, their 2D design and domain shift limitations make them ill-suited for 3D medical images. Current adaptations address some of these challenges but remain limited, either lacking volumetric awareness, offering restricted interactivity, or supporting only a small set of structures and modalities. Usability also remains a challenge, as current tools are rarely integrated into established imaging platforms and often rely on cumbersome web-based interfaces with restricted functionality. We introduce nnInteractive, the first comprehensive 3D interactive open-set segmentation method. It supports diverse prompts-including points, scribbles, boxes, and a novel lasso prompt-while leveraging intuitive 2D interactions to generate full 3D segmentations. Trained on 120+ diverse volumetric 3D datasets (CT, MRI, PET, 3D Microscopy, etc.), nnInteractive sets a new state-of-the-art in accuracy, adaptability, and usability. Crucially, it is the first method integrated into widely used image viewers (e.g., Napari, MITK), ensuring broad accessibility for real-world clinical and research applications. Extensive benchmarking demonstrates that nnInteractive far surpasses existing methods, setting a new standard for AI-driven interactive 3D segmentation. nnInteractive is publicly available: https://github.com/MIC-DKFZ/napari-nninteractive (Napari plugin), https://www.mitk.org/MITK-nnInteractive (MITK integration), https://github.com/MIC-DKFZ/nnInteractive (Python backend).

iControl3D: An Interactive System for Controllable 3D Scene Generation

3D content creation has long been a complex and time-consuming process, often requiring specialized skills and resources. While recent advancements have allowed for text-guided 3D object and scene generation, they still fall short of providing sufficient control over the generation process, leading to a gap between the user's creative vision and the generated results. In this paper, we present iControl3D, a novel interactive system that empowers users to generate and render customizable 3D scenes with precise control. To this end, a 3D creator interface has been developed to provide users with fine-grained control over the creation process. Technically, we leverage 3D meshes as an intermediary proxy to iteratively merge individual 2D diffusion-generated images into a cohesive and unified 3D scene representation. To ensure seamless integration of 3D meshes, we propose to perform boundary-aware depth alignment before fusing the newly generated mesh with the existing one in 3D space. Additionally, to effectively manage depth discrepancies between remote content and foreground, we propose to model remote content separately with an environment map instead of 3D meshes. Finally, our neural rendering interface enables users to build a radiance field of their scene online and navigate the entire scene. Extensive experiments have been conducted to demonstrate the effectiveness of our system. The code will be made available at https://github.com/xingyi-li/iControl3D.

EchoScene: Indoor Scene Generation via Information Echo over Scene Graph Diffusion

We present EchoScene, an interactive and controllable generative model that generates 3D indoor scenes on scene graphs. EchoScene leverages a dual-branch diffusion model that dynamically adapts to scene graphs. Existing methods struggle to handle scene graphs due to varying numbers of nodes, multiple edge combinations, and manipulator-induced node-edge operations. EchoScene overcomes this by associating each node with a denoising process and enables collaborative information exchange, enhancing controllable and consistent generation aware of global constraints. This is achieved through an information echo scheme in both shape and layout branches. At every denoising step, all processes share their denoising data with an information exchange unit that combines these updates using graph convolution. The scheme ensures that the denoising processes are influenced by a holistic understanding of the scene graph, facilitating the generation of globally coherent scenes. The resulting scenes can be manipulated during inference by editing the input scene graph and sampling the noise in the diffusion model. Extensive experiments validate our approach, which maintains scene controllability and surpasses previous methods in generation fidelity. Moreover, the generated scenes are of high quality and thus directly compatible with off-the-shelf texture generation. Code and trained models are open-sourced.

VR-GS: A Physical Dynamics-Aware Interactive Gaussian Splatting System in Virtual Reality

As consumer Virtual Reality (VR) and Mixed Reality (MR) technologies gain momentum, there's a growing focus on the development of engagements with 3D virtual content. Unfortunately, traditional techniques for content creation, editing, and interaction within these virtual spaces are fraught with difficulties. They tend to be not only engineering-intensive but also require extensive expertise, which adds to the frustration and inefficiency in virtual object manipulation. Our proposed VR-GS system represents a leap forward in human-centered 3D content interaction, offering a seamless and intuitive user experience. By developing a physical dynamics-aware interactive Gaussian Splatting in a Virtual Reality setting, and constructing a highly efficient two-level embedding strategy alongside deformable body simulations, VR-GS ensures real-time execution with highly realistic dynamic responses. The components of our Virtual Reality system are designed for high efficiency and effectiveness, starting from detailed scene reconstruction and object segmentation, advancing through multi-view image in-painting, and extending to interactive physics-based editing. The system also incorporates real-time deformation embedding and dynamic shadow casting, ensuring a comprehensive and engaging virtual experience.Our project page is available at: https://yingjiang96.github.io/VR-GS/.

Think Twice, Click Once: Enhancing GUI Grounding via Fast and Slow Systems

Humans can flexibly switch between different modes of thinking based on task complexity: from rapid intuitive judgments to in-depth analytical understanding. However, current Graphical User Interface (GUI) grounding systems which locate interface elements based on natural language instructions rely solely on immediate prediction without reasoning, struggling to understand complex interface layouts with nested structures and hierarchical relationships, limiting their effectiveness on complex interfaces. Inspired by human dual-system cognition, we present Focus, a novel GUI grounding framework that combines fast prediction with systematic analysis. The framework dynamically switches between rapid and deliberate processing through an adaptive system switching based on task complexity, optimizing both efficiency and accuracy. Focus decomposes grounding into progressive stages: interface summarization, visual focused analysis, and precise coordinate prediction. This structured decomposition enables systematic understanding of both interface layouts and visual relationships. Extensive experiments show that Focus achieves state-of-the-art performance using only 300K of the training data with a 2B parameter model compared to existing approaches. Focus demonstrates superior performance particularly in complex GUI scenarios, achieving 77.4% average accuracy on ScreenSpot and 13.3% on the more challenging ScreenSpot-Pro. Our analysis reveals the effectiveness of this dual-system approach while demonstrating its potential for improving complex GUI interaction scenarios.

SIMS: Simulating Stylized Human-Scene Interactions with Retrieval-Augmented Script Generation

Simulating stylized human-scene interactions (HSI) in physical environments is a challenging yet fascinating task. Prior works emphasize long-term execution but fall short in achieving both diverse style and physical plausibility. To tackle this challenge, we introduce a novel hierarchical framework named SIMS that seamlessly bridges highlevel script-driven intent with a low-level control policy, enabling more expressive and diverse human-scene interactions. Specifically, we employ Large Language Models with Retrieval-Augmented Generation (RAG) to generate coherent and diverse long-form scripts, providing a rich foundation for motion planning. A versatile multicondition physics-based control policy is also developed, which leverages text embeddings from the generated scripts to encode stylistic cues, simultaneously perceiving environmental geometries and accomplishing task goals. By integrating the retrieval-augmented script generation with the multi-condition controller, our approach provides a unified solution for generating stylized HSI motions. We further introduce a comprehensive planning dataset produced by RAG and a stylized motion dataset featuring diverse locomotions and interactions. Extensive experiments demonstrate SIMS's effectiveness in executing various tasks and generalizing across different scenarios, significantly outperforming previous methods.

Build-A-Scene: Interactive 3D Layout Control for Diffusion-Based Image Generation

We propose a diffusion-based approach for Text-to-Image (T2I) generation with interactive 3D layout control. Layout control has been widely studied to alleviate the shortcomings of T2I diffusion models in understanding objects' placement and relationships from text descriptions. Nevertheless, existing approaches for layout control are limited to 2D layouts, require the user to provide a static layout beforehand, and fail to preserve generated images under layout changes. This makes these approaches unsuitable for applications that require 3D object-wise control and iterative refinements, e.g., interior design and complex scene generation. To this end, we leverage the recent advancements in depth-conditioned T2I models and propose a novel approach for interactive 3D layout control. We replace the traditional 2D boxes used in layout control with 3D boxes. Furthermore, we revamp the T2I task as a multi-stage generation process, where at each stage, the user can insert, change, and move an object in 3D while preserving objects from earlier stages. We achieve this through our proposed Dynamic Self-Attention (DSA) module and the consistent 3D object translation strategy. Experiments show that our approach can generate complicated scenes based on 3D layouts, boosting the object generation success rate over the standard depth-conditioned T2I methods by 2x. Moreover, it outperforms other methods in comparison in preserving objects under layout changes. Project Page: https://abdo-eldesokey.github.io/build-a-scene/

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.

ParaHome: Parameterizing Everyday Home Activities Towards 3D Generative Modeling of Human-Object Interactions

To enable machines to learn how humans interact with the physical world in our daily activities, it is crucial to provide rich data that encompasses the 3D motion of humans as well as the motion of objects in a learnable 3D representation. Ideally, this data should be collected in a natural setup, capturing the authentic dynamic 3D signals during human-object interactions. To address this challenge, we introduce the ParaHome system, designed to capture and parameterize dynamic 3D movements of humans and objects within a common home environment. Our system consists of a multi-view setup with 70 synchronized RGB cameras, as well as wearable motion capture devices equipped with an IMU-based body suit and hand motion capture gloves. By leveraging the ParaHome system, we collect a novel large-scale dataset of human-object interaction. Notably, our dataset offers key advancement over existing datasets in three main aspects: (1) capturing 3D body and dexterous hand manipulation motion alongside 3D object movement within a contextual home environment during natural activities; (2) encompassing human interaction with multiple objects in various episodic scenarios with corresponding descriptions in texts; (3) including articulated objects with multiple parts expressed with parameterized articulations. Building upon our dataset, we introduce new research tasks aimed at building a generative model for learning and synthesizing human-object interactions in a real-world room setting.

GTA1: GUI Test-time Scaling Agent

Graphical user interface (GUI) agents autonomously operate across platforms (e.g., Linux) to complete tasks by interacting with visual elements. Specifically, a user instruction is decomposed into a sequence of action proposals, each corresponding to an interaction with the GUI. After each action, the agent observes the updated GUI environment to plan the next step. However, two main challenges arise: i) resolving ambiguity in task planning (i.e., the action proposal sequence), where selecting an appropriate plan is non-trivial, as many valid ones may exist; ii) accurately grounding actions in complex and high-resolution interfaces, i.e., precisely interacting with visual targets. This paper investigates the two aforementioned challenges with our GUI Test-time Scaling Agent, namely GTA1. First, to select the most appropriate action proposal, we introduce a test-time scaling method. At each step, we sample multiple candidate action proposals and leverage a judge model to evaluate and select the most suitable one. It trades off computation for better decision quality by concurrent sampling, shortening task execution steps, and improving overall performance. Second, we propose a model that achieves improved accuracy when grounding the selected action proposal to its corresponding visual elements. Our key insight is that reinforcement learning (RL) facilitates visual grounding through inherent objective alignments, rewarding successful clicks on interface elements. Experimentally, our method establishes state-of-the-art performance across diverse benchmarks. For example, GTA1-7B achieves 50.1%, 92.4%, and 67.7% accuracies on Screenspot-Pro, Screenspot-V2, and OSWorld-G, respectively. When paired with a planner applying our test-time scaling strategy, it exhibits state-of-the-art agentic performance (e.g., 45.2% task success rate on OSWorld). We open-source our code and models here.

Sketch2Scene: Automatic Generation of Interactive 3D Game Scenes from User's Casual Sketches

3D Content Generation is at the heart of many computer graphics applications, including video gaming, film-making, virtual and augmented reality, etc. This paper proposes a novel deep-learning based approach for automatically generating interactive and playable 3D game scenes, all from the user's casual prompts such as a hand-drawn sketch. Sketch-based input offers a natural, and convenient way to convey the user's design intention in the content creation process. To circumvent the data-deficient challenge in learning (i.e. the lack of large training data of 3D scenes), our method leverages a pre-trained 2D denoising diffusion model to generate a 2D image of the scene as the conceptual guidance. In this process, we adopt the isometric projection mode to factor out unknown camera poses while obtaining the scene layout. From the generated isometric image, we use a pre-trained image understanding method to segment the image into meaningful parts, such as off-ground objects, trees, and buildings, and extract the 2D scene layout. These segments and layouts are subsequently fed into a procedural content generation (PCG) engine, such as a 3D video game engine like Unity or Unreal, to create the 3D scene. The resulting 3D scene can be seamlessly integrated into a game development environment and is readily playable. Extensive tests demonstrate that our method can efficiently generate high-quality and interactive 3D game scenes with layouts that closely follow the user's intention.

Hunyuan-GameCraft: High-dynamic Interactive Game Video Generation with Hybrid History Condition

Recent advances in diffusion-based and controllable video generation have enabled high-quality and temporally coherent video synthesis, laying the groundwork for immersive interactive gaming experiences. However, current methods face limitations in dynamics, generality, long-term consistency, and efficiency, which limit the ability to create various gameplay videos. To address these gaps, we introduce Hunyuan-GameCraft, a novel framework for high-dynamic interactive video generation in game environments. To achieve fine-grained action control, we unify standard keyboard and mouse inputs into a shared camera representation space, facilitating smooth interpolation between various camera and movement operations. Then we propose a hybrid history-conditioned training strategy that extends video sequences autoregressively while preserving game scene information. Additionally, to enhance inference efficiency and playability, we achieve model distillation to reduce computational overhead while maintaining consistency across long temporal sequences, making it suitable for real-time deployment in complex interactive environments. The model is trained on a large-scale dataset comprising over one million gameplay recordings across over 100 AAA games, ensuring broad coverage and diversity, then fine-tuned on a carefully annotated synthetic dataset to enhance precision and control. The curated game scene data significantly improves the visual fidelity, realism and action controllability. Extensive experiments demonstrate that Hunyuan-GameCraft significantly outperforms existing models, advancing the realism and playability of interactive game video generation.

LiveScene: Language Embedding Interactive Radiance Fields for Physical Scene Rendering and Control

This paper aims to advance the progress of physical world interactive scene reconstruction by extending the interactive object reconstruction from single object level to complex scene level. To this end, we first construct one simulated and one real scene-level physical interaction dataset containing 28 scenes with multiple interactive objects per scene. Furthermore, to accurately model the interactive motions of multiple objects in complex scenes, we propose LiveScene, the first scene-level language-embedded interactive neural radiance field that efficiently reconstructs and controls multiple interactive objects in complex scenes. LiveScene introduces an efficient factorization that decomposes the interactive scene into multiple local deformable fields to separately reconstruct individual interactive objects, achieving the first accurate and independent control on multiple interactive objects in a complex scene. Moreover, we introduce an interaction-aware language embedding method that generates varying language embeddings to localize individual interactive objects under different interactive states, enabling arbitrary control of interactive objects using natural language. Finally, we evaluate LiveScene on the constructed datasets OminiSim and InterReal with various simulated and real-world complex scenes. Extensive experiment results demonstrate that the proposed approach achieves SOTA novel view synthesis and language grounding performance, surpassing existing methods by +9.89, +1.30, and +1.99 in PSNR on CoNeRF Synthetic, OminiSim #chanllenging, and InterReal #chanllenging datasets, and +65.12 of mIOU on OminiSim, respectively. Project page: https://livescenes.github.io{https://livescenes.github.io}.

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.

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.

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.

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.

Grounding 3D Object Affordance from 2D Interactions in Images

Grounding 3D object affordance seeks to locate objects' ''action possibilities'' regions in the 3D space, which serves as a link between perception and operation for embodied agents. Existing studies primarily focus on connecting visual affordances with geometry structures, e.g. relying on annotations to declare interactive regions of interest on the object and establishing a mapping between the regions and affordances. However, the essence of learning object affordance is to understand how to use it, and the manner that detaches interactions is limited in generalization. Normally, humans possess the ability to perceive object affordances in the physical world through demonstration images or videos. Motivated by this, we introduce a novel task setting: grounding 3D object affordance from 2D interactions in images, which faces the challenge of anticipating affordance through interactions of different sources. To address this problem, we devise a novel Interaction-driven 3D Affordance Grounding Network (IAG), which aligns the region feature of objects from different sources and models the interactive contexts for 3D object affordance grounding. Besides, we collect a Point-Image Affordance Dataset (PIAD) to support the proposed task. Comprehensive experiments on PIAD demonstrate the reliability of the proposed task and the superiority of our method. The project is available at https://github.com/yyvhang/IAGNet.

Sitcom-Crafter: A Plot-Driven Human Motion Generation System in 3D Scenes

Recent advancements in human motion synthesis have focused on specific types of motions, such as human-scene interaction, locomotion or human-human interaction, however, there is a lack of a unified system capable of generating a diverse combination of motion types. In response, we introduce Sitcom-Crafter, a comprehensive and extendable system for human motion generation in 3D space, which can be guided by extensive plot contexts to enhance workflow efficiency for anime and game designers. The system is comprised of eight modules, three of which are dedicated to motion generation, while the remaining five are augmentation modules that ensure consistent fusion of motion sequences and system functionality. Central to the generation modules is our novel 3D scene-aware human-human interaction module, which addresses collision issues by synthesizing implicit 3D Signed Distance Function (SDF) points around motion spaces, thereby minimizing human-scene collisions without additional data collection costs. Complementing this, our locomotion and human-scene interaction modules leverage existing methods to enrich the system's motion generation capabilities. Augmentation modules encompass plot comprehension for command generation, motion synchronization for seamless integration of different motion types, hand pose retrieval to enhance motion realism, motion collision revision to prevent human collisions, and 3D retargeting to ensure visual fidelity. Experimental evaluations validate the system's ability to generate high-quality, diverse, and physically realistic motions, underscoring its potential for advancing creative workflows. Project page: https://windvchen.github.io/Sitcom-Crafter.

Articulate-Anything: Automatic Modeling of Articulated Objects via a Vision-Language Foundation Model

Interactive 3D simulated objects are crucial in AR/VR, animations, and robotics, driving immersive experiences and advanced automation. However, creating these articulated objects requires extensive human effort and expertise, limiting their broader applications. To overcome this challenge, we present Articulate-Anything, a system that automates the articulation of diverse, complex objects from many input modalities, including text, images, and videos. Articulate-Anything leverages vision-language models (VLMs) to generate code that can be compiled into an interactable digital twin for use in standard 3D simulators. Our system exploits existing 3D asset datasets via a mesh retrieval mechanism, along with an actor-critic system that iteratively proposes, evaluates, and refines solutions for articulating the objects, self-correcting errors to achieve a robust outcome. Qualitative evaluations demonstrate Articulate-Anything's capability to articulate complex and even ambiguous object affordances by leveraging rich grounded inputs. In extensive quantitative experiments on the standard PartNet-Mobility dataset, Articulate-Anything substantially outperforms prior work, increasing the success rate from 8.7-11.6% to 75% and setting a new bar for state-of-the-art performance. We further showcase the utility of our system by generating 3D assets from in-the-wild video inputs, which are then used to train robotic policies for fine-grained manipulation tasks in simulation that go beyond basic pick and place. These policies are then transferred to a real robotic system.

Aguvis: Unified Pure Vision Agents for Autonomous GUI Interaction

Graphical User Interfaces (GUIs) are critical to human-computer interaction, yet automating GUI tasks remains challenging due to the complexity and variability of visual environments. Existing approaches often rely on textual representations of GUIs, which introduce limitations in generalization, efficiency, and scalability. In this paper, we introduce Aguvis, a unified pure vision-based framework for autonomous GUI agents that operates across various platforms. Our approach leverages image-based observations, and grounding instructions in natural language to visual elements, and employs a consistent action space to ensure cross-platform generalization. To address the limitations of previous work, we integrate explicit planning and reasoning within the model, enhancing its ability to autonomously navigate and interact with complex digital environments. We construct a large-scale dataset of GUI agent trajectories, incorporating multimodal reasoning and grounding, and employ a two-stage training pipeline that first focuses on general GUI grounding, followed by planning and reasoning. Through comprehensive experiments, we demonstrate that Aguvis surpasses previous state-of-the-art methods in both offline and real-world online scenarios, achieving, to our knowledge, the first fully autonomous pure vision GUI agent capable of performing tasks independently without collaboration with external closed-source models. We open-sourced all datasets, models, and training recipes to facilitate future research at https://aguvis-project.github.io/.

Force Prompting: Video Generation Models Can Learn and Generalize Physics-based Control Signals

Recent advances in video generation models have sparked interest in world models capable of simulating realistic environments. While navigation has been well-explored, physically meaningful interactions that mimic real-world forces remain largely understudied. In this work, we investigate using physical forces as a control signal for video generation and propose force prompts which enable users to interact with images through both localized point forces, such as poking a plant, and global wind force fields, such as wind blowing on fabric. We demonstrate that these force prompts can enable videos to respond realistically to physical control signals by leveraging the visual and motion prior in the original pretrained model, without using any 3D asset or physics simulator at inference. The primary challenge of force prompting is the difficulty in obtaining high quality paired force-video training data, both in the real world due to the difficulty of obtaining force signals, and in synthetic data due to limitations in the visual quality and domain diversity of physics simulators. Our key finding is that video generation models can generalize remarkably well when adapted to follow physical force conditioning from videos synthesized by Blender, even with limited demonstrations of few objects. Our method can generate videos which simulate forces across diverse geometries, settings, and materials. We also try to understand the source of this generalization and perform ablations that reveal two key elements: visual diversity and the use of specific text keywords during training. Our approach is trained on only around 15k training examples for a single day on four A100 GPUs, and outperforms existing methods on force adherence and physics realism, bringing world models closer to real-world physics interactions. We release all datasets, code, weights, and interactive video demos at our project page.

Interactive Medical Image Segmentation: A Benchmark Dataset and Baseline

Interactive Medical Image Segmentation (IMIS) has long been constrained by the limited availability of large-scale, diverse, and densely annotated datasets, which hinders model generalization and consistent evaluation across different models. In this paper, we introduce the IMed-361M benchmark dataset, a significant advancement in general IMIS research. First, we collect and standardize over 6.4 million medical images and their corresponding ground truth masks from multiple data sources. Then, leveraging the strong object recognition capabilities of a vision foundational model, we automatically generated dense interactive masks for each image and ensured their quality through rigorous quality control and granularity management. Unlike previous datasets, which are limited by specific modalities or sparse annotations, IMed-361M spans 14 modalities and 204 segmentation targets, totaling 361 million masks-an average of 56 masks per image. Finally, we developed an IMIS baseline network on this dataset that supports high-quality mask generation through interactive inputs, including clicks, bounding boxes, text prompts, and their combinations. We evaluate its performance on medical image segmentation tasks from multiple perspectives, demonstrating superior accuracy and scalability compared to existing interactive segmentation models. To facilitate research on foundational models in medical computer vision, we release the IMed-361M and model at https://github.com/uni-medical/IMIS-Bench.

FramePainter: Endowing Interactive Image Editing with Video Diffusion Priors

Interactive image editing allows users to modify images through visual interaction operations such as drawing, clicking, and dragging. Existing methods construct such supervision signals from videos, as they capture how objects change with various physical interactions. However, these models are usually built upon text-to-image diffusion models, so necessitate (i) massive training samples and (ii) an additional reference encoder to learn real-world dynamics and visual consistency. In this paper, we reformulate this task as an image-to-video generation problem, so that inherit powerful video diffusion priors to reduce training costs and ensure temporal consistency. Specifically, we introduce FramePainter as an efficient instantiation of this formulation. Initialized with Stable Video Diffusion, it only uses a lightweight sparse control encoder to inject editing signals. Considering the limitations of temporal attention in handling large motion between two frames, we further propose matching attention to enlarge the receptive field while encouraging dense correspondence between edited and source image tokens. We highlight the effectiveness and efficiency of FramePainter across various of editing signals: it domainantly outperforms previous state-of-the-art methods with far less training data, achieving highly seamless and coherent editing of images, \eg, automatically adjust the reflection of the cup. Moreover, FramePainter also exhibits exceptional generalization in scenarios not present in real-world videos, \eg, transform the clownfish into shark-like shape. Our code will be available at https://github.com/YBYBZhang/FramePainter.

Interactive Agents: Simulating Counselor-Client Psychological Counseling via Role-Playing LLM-to-LLM Interactions

Virtual counselors powered by large language models (LLMs) aim to create interactive support systems that effectively assist clients struggling with mental health challenges. To replicate counselor-client conversations, researchers have built an online mental health platform that allows professional counselors to provide clients with text-based counseling services for about an hour per session. Notwithstanding its effectiveness, challenges exist as human annotation is time-consuming, cost-intensive, privacy-protected, and not scalable. To address this issue and investigate the applicability of LLMs in psychological counseling conversation simulation, we propose a framework that employs two LLMs via role-playing for simulating counselor-client interactions. Our framework involves two LLMs, one acting as a client equipped with a specific and real-life user profile and the other playing the role of an experienced counselor, generating professional responses using integrative therapy techniques. We implement both the counselor and the client by zero-shot prompting the GPT-4 model. In order to assess the effectiveness of LLMs in simulating counselor-client interactions and understand the disparities between LLM- and human-generated conversations, we evaluate the synthetic data from various perspectives. We begin by assessing the client's performance through automatic evaluations. Next, we analyze and compare the disparities between dialogues generated by the LLM and those generated by professional counselors. Furthermore, we conduct extensive experiments to thoroughly examine the performance of our LLM-based counselor trained with synthetic interactive dialogues by benchmarking against state-of-the-art models for mental health.

Interactive Medical Image Analysis with Concept-based Similarity Reasoning

The ability to interpret and intervene model decisions is important for the adoption of computer-aided diagnosis methods in clinical workflows. Recent concept-based methods link the model predictions with interpretable concepts and modify their activation scores to interact with the model. However, these concepts are at the image level, which hinders the model from pinpointing the exact patches the concepts are activated. Alternatively, prototype-based methods learn representations from training image patches and compare these with test image patches, using the similarity scores for final class prediction. However, interpreting the underlying concepts of these patches can be challenging and often necessitates post-hoc guesswork. To address this issue, this paper introduces the novel Concept-based Similarity Reasoning network (CSR), which offers (i) patch-level prototype with intrinsic concept interpretation, and (ii) spatial interactivity. First, the proposed CSR provides localized explanation by grounding prototypes of each concept on image regions. Second, our model introduces novel spatial-level interaction, allowing doctors to engage directly with specific image areas, making it an intuitive and transparent tool for medical imaging. CSR improves upon prior state-of-the-art interpretable methods by up to 4.5\% across three biomedical datasets. Our code is released at https://github.com/tadeephuy/InteractCSR.

Reinforcement Learning for Long-Horizon Interactive LLM Agents

Interactive digital agents (IDAs) leverage APIs of stateful digital environments to perform tasks in response to user requests. While IDAs powered by instruction-tuned large language models (LLMs) can react to feedback from interface invocations in multi-step exchanges, they have not been trained in their respective digital environments. Prior methods accomplish less than half of tasks in sophisticated benchmarks such as AppWorld. We present a reinforcement learning (RL) approach that trains IDAs directly in their target environments. We formalize this training as a partially observable Markov decision process and derive LOOP, a data- and memory-efficient variant of proximal policy optimization. LOOP uses no value network and maintains exactly one copy of the underlying LLM in memory, making its implementation straightforward and as memory-efficient as fine-tuning a single LLM. A 32-billion-parameter agent trained with LOOP in the AppWorld environment outperforms the much larger OpenAI o1 agent by 9 percentage points (15% relative). To our knowledge, this is the first reported application of RL to IDAs that interact with a stateful, multi-domain, multi-app environment via direct API calls. Our analysis sheds light on the effectiveness of RL in this area, showing that the agent learns to consult the API documentation, avoid unwarranted assumptions, minimize confabulation, and recover from setbacks.

Interactive Dialogue Agents via Reinforcement Learning on Hindsight Regenerations

Recent progress on large language models (LLMs) has enabled dialogue agents to generate highly naturalistic and plausible text. However, current LLM language generation focuses on responding accurately to questions and requests with a single effective response. In reality, many real dialogues are interactive, meaning an agent's utterances will influence their conversational partner, elicit information, or change their opinion. Accounting for how an agent can effectively steer a conversation is a crucial ability in many dialogue tasks, from healthcare to preference elicitation. Existing methods for fine-tuning dialogue agents to accomplish such tasks would rely on curating some amount of expert data. However, doing so often requires understanding the underlying cognitive processes of the conversational partner, which is a skill neither humans nor LLMs trained on human data can reliably do. Our key insight is that while LLMs may not be adept at identifying effective strategies for steering conversations a priori, or in the middle of an ongoing conversation, they can do so post-hoc, or in hindsight, after seeing how their conversational partner responds. We use this fact to rewrite and augment existing suboptimal data, and train via offline reinforcement learning (RL) an agent that outperforms both prompting and learning from unaltered human demonstrations. We apply our approach to two domains that require understanding human mental state, intelligent interaction, and persuasion: mental health support, and soliciting charitable donations. Our results in a user study with real humans show that our approach greatly outperforms existing state-of-the-art dialogue agents.

GraCo: Granularity-Controllable Interactive Segmentation

Interactive Segmentation (IS) segments specific objects or parts in the image according to user input. Current IS pipelines fall into two categories: single-granularity output and multi-granularity output. The latter aims to alleviate the spatial ambiguity present in the former. However, the multi-granularity output pipeline suffers from limited interaction flexibility and produces redundant results. In this work, we introduce Granularity-Controllable Interactive Segmentation (GraCo), a novel approach that allows precise control of prediction granularity by introducing additional parameters to input. This enhances the customization of the interactive system and eliminates redundancy while resolving ambiguity. Nevertheless, the exorbitant cost of annotating multi-granularity masks and the lack of available datasets with granularity annotations make it difficult for models to acquire the necessary guidance to control output granularity. To address this problem, we design an any-granularity mask generator that exploits the semantic property of the pre-trained IS model to automatically generate abundant mask-granularity pairs without requiring additional manual annotation. Based on these pairs, we propose a granularity-controllable learning strategy that efficiently imparts the granularity controllability to the IS model. Extensive experiments on intricate scenarios at object and part levels demonstrate that our GraCo has significant advantages over previous methods. This highlights the potential of GraCo to be a flexible annotation tool, capable of adapting to diverse segmentation scenarios. The project page: https://zhao-yian.github.io/GraCo.

TETRIS: Towards Exploring the Robustness of Interactive Segmentation

Interactive segmentation methods rely on user inputs to iteratively update the selection mask. A click specifying the object of interest is arguably the most simple and intuitive interaction type, and thereby the most common choice for interactive segmentation. However, user clicking patterns in the interactive segmentation context remain unexplored. Accordingly, interactive segmentation evaluation strategies rely more on intuition and common sense rather than empirical studies (e.g., assuming that users tend to click in the center of the area with the largest error). In this work, we conduct a real user study to investigate real user clicking patterns. This study reveals that the intuitive assumption made in the common evaluation strategy may not hold. As a result, interactive segmentation models may show high scores in the standard benchmarks, but it does not imply that they would perform well in a real world scenario. To assess the applicability of interactive segmentation methods, we propose a novel evaluation strategy providing a more comprehensive analysis of a model's performance. To this end, we propose a methodology for finding extreme user inputs by a direct optimization in a white-box adversarial attack on the interactive segmentation model. Based on the performance with such adversarial user inputs, we assess the robustness of interactive segmentation models w.r.t click positions. Besides, we introduce a novel benchmark for measuring the robustness of interactive segmentation, and report the results of an extensive evaluation of dozens of models.

Interactive Spatiotemporal Token Attention Network for Skeleton-based General Interactive Action Recognition

Recognizing interactive action plays an important role in human-robot interaction and collaboration. Previous methods use late fusion and co-attention mechanism to capture interactive relations, which have limited learning capability or inefficiency to adapt to more interacting entities. With assumption that priors of each entity are already known, they also lack evaluations on a more general setting addressing the diversity of subjects. To address these problems, we propose an Interactive Spatiotemporal Token Attention Network (ISTA-Net), which simultaneously model spatial, temporal, and interactive relations. Specifically, our network contains a tokenizer to partition Interactive Spatiotemporal Tokens (ISTs), which is a unified way to represent motions of multiple diverse entities. By extending the entity dimension, ISTs provide better interactive representations. To jointly learn along three dimensions in ISTs, multi-head self-attention blocks integrated with 3D convolutions are designed to capture inter-token correlations. When modeling correlations, a strict entity ordering is usually irrelevant for recognizing interactive actions. To this end, Entity Rearrangement is proposed to eliminate the orderliness in ISTs for interchangeable entities. Extensive experiments on four datasets verify the effectiveness of ISTA-Net by outperforming state-of-the-art methods. Our code is publicly available at https://github.com/Necolizer/ISTA-Net

Interactive Natural Language Processing

Interactive Natural Language Processing (iNLP) has emerged as a novel paradigm within the field of NLP, aimed at addressing limitations in existing frameworks while aligning with the ultimate goals of artificial intelligence. This paradigm considers language models as agents capable of observing, acting, and receiving feedback iteratively from external entities. Specifically, language models in this context can: (1) interact with humans for better understanding and addressing user needs, personalizing responses, aligning with human values, and improving the overall user experience; (2) interact with knowledge bases for enriching language representations with factual knowledge, enhancing the contextual relevance of responses, and dynamically leveraging external information to generate more accurate and informed responses; (3) interact with models and tools for effectively decomposing and addressing complex tasks, leveraging specialized expertise for specific subtasks, and fostering the simulation of social behaviors; and (4) interact with environments for learning grounded representations of language, and effectively tackling embodied tasks such as reasoning, planning, and decision-making in response to environmental observations. This paper offers a comprehensive survey of iNLP, starting by proposing a unified definition and framework of the concept. We then provide a systematic classification of iNLP, dissecting its various components, including interactive objects, interaction interfaces, and interaction methods. We proceed to delve into the evaluation methodologies used in the field, explore its diverse applications, scrutinize its ethical and safety issues, and discuss prospective research directions. This survey serves as an entry point for researchers who are interested in this rapidly evolving area and offers a broad view of the current landscape and future trajectory of iNLP.

InterFormer: Real-time Interactive Image Segmentation

Interactive image segmentation enables annotators to efficiently perform pixel-level annotation for segmentation tasks. However, the existing interactive segmentation pipeline suffers from inefficient computations of interactive models because of the following two issues. First, annotators' later click is based on models' feedback of annotators' former click. This serial interaction is unable to utilize model's parallelism capabilities. Second, in each interaction step, the model handles the invariant image along with the sparse variable clicks, resulting in a process that's highly repetitive and redundant. For efficient computations, we propose a method named InterFormer that follows a new pipeline to address these issues. InterFormer extracts and preprocesses the computationally time-consuming part i.e. image processing from the existing process. Specifically, InterFormer employs a large vision transformer (ViT) on high-performance devices to preprocess images in parallel, and then uses a lightweight module called interactive multi-head self attention (I-MSA) for interactive segmentation. Furthermore, the I-MSA module's deployment on low-power devices extends the practical application of interactive segmentation. The I-MSA module utilizes the preprocessed features to efficiently response to the annotator inputs in real-time. The experiments on several datasets demonstrate the effectiveness of InterFormer, which outperforms previous interactive segmentation models in terms of computational efficiency and segmentation quality, achieve real-time high-quality interactive segmentation on CPU-only devices. The code is available at https://github.com/YouHuang67/InterFormer.

Interactive Segmentation as Gaussian Process Classification

Click-based interactive segmentation (IS) aims to extract the target objects under user interaction. For this task, most of the current deep learning (DL)-based methods mainly follow the general pipelines of semantic segmentation. Albeit achieving promising performance, they do not fully and explicitly utilize and propagate the click information, inevitably leading to unsatisfactory segmentation results, even at clicked points. Against this issue, in this paper, we propose to formulate the IS task as a Gaussian process (GP)-based pixel-wise binary classification model on each image. To solve this model, we utilize amortized variational inference to approximate the intractable GP posterior in a data-driven manner and then decouple the approximated GP posterior into double space forms for efficient sampling with linear complexity. Then, we correspondingly construct a GP classification framework, named GPCIS, which is integrated with the deep kernel learning mechanism for more flexibility. The main specificities of the proposed GPCIS lie in: 1) Under the explicit guidance of the derived GP posterior, the information contained in clicks can be finely propagated to the entire image and then boost the segmentation; 2) The accuracy of predictions at clicks has good theoretical support. These merits of GPCIS as well as its good generality and high efficiency are substantiated by comprehensive experiments on several benchmarks, as compared with representative methods both quantitatively and qualitatively.

Interactive Model Cards: A Human-Centered Approach to Model Documentation

Deep learning models for natural language processing (NLP) are increasingly adopted and deployed by analysts without formal training in NLP or machine learning (ML). However, the documentation intended to convey the model's details and appropriate use is tailored primarily to individuals with ML or NLP expertise. To address this gap, we conduct a design inquiry into interactive model cards, which augment traditionally static model cards with affordances for exploring model documentation and interacting with the models themselves. Our investigation consists of an initial conceptual study with experts in ML, NLP, and AI Ethics, followed by a separate evaluative study with non-expert analysts who use ML models in their work. Using a semi-structured interview format coupled with a think-aloud protocol, we collected feedback from a total of 30 participants who engaged with different versions of standard and interactive model cards. Through a thematic analysis of the collected data, we identified several conceptual dimensions that summarize the strengths and limitations of standard and interactive model cards, including: stakeholders; design; guidance; understandability & interpretability; sensemaking & skepticism; and trust & safety. Our findings demonstrate the importance of carefully considered design and interactivity for orienting and supporting non-expert analysts using deep learning models, along with a need for consideration of broader sociotechnical contexts and organizational dynamics. We have also identified design elements, such as language, visual cues, and warnings, among others, that support interactivity and make non-interactive content accessible. We summarize our findings as design guidelines and discuss their implications for a human-centered approach towards AI/ML documentation.

Interactive Path Reasoning on Graph for Conversational Recommendation

Traditional recommendation systems estimate user preference on items from past interaction history, thus suffering from the limitations of obtaining fine-grained and dynamic user preference. Conversational recommendation system (CRS) brings revolutions to those limitations by enabling the system to directly ask users about their preferred attributes on items. However, existing CRS methods do not make full use of such advantage -- they only use the attribute feedback in rather implicit ways such as updating the latent user representation. In this paper, we propose Conversational Path Reasoning (CPR), a generic framework that models conversational recommendation as an interactive path reasoning problem on a graph. It walks through the attribute vertices by following user feedback, utilizing the user preferred attributes in an explicit way. By leveraging on the graph structure, CPR is able to prune off many irrelevant candidate attributes, leading to better chance of hitting user preferred attributes. To demonstrate how CPR works, we propose a simple yet effective instantiation named SCPR (Simple CPR). We perform empirical studies on the multi-round conversational recommendation scenario, the most realistic CRS setting so far that considers multiple rounds of asking attributes and recommending items. Through extensive experiments on two datasets Yelp and LastFM, we validate the effectiveness of our SCPR, which significantly outperforms the state-of-the-art CRS methods EAR (arXiv:2002.09102) and CRM (arXiv:1806.03277). In particular, we find that the more attributes there are, the more advantages our method can achieve.

Interactive segmentation of medical images through fully convolutional neural networks

Image segmentation plays an essential role in medicine for both diagnostic and interventional tasks. Segmentation approaches are either manual, semi-automated or fully-automated. Manual segmentation offers full control over the quality of the results, but is tedious, time consuming and prone to operator bias. Fully automated methods require no human effort, but often deliver sub-optimal results without providing users with the means to make corrections. Semi-automated approaches keep users in control of the results by providing means for interaction, but the main challenge is to offer a good trade-off between precision and required interaction. In this paper we present a deep learning (DL) based semi-automated segmentation approach that aims to be a "smart" interactive tool for region of interest delineation in medical images. We demonstrate its use for segmenting multiple organs on computed tomography (CT) of the abdomen. Our approach solves some of the most pressing clinical challenges: (i) it requires only one to a few user clicks to deliver excellent 2D segmentations in a fast and reliable fashion; (ii) it can generalize to previously unseen structures and "corner cases"; (iii) it delivers results that can be corrected quickly in a smart and intuitive way up to an arbitrary degree of precision chosen by the user and (iv) ensures high accuracy. We present our approach and compare it to other techniques and previous work to show the advantages brought by our method.

RecurrentGPT: Interactive Generation of (Arbitrarily) Long Text

The fixed-size context of Transformer makes GPT models incapable of generating arbitrarily long text. In this paper, we introduce RecurrentGPT, a language-based simulacrum of the recurrence mechanism in RNNs. RecurrentGPT is built upon a large language model (LLM) such as ChatGPT and uses natural language to simulate the Long Short-Term Memory mechanism in an LSTM. At each timestep, RecurrentGPT generates a paragraph of text and updates its language-based long-short term memory stored on the hard drive and the prompt, respectively. This recurrence mechanism enables RecurrentGPT to generate texts of arbitrary length without forgetting. Since human users can easily observe and edit the natural language memories, RecurrentGPT is interpretable and enables interactive generation of long text. RecurrentGPT is an initial step towards next-generation computer-assisted writing systems beyond local editing suggestions. In addition to producing AI-generated content (AIGC), we also demonstrate the possibility of using RecurrentGPT as an interactive fiction that directly interacts with consumers. We call this usage of generative models by ``AI As Contents'' (AIAC), which we believe is the next form of conventional AIGC. We further demonstrate the possibility of using RecurrentGPT to create personalized interactive fiction that directly interacts with readers instead of interacting with writers. More broadly, RecurrentGPT demonstrates the utility of borrowing ideas from popular model designs in cognitive science and deep learning for prompting LLMs. Our code is available at https://github.com/aiwaves-cn/RecurrentGPT and an online demo is available at https://www.aiwaves.org/recurrentgpt.