biome
Continuous biome representations from Earth observation embeddings
Joseph, Maxwell B., Mendes, Flávia De Souza, Nguyen, Dieu My T., Sothe, Camile, Anderson, Christopher B.
Biotic communities vary continuously across space, yet biome maps impose categorical boundaries that compress this variation, particularly at ecotones where transitional communities are ecologically distinct. Could Earth observation (EO) foundation models, which encode spectral, spatial, and temporal information with dense embeddings, convert discrete biome maps into continuous representations that better capture ecological variation? Here, we fit a linear classifier on Clay v1.5 satellite image embeddings to predict biome labels from a categorical map. The softmax output yields a continuous probability vector whose dimensions correspond to named biome classes. We evaluate this approach using six Brazilian biomes, 1.3 million embeddings, and 10,015 withheld forest inventory plots spanning 4,672 plant species. The continuous biome representation outperforms discrete biome labels for predicting species occurrence (mean per-species AUC 0.618 vs. 0.570 across 10 spatial cross-validation folds). Decomposing this gain shows that continuity in the graded probability output, rather than label reassignment, accounts for the improvement; the pattern holds across all distances from biome boundaries. The raw 1024-dimensional embedding remains the strongest predictor we tested (mean AUC 0.646 vs. 0.618), but the continuous representation recovers most of the embedding's gain over discrete labels. This simple approach provides a probabilistic replacement for categorical map labels, preserving their meaning while encoding graded variation that discrete maps suppress.
OBSER: Object-Based Sub-Environment Recognition for Zero-Shot Environmental Inference
Choi, Won-Seok, Han, Dong-Sig, Choi, Suhyung, Yang, Hyeonseo, Zhang, Byoung-Tak
W e present the Object-Based Sub-Environment Recognition (OBSER) framework, a novel Bayesian framework that infers three fundamental relationships between sub-environments and their constituent objects. In the OBSER framework, metric and self-supervised learning models estimate the object distributions of sub-environments on the latent space to compute these measures. Both theoretically and empirically, we validate the proposed framework by introducing the ( ϵ, δ) statistically separable (EDS) function which indicates the alignment of the representation. Our framework reliably performs inference in open-world and photorealistic environments and outperforms scene-based methods in chained retrieval tasks. The OBSER framework enables zero-shot recognition of environments to achieve autonomous environment understanding.
Reinforcement Learning-Enhanced Procedural Generation for Dynamic Narrative-Driven AR Experiences
Procedural Content Generation (PCG) is widely used to create scalable and diverse environments in games. However, existing methods, such as the Wave Function Collapse (WFC) algorithm, are often limited to static scenarios and lack the adaptability required for dynamic, narrative-driven applications, particularly in augmented reality (AR) games. This paper presents a reinforcement learning-enhanced WFC framework designed for mobile AR environments. By integrating environment-specific rules and dynamic tile weight adjustments informed by reinforcement learning (RL), the proposed method generates maps that are both contextually coherent and responsive to gameplay needs. Comparative evaluations and user studies demonstrate that the framework achieves superior map quality and delivers immersive experiences, making it well-suited for narrative-driven AR games. Additionally, the method holds promise for broader applications in education, simulation training, and immersive extended reality (XR) experiences, where dynamic and adaptive environments are critical.
Few-shot Semantic Learning for Robust Multi-Biome 3D Semantic Mapping in Off-Road Environments
Atha, Deegan, Lei, Xianmei, Khattak, Shehryar, Sabel, Anna, Miller, Elle, Noca, Aurelio, Lim, Grace, Edlund, Jeffrey, Padgett, Curtis, Spieler, Patrick
Off-road environments pose significant perception challenges for high-speed autonomous navigation due to unstructured terrain, degraded sensing conditions, and domain-shifts among biomes. Learning semantic information across these conditions and biomes can be challenging when a large amount of ground truth data is required. In this work, we propose an approach that leverages a pre-trained Vision Transformer (ViT) with fine-tuning on a small (<500 images), sparse and coarsely labeled (<30% pixels) multi-biome dataset to predict 2D semantic segmentation classes. These classes are fused over time via a novel range-based metric and aggregated into a 3D semantic voxel map. We demonstrate zero-shot out-of-biome 2D semantic segmentation on the Yamaha (52.9 mIoU) and Rellis (55.5 mIoU) datasets along with few-shot coarse sparse labeling with existing data for improved segmentation performance on Yamaha (66.6 mIoU) and Rellis (67.2 mIoU). We further illustrate the feasibility of using a voxel map with a range-based semantic fusion approach to handle common off-road hazards like pop-up hazards, overhangs, and water features.
SatCLIP: Global, General-Purpose Location Embeddings with Satellite Imagery
Klemmer, Konstantin, Rolf, Esther, Robinson, Caleb, Mackey, Lester, Rußwurm, Marc
Geographic location is essential for modeling tasks in fields ranging from ecology to epidemiology to the Earth system sciences. However, extracting relevant and meaningful characteristics of a location can be challenging, often entailing expensive data fusion or data distillation from global imagery datasets. To address this challenge, we introduce Satellite Contrastive Location-Image Pretraining (SatCLIP), a global, general-purpose geographic location encoder that learns an implicit representation of locations from openly available satellite imagery. Trained location encoders provide vector embeddings summarizing the characteristics of any given location for convenient usage in diverse downstream tasks. We show that SatCLIP embeddings, pretrained on globally sampled multi-spectral Sentinel-2 satellite data, can be used in various predictive tasks that depend on location information but not necessarily satellite imagery, including temperature prediction, animal recognition in imagery, and population density estimation. Across tasks, SatCLIP embeddings consistently outperform embeddings from existing pretrained location encoders, ranging from models trained on natural images to models trained on semantic context. SatCLIP embeddings also help to improve geographic generalization. This demonstrates the potential of general-purpose location encoders and opens the door to learning meaningful representations of our planet from the vast, varied, and largely untapped modalities of geospatial data.
Open-World Multi-Task Control Through Goal-Aware Representation Learning and Adaptive Horizon Prediction
Cai, Shaofei, Wang, Zihao, Ma, Xiaojian, Liu, Anji, Liang, Yitao
We study the problem of learning goal-conditioned policies in Minecraft, a popular, widely accessible yet challenging open-ended environment for developing human-level multi-task agents. We first identify two main challenges of learning such policies: 1) the indistinguishability of tasks from the state distribution, due to the vast scene diversity, and 2) the non-stationary nature of environment dynamics caused by partial observability. To tackle the first challenge, we propose Goal-Sensitive Backbone (GSB) for the policy to encourage the emergence of goal-relevant visual state representations. To tackle the second challenge, the policy is further fueled by an adaptive horizon prediction module that helps alleviate the learning uncertainty brought by the non-stationary dynamics. Experiments on 20 Minecraft tasks show that our method significantly outperforms the best baseline so far; in many of them, we double the performance. Our ablation and exploratory studies then explain how our approach beat the counterparts and also unveil the surprising bonus of zero-shot generalization to new scenes (biomes). We hope our agent could help shed some light on learning goal-conditioned, multi-task agents in challenging, open-ended environments like Minecraft.
Minecraft's big wilderness update arrives June 7th
It took several months, but Minecraft's The Wild Update is nearly here. Mojang and Microsoft are releasing The Wild across all platforms on June 7th, and it remains as expansive as promised. The refresh adds two biomes, a mangrove swamp as well as a "deep dark" that hides vicious mobs (such as the Shrieker and Warden) as well as special resources. You can also sail a boat with a chest, so you won't need to leave supplies behind if you're crossing a lake. The upgrade also adds a mud block (made with dirt and water, naturally), a crowd-voted item collector mob (the allay) and a frog that grows from tadpoles.
The future of 'Minecraft' includes swamps, scary monsters and a Game Pass bundle
On Saturday, Mojang held its annual Minecraft Live fan convention. As in years past, the event saw the studio detail the future of its immensely popular sandbox game. And if you're a fan of Minecraft, the livestream did not disappoint. The studio kicked off the event with the announcement of The Wild Update. Set to come out sometime in 2022, Mojang promises this latest DLC will change how players explore and interact with the game's overworld.