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Robust Embodied Perception in Dynamic Environments via Disentangled Weight Fusion

arXiv:2604.01669v1 Announce Type: cross Abstract: Embodied perception systems face severe challenges of dynamic environment distribution drift when they continuously interact in open physical spaces. However, the existing domain incremental awareness methods often rely on the domain id obtained in advance during the testing phase, which limits their practicability in unknown interaction scenarios. At the same time, the model often overfits to the context-specific perceptual noise, which leads to insufficient generalization ability and catastrophic forgetting. To address these limitations, we propose a domain-id and exemplar-free incremental learning framework for embodied multimedia systems, which aims to achieve robust continuous environment adaptation. This method designs a disentangled representation mechanism to remove non-essential environmental style interference, and guide the model to focus on extracting semantic intrinsic features shared across scenes, thereby eliminating perceptual uncertainty and improving generalization. We further use the weight fusion strategy to dynamically integrate the old and new environment knowledge in the parameter space, so as to ensure that the model adapts to the new distribution without storing historical data and maximally retains the discrimination ability of the old environment. Extensive experiments on multiple standard benchmark datasets show that the proposed method significantly reduces catastrophic forgetting in a completely exemplar-free and domain-id free setting, and its accuracy is better than the existing state-of-the-art methods.

ActionParty: Multi-Subject Action Binding in Generative Video Games

arXiv:2604.02330v1 Announce Type: cross Abstract: Recent advances in video diffusion have enabled the development of "world models" capable of simulating interactive environments. However, these models are largely restricted to single-agent settings, failing to control multiple agents simultaneously in a scene. In this work, we tackle a fundamental issue of action binding in existing video diffusion models, which struggle to associate specific actions with their corresponding subjects. For this purpose, we propose ActionParty, an action controllable multi-subject world model for generative video games. It introduces subject state tokens, i.e. latent variables that persistently capture the state of each subject in the scene. By jointly modeling state tokens and video latents with a spatial biasing mechanism, we disentangle global video frame rendering from individual action-controlled subject updates. We evaluate ActionParty on the Melting Pot benchmark, demonstrating the first video world model capable of controlling up to seven players simultaneously across 46 diverse environments. Our results show significant improvements in action-following accuracy and identity consistency, while enabling robust autoregressive tracking of subjects through complex interactions.
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