Z

Zhen Liu

Total Citations
32
h-index
3
Papers
3

Publications

#1 2603.17808v1 Mar 18, 2026

EVA: Aligning Video World Models with Executable Robot Actions via Inverse Dynamics Rewards

Video generative models are increasingly used as world models for robotics, where a model generates a future visual rollout conditioned on the current observation and task instruction, and an inverse dynamics model (IDM) converts the generated frames into executable robot actions. However, current video world models lack explicit executability constraints. As a result, visually coherent rollouts may still violate rigid-body and kinematic consistency, producing unstable or infeasible control commands when decoded by an IDM. We refer to this mismatch between visual generation and physically executable control as the executability gap. While this gap can be mitigated at inference time using techniques such as rejection sampling, such approaches are inefficient due to the high cost of video generation. In this paper, we leverage the executability gap as a training signal and introduce Executable Video Alignment (EVA), a reinforcement-learning post-training framework for aligning video world models. EVA trains an inverse dynamics model on real robot trajectories and repurposes it as a reward model that evaluates generated videos through the action sequences they induce, encouraging smooth motions measured by velocity, acceleration, and jerk while penalizing actions that violate embodiment constraints. Importantly, the reward remains informative even when generated videos contain severe visual artifacts, since such artifacts typically translate into unstable or out-of-bound actions. Experiments on the RoboTwin benchmark and a real bimanual robot show that EVA reduces embodiment-specific artifacts in generated rollouts and improves downstream task execution success.

Zhen Liu Ruixiang Wang Qingming Liu Kui Jia Yueci Deng +1
1 Citations
#2 2603.14724v1 Mar 16, 2026

GameUIAgent: An LLM-Powered Framework for Automated Game UI Design with Structured Intermediate Representation

Game UI design requires consistent visual assets across rarity tiers yet remains a predominantly manual process. We present GameUIAgent, an LLM-powered agentic framework that translates natural language descriptions into editable Figma designs via a Design Spec JSON intermediate representation. A six-stage neuro-symbolic pipeline combines LLM generation, deterministic post-processing, and a Vision-Language Model (VLM)-guided Reflection Controller (RC) for iterative self-correction with guaranteed non-regressive quality. Evaluated across 110 test cases, three LLMs, and three UI templates, cross-model analysis establishes a game-domain failure taxonomy (rarity-dependent degradation; visual emptiness) and uncovers two key empirical findings. A Quality Ceiling Effect (Pearson r=-0.96, p<0.01) suggests that RC improvement is bounded by headroom below a quality threshold -- a visual-domain counterpart to test-time compute scaling laws. A Rendering-Evaluation Fidelity Principle reveals that partial rendering enhancements paradoxically degrade VLM evaluation by amplifying structural defects. Together, these results establish foundational principles for LLM-driven visual generation agents in game production.

Zhen Liu Wei Zeng Fengwei An Jian Zhao
0 Citations
#3 2602.00608v1 Jan 31, 2026

Scalable Generative Game Engine: Breaking the Resolution Wall via Hardware-Algorithm Co-Design

Real-time generative game engines represent a paradigm shift in interactive simulation, promising to replace traditional graphics pipelines with neural world models. However, existing approaches are fundamentally constrained by the ``Memory Wall,'' restricting practical deployments to low resolutions (e.g., $64 \times 64$). This paper bridges the gap between generative models and high-resolution neural simulations by introducing a scalable \textit{Hardware-Algorithm Co-Design} framework. We identify that high-resolution generation suffers from a critical resource mismatch: the World Model is compute-bound while the Decoder is memory-bound. To address this, we propose a heterogeneous architecture that intelligently decouples these components across a cluster of AI accelerators. Our system features three core innovations: (1) an asymmetric resource allocation strategy that optimizes throughput under sequence parallelism constraints; (2) a memory-centric operator fusion scheme that minimizes off-chip bandwidth usage; and (3) a manifold-aware latent extrapolation mechanism that exploits temporal redundancy to mask latency. We validate our approach on a cluster of programmable AI accelerators, enabling real-time generation at $720 \times 480$ resolution -- a $50\times$ increase in pixel throughput over prior baselines. Evaluated on both continuous 3D racing and discrete 2D platformer benchmarks, our system delivers fluid 26.4 FPS and 48.3 FPS respectively, with an amortized effective latency of 2.7 ms. This work demonstrates that resolving the ``Memory Wall'' via architectural co-design is not merely an optimization, but a prerequisite for enabling high-fidelity, responsive neural gameplay.

Xuchen Li Wei Zeng Ruili Feng Zhen Liu Fengwei An +1
0 Citations