#01Aug 13, 2026
cs.CV
AmalthAI: An Open-Source Computer Vision Platform for Cultural Heritage
Christos Chatzisavvas, Stelios Alvanos, Efstratios Politis and 13 more
Computer vision (CV) and machine learning (ML) offer new tools for cultural heritage (CH) artifact analysis, but the CV/ML pipeline remains largely inaccessible to CH domain experts, who lack the background to configure, train, or assess models. We present AmalthAI, an open-source CV platform that bridges this gap, enabling non-ML CH experts to independently produce and validate archaeologically meaningful findings. The interface covers dataset management, training, and inference for classification, segmentation, and object detection, with Kubeflow and Katib handling scalable training and hyperparameter search. Grad-CAM localizes the image region behind a prediction, and a vision-language model (VLM) adds a text description of it for expert review. Since archaeological data is often state-owned or rights-encumbered and cannot leave institutional custody, AmalthAI's self-hostable deployment ensures sensitive data is kept within premises. We test the platform on an archaeological use case built on a custom dataset of clay textile imprints, where CH experts trained and validated segmentation, and classification models for hypothesis testing. We provide the implementation code at https://github.com/TEXTaiLES/AmalthAI.
#02Aug 13, 2026
cs.AI
A Unifying Perspective on Causal World Models: From Observations to Representations to Structure
Avinash Kori, Fabrizio Russo
World Models (WM) are increasingly seen as a foundation for intelligent agents that can predict, plan, and act beyond their training distribution. In this paper, we study WMs from a causal perspective across multiple levels of abstraction, ranging from perceptual observations to building a conceptual representation of the structure governing the environment dynamics. We argue that useful WMs must go beyond generative capabilities alone: they should also capture entity properties, entity-to-entity interactions, and entity-to-environment interactions that determine and explain the dynamics of a system. We provide a formal definition of Causal WMs (CWMs) grounded in the tasks they are intended to support, connecting world modelling with existing work in causal representation learning, object-centric learning, causal discovery, structural causal models, and model-based decision-making. Finally, we relate CWMs to the literature on identifiability, clarifying when the components of a WM can be recovered from data and up to which equivalence. With this, we ground WMs in representations and structures that support causal reasoning and informed decision-making.
#03Aug 13, 2026
cs.CV
PlayWorld: Benchmarking World Models with Agent Players over Long-Horizon Objectives
Kaixin Ding, Xi Chen, Minghong Cai and 9 more
Video world models simulate future states conditioned on current observations and user actions. Recent systems have demonstrated impressive video consistency and action controllability over long sequences. However, fairly comparing these interactive models remains challenging. In practice, a human player typically evaluates a world model by pursuing long-horizon objectives through interaction. For example, a user may turn around 360 degrees to see whether the environment remains consistent, or walk into the water and inspect whether realistic water ripples are generated. The action sequence required to achieve the same objective may vary substantially between models, making fixed action-conditioned evaluation unsuitable for cross-model comparison. To address this, we employ multi-modal Agent Players to interact with world models toward specified long-horizon objectives. Building on this paradigm, we introduce PlayWorld, a benchmark providing 171 scenarios, each with a specified objective. To evaluate performance thoroughly, we assess models along four core dimensions: geometry consistency, interaction fidelity, out-of-sight evolution, and insight evolution. In addition, we incorporate basic ability metrics for video quality and controllability. Experiments across nine state-of-the-art world models reveal that current models remain unreliable on long-horizon interactive objectives, particularly in maintaining spatial consistency and persistent state evolution. Code and data are available at https://github.com/kxding/PlayWorld.
#04Aug 13, 2026
cs.CV
AutoDesign: Meta-Harness Optimization for Long-Horizon Agentic Design
Yaxin Luo, Haobin Jiang, Jialv Zou and 11 more
Transforming multimodal sources into condensed and structured media outputs can be fundamentally conceptualized as a long-horizon agentic process centered on a model-harness system. While an ideal harness system should align with human design priors and accumulate reusable experience through empirical exploration to drive recursive self-improvement, existing paradigms remain static and fall short of this capability. In this paper, we present AutoDesign, a framework that aligns with human design priors, where a meta-harness optimizer guides a code agent to recursively improve harness based on rollout feedback. To instantiate and evaluate this framework, we focus on the academic paper-to-poster generation task and introduce PosterBench, comprising a 100-paper Main Track spanning five disciplines and PosterBench-mini, a shared 10-paper subset for controlled evaluation. On the PosterBench Main Track, AutoDesign achieves the highest score of 78.32, surpassing the closed-source commercial system Claude Design by 7.45 points. Across seven controlled code-agent-model configurations, integrating the learned DesignHarness consistently improves performance, increasing the average PosterBench Score from 54.99 to 67.39 (+12.4%). In a fully autonomous long-horizon loop, it executes 253 tool calls and 11 editing turns within 40 minutes for under $3, reaching average conference-poster quality in human evaluation. A system-blind human study further demonstrates that AutoDesign achieves the highest human preference among evaluated systems.
#05Aug 13, 2026
cs.CV
TraVEL: Trajectory-Guided Video Embedding Learning for Driving-Video Retrieval
Yi-Chung Chen, Philip Jacobson, Tom Lampo and 6 more
Efficiently retrieving relevant clips from large-scale driving logs is essential for data curation, model development, and safety analysis. Structured and rule-based retrieval systems can explicitly target driving events, but typically require expert-defined rules, auxiliary data, and multi-stage perception pipelines. Multimodal embedding models offer a simpler and more efficient alternative by representing each video with a single searchable vector. However, general-purpose models often rely on shortcuts from static scene context and struggle to distinguish motion-centric events, such as turning left versus right or accelerating versus decelerating. In this work, we study how to adapt a general-purpose multimodal embedding model to driving-video retrieval. We first fine-tune Qwen3-VL-Embedding on paired clips and reasoning traces from nuReasoning using an InfoNCE objective. While this stage substantially improves overall retrieval, caption supervision alone remains insufficient for fine-grained motion understanding. We therefore introduce TraVEL (Trajectory-Guided Video Embedding Learning), a motion-aware fine-tuning framework that uses ego-trajectory similarity as a reward within Group Relative Policy Optimization. Trajectories serve only as privileged training supervision; retrieval still operates on single-vector video embeddings without ego poses, expert rules, or auxiliary perception outputs. We further construct a driving-video retrieval benchmark from nuReasoning. Experiments show that TraVEL improves motion-centric retrieval across model scales: relative to SFT, it raises longitudinal and lateral mAP by 9.8 and 4.7 points at 2B, with corresponding gains of 7.2 and 1.5 points at 8B. TraVEL thus combines physically grounded supervision with efficient embedding-based search.