Video generation is shifting from end-to-end synthesis toward agentic generation, where planning, tool use, and feedback enable coherent, controllable multi-shot videos. In parallel, video world models provide action-conditioned observations and predicted futures, serving as interactive environments for agents. We study their intersection through the agent harness: an executable runtime that constructs context, exposes tools, maintains state, routes feedback, and manages budgets around video models. This report examines three directions. First, agentic video generation, where harnesses coordinate scripting, shot planning, asset management, production, and editing, alongside the evaluation challenges of these systems. Second, agentic world modeling, where harnesses mediate observation, control, execution, and state. We discuss hybrid designs in which game engines or agent-written programs maintain world state while video models render observations, and how agents and world models can mutually evaluate and improve one another. Third, recursive self-improvement (RSI) in video model development, distinguishing output revisions, updates to harness state, generator parameters, and evaluators, and changes to the improvement procedure itself. We identify how these improvements feed back into subsequent development. Across these directions, we analyze essential agent capabilities, including audiovisual perception, long-horizon planning, memory, code-based interaction, feedback-guided control, skill reuse, and multi-agent coordination. We conclude with challenges in autonomous video production, lifelong memory, programmable hybrid control, autonomous model development, provenance, cost accounting, and evaluation linking video quality and task performance to sustained improvements in models and harnesses.
Minqi Wang, Jie Peng, Hejun Dong, Ruchang Yao, Puyi Wang, Siyuan Huang, Jihai Zhang, Yafu Li 等 11 位作者
Video world models generate future visual observations from camera or action inputs, with the goal of synthesizing persistent 3D worlds that can be explored across time and space. Existing benchmarks typically evaluate short interactions or rely on camera trajectories fixed before generation. The performance of video world models under long-horizon exploration with extensive camera motion remains under-explored. We introduce WorldProbe, a diagnostic benchmark that uses a goal-conditioned multimodal agent to adapt camera actions online during generation. WorldProbe comprises 164 test cases across four probing families. Across 10 state-of-the-art models, we generate more than 1,600 rollouts totaling approximately 800 minutes, with horizons up to 180 seconds. Our evaluation across four dimensions reveals both the degradation of local measures and the emergence of long-range inconsistencies. We find that recent models sustain visual and content quality for longer, while long-range memory and evolution remain weak. These results expose a gap between locally stable generation and persistent world consistency that is largely missed by existing benchmarks. Code and benchmark resources are available at https://github.com/Untitled-W/WorldProbe.
Dexterous grasping is the foundational primitive in embodied AI, demanding massive data to train robust models. As real-world data collection is expensive, simulation has become the mainstream paradigm. Yet, while cluttered scenes best reflect real-world applications, learning to grasp within them is bottlenecked by a critical scarcity of large-scale data. To resolve this, we curate high-quality 3D objects and supporting bases, proposing a scalable seed-and-filter strategy that bypasses sluggish scene-level optimization. This yields an unprecedented benchmark comprising over 2.6 million scenes and 0.4B scene-specific grasp ground truths, featuring diverse realistic layouts paired with rich semantic and geometric observations. Furthermore, we introduce the OmniDex model to overcome the grasp multimodality and last-millimeter precision errors plaguing current generative models. By coupling Soft Winner-Takes-All learning with human-inspired physical constraints during training, and utilizing physics-driven ranking, our approach achieves robust dexterous grasping without the latency of post-optimization. Experimental results show that OmniDex model achieves state-of-the-art performance and strong generalization across diverse scenes, views, and unseen objects.
Yan Wang, Jiangyong Huang, Siyuan Huang, Baoxiong Jia
Vision-language navigation (VLN) requires an embodied agent to follow language instructions through 3D environments. Maintaining persistent episodic memory remains a challenge for VLM-based streaming agents in long-horizon navigation. We present MEMVLN, a streaming episodic memory framework that maintains a bounded bank of compressed perceptual features annotated with timesteps and action-derived relative poses, and produces compact memory tokens via cross-attention. We pair the proposed memory with a frozen pretrained geometry encoder. To learn the memory module, we design a masking-based trajectory summarization task with multi-granularity sub-trajectory decomposition, encouraging route reconstruction exclusively from episodic memory. Under navigation training restricted to the official R2R/RxR trajectories, MEMVLN achieves state-of-the-art performance on most reported metrics on standard VLN-CE benchmarks. Long-horizon analyses further characterize when episodic memory is useful. For physical evaluation, we collect 30 instruction-conditioned episodes in one physical scene, use 24 as demonstrations for post-training, and hold out six for testing. On the held-out episodes, MEMVLN improves success over the VLM baseline from 17% to 40%, and post-training further raises it to 47%.
Dianyi Yang, Mengya Liu, Zhumei Wang, Yu Liu, Xiaochen Zhang, Yixuan Li, Le Ma, Yuhang Yang 等 12 位作者
Learning generalizable humanoid loco-manipulation remains bottlenecked by costly real-world demonstrations. Simulation provides a scalable alternative, but requires visually faithful, physics-ready scenes and executable whole-body motions. We present Zero-HLM, a real-to-sim-to-real framework that transforms smartphone captures and simulated source demonstrations into scalable training data for humanoid loco-manipulation. Gaussian-guided agentic real-to-sim reconstruction aligns visual and physical scenes; motion-environment co-adaptation uses rollout feedback to correct whole-body references and interaction geometry. We generate 4,800 physically validated demonstrations for zero-shot transfer across three Unitree G1 tasks. Simulation-trained GR00T N1.7 achieves 66.7% mean full-task success, versus 46.7% with real-data training. On generalized configurations, expanded simulation training raises pooled success from 23% for base-trained real-data policies to 69%, without additional real demonstrations. Project page: https://young-bit.github.io/zero-hlm/