furniture item
OID-PPO: Optimal Interior Design using Proximal Policy Optimization by Transforming Design Guidelines into Reward Functions
Yoon, Chanyoung, Yoo, Sangbong, Yim, Soobin, Kim, Chansoo, Jang, Yun
Designing residential interiors strongly impacts occupant satisfaction but remains challenging due to unstructured spatial layouts, high computational demands, and reliance on expert knowledge. Existing methods based on optimization or deep learning are either computationally expensive or constrained by data scarcity. Reinforcement learning (RL) approaches often limit furniture placement to discrete positions and fail to incorporate design principles adequately. We propose OID-PPO, a novel RL framework for Optimal Interior Design using Proximal Policy Optimization, which integrates expert-defined functional and visual guidelines into a structured reward function. OID-PPO utilizes a diagonal Gaussian policy for continuous and flexible furniture placement, effectively exploring latent environmental dynamics under partial observability. Experiments conducted across diverse room shapes and furniture configurations demonstrate that OID-PPO significantly outperforms state-of-the-art methods in terms of layout quality and computational efficiency. Ablation studies further demonstrate the impact of structured guideline integration and reveal the distinct contributions of individual design constraints.
FurniMAS: Language-Guided Furniture Decoration using Multi-Agent System
Nguyen, Toan, Le, Tri, Nguyen, Quang, Nguyen, Anh
Furniture decoration is an important task in various industrial applications. However, achieving a high-quality decorative result is often time-consuming and requires specialized artistic expertise. To tackle these challenges, we explore how multi-agent systems can assist in automating the decoration process. We propose FurniMAS, a multi-agent system for automatic furniture decoration. Specifically, given a human prompt and a household furniture item such as a working desk or a TV stand, our system suggests relevant assets with appropriate styles and materials, and arranges them on the item, ensuring the decorative result meets functionality, aesthetic, and ambiance preferences. FurniMAS assembles a hybrid team of LLM-based and non-LLM agents, each fulfilling distinct roles in a typical decoration project. These agents collaborate through communication, logical reasoning, and validation to transform the requirements into the final outcome. Extensive experiments demonstrate that our FurniMAS significantly outperforms other baselines in generating high-quality 3D decor.
RoomCraft: Controllable and Complete 3D Indoor Scene Generation
Zhou, Mengqi, Wang, Xipeng, Wang, Yuxi, Zhang, Zhaoxiang
Generating realistic 3D indoor scenes from user inputs remains a challenging problem in computer vision and graphics, requiring careful balance of geometric consistency, spatial relationships, and visual realism. While neural generation methods often produce repetitive elements due to limited global spatial reasoning, procedural approaches can leverage constraints for controllable generation but struggle with multi-constraint scenarios. When constraints become numerous, object collisions frequently occur, forcing the removal of furniture items and compromising layout completeness. To address these limitations, we propose RoomCraft, a multi-stage pipeline that converts real images, sketches, or text descriptions into coherent 3D indoor scenes. Our approach combines a scene generation pipeline with a constraint-driven optimization framework. The pipeline first extracts high-level scene information from user inputs and organizes it into a structured format containing room type, furniture items, and spatial relations. It then constructs a spatial relationship network to represent furniture arrangements and generates an optimized placement sequence using a heuristic-based depth-first search (HDFS) algorithm to ensure layout coherence. To handle complex multi-constraint scenarios, we introduce a unified constraint representation that processes both formal specifications and natural language inputs, enabling flexible constraint-oriented adjustments through a comprehensive action space design. Additionally, we propose a Conflict-Aware Positioning Strategy (CAPS) that dynamically adjusts placement weights to minimize furniture collisions and ensure layout completeness. Extensive experiments demonstrate that RoomCraft significantly outperforms existing methods in generating realistic, semantically coherent, and visually appealing room layouts across diverse input modalities.
Ahead of 'Animal Crossing: New Horizons' announcement, content-starved fans feel snubbed
While "New Horizons" added a slew of new features to the franchise like terraforming, crafting and the ability to place furniture items outside, for many Animal Crossing fans, it still felt unfinished to a degree. Where were fan-favorite characters of the franchise like Brewster, a cafe-owning pigeon, or the fashionista giraffe, Gracie? Gyroids, furniture items based on Japanese haniwa figurines that have been in every previous Animal Crossing game, are inexplicably absent from "New Horizons" (with the exception of the only NPC gyroid, Lloid), as are several other furniture series. Villagers seem to have fewer dialogue options than in previous games, and what they do say is bland enough to bore you to tears. Widely requested quality-of-life updates spanning back to the game's early days, such as the ability to craft items in bulk or access your home's storage remotely, have also failed to materialize.
The 20 Best Examples Of Using Artificial Intelligence For Retail Experiences
The basic retail experience hasn't changed much over the years: go into a store, look for the right product and make a purchase. Artificial intelligence has the potential to completely transform the traditional retail experience and take it to the next level with personalization, automation and increased efficiency. Here are 20 of the best examples of AI to improve the retail experience. Navigating a hardware store can be difficult, but Lowes created the LoweBot to help customers find their way around the store and get the items they need. LoweBots roam the store and ask customers simple questions to find out what they're looking for.
Investigating Spatial Language for Robot Fetch Commands
Skubic, Marjorie (University of Missouri) | Alexenko, Tatiana (University of Missouri) | Huo, Zhiyu (University of Missouri) | Carlson, Laura (University of Notre Dame) | Miller, Jared ( University of Notre Dame )
This paper outlines a study that investigates spatial language for use in human-robot communication. The scenario studied is a home setting in which the elderly resident has misplaced an object, such as eyeglasses, and the robot will help the resident find the object. We present results from phase I of the study in which we investigate spatial language generated to a human addressee or a robot addressee in a virtual environment and highlight differences between younger and older adults. Drawn from these results, a discussion is included of needed robot capabilities, such as an approach that addresses varying perspectives used and recognition of furniture items for use as spatial references.