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Scaling Whole-Body Human Musculoskeletal Behavior Emulation for Specificity and Diversity

arXiv:2603.29332v1 Announce Type: cross Abstract: The embodied learning of human motor control requires whole-body neuro-actuated musculoskeletal dynamics, while the internal muscle-driven processes underlying movement remain inaccessible to direct measurement. Computational modeling offers an alternative, but inverse dynamics methods struggled to resolve redundant control from observed kinematics in the high-dimensional, over-actuated system. Forward imitation approaches based on deep reinforcement learning exhibited inadequate tracking performance due to the curse of dimensionality in both control and reward design. Here we introduce a large-scale parallel musculoskeletal computation framework for biomechanically grounded whole-body motion reproduction. By integrating large-scale parallel GPU simulation with adversarial reward aggregation and value-guided flow exploration, the MS-Emulator framework overcomes key optimization bottlenecks in high-dimensional reinforcement learning for musculoskeletal control, which accurately reproduces a broad repertoire of motions in a whole-body human musculoskeletal system actuated by approximately 700 muscles. It achieved high joint angle accuracy and body position alignment for highly dynamic tasks such as dance, cartwheel, and backflip. The framework was also used to explore the musculoskeletal control solution space, identifying distinct musculoskeletal control policies that converge to nearly identical external kinematic and mechanical measurements. This work establishes a tractable computational route to analyzing the specificity and diversity underlying human embodied control of movement. Project page: https://lnsgroup.cc/research/MS-Emulator.
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X-World: Controllable Ego-Centric Multi-Camera World Models for Scalable End-to-End Driving

arXiv:2603.19979v2 Announce Type: replace-cross Abstract: Scalable and reliable evaluation is increasingly critical in the end-to-end era of autonomous driving, where vision--language--action (VLA) policies directly map raw sensor streams to driving actions. Yet, current evaluation pipelines still rely heavily on real-world road testing, which is costly, biased toward limited scenario coverage, and difficult to reproduce. These challenges motivate a real-world simulator that can generate realistic future observations under proposed actions, while remaining controllable and stable over long horizons. We present X-World, an action-conditioned multi-camera generative world model that simulates future observations directly in video space. Given synchronized multi-view camera history and a future action sequence, X-World generates future multi-camera video streams that follow the commanded actions. To ensure reproducible and editable scene rollouts, X-World further supports optional controls over dynamic traffic agents and static road elements, and retains a text-prompt interface for appearance-level control (e.g., weather and time of day). Beyond world simulation, X-World also enables video style transfer by conditioning on appearance prompts while preserving the underlying action and scene dynamics. At the core of X-World is a multi-view latent video generator designed to explicitly encourage cross-view geometric consistency and temporal coherence under diverse control signals. Experiments show that X-World achieves high-quality multi-view video generation with (i) strong view consistency across cameras, (ii) stable temporal dynamics over long rollouts, and (iii) high controllability with strict action following and faithful adherence to optional scene controls. These properties make X-World a practical foundation for scalable and reproducible evaluation.
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