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Learning from Reward-Free Offline Data: ACase for Planning with Latent Dynamics Models
A long-standing goal in AI is to develop agents capable of solving diverse tasks across a range of environments, including those never seen during training. Two dominant paradigms address this challenge: (i) reinforcement learning (RL), which learns policies via trial and error, and (ii) optimal control, which plans actions using a known or learned dynamics model. However, their comparative strengths in the offline setting--where agents must learn from reward-free trajectories--remain underexplored. In this work, we systematically evaluate RL and control-based methods on a suite of navigation tasks, using offline datasets of varying quality. On the RL side, we consider goal-conditioned and zero-shot methods. On the control side, we train a latent dynamics model using the Joint Embedding Predictive Architecture (JEPA) and employ it for planning. We investigate how factors such as data diversity, trajectory quality, and environment variability influence the performance of these approaches. Our results show that model-free RL benefits most from large amounts of high-quality data, whereas model-based planning generalizes better to unseen layouts and is more data-efficient, while achieving trajectory stitching performance comparable to leading model-free methods. Notably, planning with a latent dynamics model proves to be a strong approach for handling suboptimal offline data and adapting to diverse environments.
MetaFind: Scene-Aware 3DAsset Retrieval for Coherent Metaverse Scene Generation
We present MetaFind, a scene-aware tri-modal compositional retrieval framework designed to enhance scene generation in the metaverse by retrieving 3D assets from large-scale repositories. MetaFind addresses two core challenges: (i) inconsistent asset retrieval that overlooks spatial, semantic, and stylistic constraints, and (ii) the absence of a standardized retrieval paradigm specifically tailored for 3D asset retrieval, as existing approaches mainly rely on general-purpose 3D shape representation models. Our key innovation is a flexible retrieval mechanism that supports arbitrary combinations of text, image, and 3D modalities as queries, enhancing spatial reasoning and style consistency by jointly modeling object-level features (including appearance) and scene-level layout structures. Methodologically, MetaFind introduces a plug-and-play equivariant layout encoder ESSGNN that captures spatial relationships and object appearance features, ensuring retrieved 3D assets are contextually and stylistically coherent with the existing scene, regardless of coordinate frame transformations. The framework supports iterative scene construction by continuously adapting retrieval results to current scene updates. Empirical evaluations demonstrate the improved spatial and stylistic consistency of MetaFind in various retrieval tasks compared to baseline methods.
SCENEWEAVER: All-in-One 3DScene Synthesis with an Extensible and Self-Reflective Agent
Indoor scene synthesis has become increasingly important with the rise of Embodied AI, which requires 3D environments that are not only visually realistic but also physically plausible and functionally diverse. While recent approaches have advanced visual fidelity, they often remain constrained to fixed scene categories, lack sufficient object-level detail and physical consistency, and struggle to align with complex user instructions.
HouseLayout3D: ABenchmark and Training-Free Baseline for 3DLayout Estimation in the Wild
Current 3D layout estimation models are predominantly trained on synthetic datasets biased toward simplistic, single-floor scenes. This prevents them from generalizing to complex, multi-floor buildings, often forcing a per-floor processing approach that sacrifices global context. Few works have attempted to holistically address multi-floor layouts. In this work, we introduce HOUSELAYOUT3D, a real-world benchmark dataset, which highlights the limitations of existing research when handling expansive, architecturally complex spaces. Additionally, we propose MultiFloor3D, a baseline method leveraging recent advances in 3D reconstruction and 2D segmentation. Our approach significantly outperforms state-of-the-art methods on both our new and existing datasets.
CORE: Collaborative Optimization with Reinforcement Learning and Evolutionary Algorithm for Floorplanning
Floorplanning is the initial step in the physical design process of Electronic Design Automation (EDA), directly influencing subsequent placement, routing, and final power of the chip. However, the solution space in floorplanning is vast, and current algorithms often struggle to explore it sufficiently, making them prone to getting trapped in local optima. To achieve efficient floorplanning, we propose CORE, a general and effective solution optimization framework that synergizes Evolutionary Algorithms (EAs) and Reinforcement Learning (RL) for high-quality layout search and optimization. Specifically, we propose the Clustering-based Diversified Evolutionary Search that directly perturbs layouts and evolves them based on novelty and performance. Additionally, we model the floorplanning problem as a sequential decision problem with B*-Tree representation and employ RL for efficient learning.
Direct Numerical Layout Generation for 3DIndoor Scene Synthesis via Spatial Reasoning
Realistic 3D indoor scene synthesis is vital for embodied AI and digital content creation. It can be naturally divided into two subtasks: object generation and layout generation. While recent generative models have significantly advanced object-level quality and controllability, layout generation remains challenging due to limited datasets. Existing methods either overfit to these datasets or rely on predefined constraints to optimize numerical layout that sacrifice flexibility. As a result, they fail to generate scenes that are both open-vocabulary and aligned with fine-grained user instructions.
MesaTask Towards Task Driven Tabletop Scene Generation via Reasoning
The ability of robots to interpret human instructions and execute manipulation tasks necessitates the availability of task-relevant tabletop scenes for training. However, traditional methods for creating these scenes rely on time-consuming manual layout design or purely randomized layouts, which are limited in terms of plausibility or alignment with the tasks. In this paper, we formulate a novel task, namely task-oriented tabletop scene generation, which poses significant challenges due to the substantial gap between high-level task instructions and the tabletop scenes. To support research on such a challenging task, we introduce MesaTask10K, a large-scale dataset comprising approximately 10,700 synthetic tabletop scenes with manually crafted layouts that ensure realistic layouts and intricate inter-object relations. To bridge the gap between tasks and scenes, we propose a Spatial Reasoning Chain that decomposes the generation process into object inference, spatial interrelation reasoning, and scene graph construction for the final 3D layout. We present MesaTask, an LLM-based framework that utilizes this reasoning chain and is further enhanced with DPO algorithms to generate physically plausible tabletop scenes that align well with given task descriptions. Exhaustive experiments demonstrate the superior performance of MesaTask compared to baselines in generating task-conforming tabletop scenes with realistic layouts.
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Flexible Controllability Generation and Reconstruction with High Fidelity Semantic) (Vector / BEV Layout Map Render Depth RGB Camera Render3D Box &-Scene: World GeneratorLow-Level Control
Diffusion models are advancing autonomous driving by enabling realistic data synthesis, predictive end-to-end planning, and closed-loop simulation, with a primary focus on temporally consistent generation. However, large-scale 3D scene generation requiring spatial coherence remains underexplored. In this paper, we present X-Scene, a novel framework for large-scale driving scene generation that achieves geometric intricacy, appearance fidelity, and flexible controllability. Specifically, X-Scene supports multi-granular control, including low-level layout conditioning driven by user input or text for detailed scene composition, and high-level semantic guidance informed by user intent and LLM-enriched prompts for efficient customization. To enhance geometric and visual fidelity, we introduce a unified pipeline that sequentially generates 3D semantic occupancy and corresponding multi-view images and videos, ensuring alignment and temporal consistency across modalities. We further extend local regions into large-scale scenes via consistencyaware outpainting, which extrapolates occupancy and images from previously generated areas to maintain spatial and visual coherence. The resulting scenes are lifted into high-quality 3DGS representations, supporting diverse applications such as simulation and scene exploration. Extensive experiments demonstrate that X-Scene substantially advances controllability and fidelity in large-scale scene generation, empowering data generation and simulation for autonomous driving.