跳到正文
研踪PaperTrail

YOUR RESEARCH, IN SIGHT

让下一篇重要论文,不再错过。

覆盖计算机全学科,以 AI 为快捷入口。关注方向、作者和关键词,把发现变成持续的研究积累。

部分采集异常
正在读取账号与研究记录…

全站更新概况

+0新增论文
+0其中 AI 相关
+1已有论文修订
+100新增 AI 导读

arXiv 最近完成扫描:2026-11-08 21:48 · 全站最近入库:2026-11-08 06:02各信源进度 →

统计口径与数据新鲜度

统计 2026-11-07 22:04 — 2026-11-08 22:04(北京时间) · 点击数字查看对应简报;AI 相关包含在新增论文内。

最近完成检查:2026-11-08 21:48最近发现新增版本:2026-11-08 06:02库内论文最新更新时间:2026-11-06 02:59

每分钟刷新已保存的数据。空检查不代表采集异常;新收录可能包含历史论文。AI 导读按新增版本计数。

17,100 已收录论文14,661 AI 相关4,057 有修订112 HF 社区发现

浏览论文库

时间范围跟随排序:版本更新、本站收录或首次发表。最新收录可能包含历史论文。部分信源异常,查看状态 →

找到 3 篇论文 · 按版本更新时间排序上轮扫描起点 2026-11-08 21:46(北京时间)
版本更新 · v2arXiv:2601.12428

ReWorld: Multi-Dimensional Reward Modeling for Embodied Video Generation

Baorui Peng, Wenyao Zhang, Liang Xu, Bohan Li, Hu Zhu, Zekun Qi, Hongsi Liu, Jiazhao Zhang 等 10 位作者

原文摘要

Current embodied video generation models primarily emphasize visual generative quality while overlooking physical fidelity, dynamic consistency, and task logic, especially for contact-rich manipulation tasks, which limits their applicability to downstream tasks. In this paper, we introduce ReWorld, a framework aimed to employ reinforcement learning to align the video generation with physical realism, task completion capability, embodiment plausibility and visual quality. Specifically, we first construct a large-scale (~235K) video preference dataset and employ it to train a hierarchical reward model designed to capture multi-dimensional reward consistent with human preferences. We further propose a practical alignment algorithm that post-trains flow-based video generators using this reward through a computationally efficient PPO-style algorithm. Comprehensive experiments and theoretical analysis demonstrate that ReWorld significantly improves the physical fidelity, logical coherence, embodiment and visual quality of generated rollouts, outperforming previous methods.

cs.RO · cs.CV

新论文 · v1arXiv:2611.01626

Special and General Computational Aesthetics

Ganqing Luo, Chuan Li, Liaoruxing Zhang, Xin Jin

原文摘要

Computational aesthetics is a field at the intersection of computer science, artificial intelligence, aesthetics, and other disciplines. As AI has developed, the field has formed relations of inclusion, intersection, or support with computational art, AI art, AI aesthetics, AI-generated content (AIGC), computational creativity, affective computing, and neuroaesthetics. Without distinguishing scope, objectives, and methods, it may be narrowed to image aesthetic quality assessment or expanded into an umbrella term for AI's involvement in art. We analyze its internal structure and its relations with neighboring concepts, and propose a two-level scope: special computational aesthetics (SCA) and general computational aesthetics (GCA). SCA centers on aesthetic measurement and aesthetic process modeling. The former primarily corresponds to "Aesthetic Perception": computationally identifying and representing aesthetic attributes and predicting human aesthetic evaluations; the latter primarily to "Aesthetic Understanding": computationally describing, testing, and explaining how human aesthetic perception and judgment are formed. GCA extends this core to include "Aesthetic Generation," namely artistic generation guided by computational aesthetic models. Some computational aesthetic tasks can also use non-AI methods. Research in this scope using AI algorithms and models we define as AI aesthetics, which may involve the special core and the general extension. "Aesthetic Generation" intersects with AIGC, AI art, and computational creativity, but belongs to the general extension defined here only when computational aesthetic models substantively constrain, guide, or optimize artwork generation. We also draw on Feng Peng's discussion of the computability of beauty, aesthetic experience, and art as a theoretical reference for clarifying boundaries between computational aesthetics and related concepts.

cs.CV · cs.AI

版本更新 · v2arXiv:2605.17912

WorldArena 2.0: Extending Embodied World Model Benchmarking on Modality, Functionality and Platform

Zhuohang Li, Yiding Ma, Yu Shang, Lei Jin, Shengyuan Wang, Jianjie Fang, Zhaolu Wang, Xvyuan Liu 等 29 位作者

原文摘要

World models have emerged as a central paradigm for embodied intelligence, enabling agents to predict action-conditioned future and reason about environmental dynamics. However, existing embodied world model benchmarks are still largely confined to vision-only prediction, offline embodied applications, and simulator-based evaluation, making them insufficient for assessing increasingly comprehensive world models. In this work, we introduce WorldArena 2.0, an expanded benchmark that systematically broadens embodied world model evaluation along three dimensions: modality, functionality, and platform. Along the modality dimension, WorldArena 2.0 extends evaluation from vision-only to visuotactile modalities, enabling assessment of multimodal perception and prediction. Along the functionality dimension, it extends beyond policy evaluation and planning to assess world models as interactive RL environments for policy optimization. Along the platform dimension, it moves beyond simulator-only evaluation to a diverse suite of simulated and real-world robotic settings across multiple embodiments. Under a standardized protocol, WorldArena 2.0 comprehensively evaluates perceptual quality, interactive utility, and cross-platform performance, providing a comprehensive testbed for tracking progress toward embodied world models. The project page including codes and demos is available at: https://world-arena.ai/.

cs.RO · cs.CV