ML Reads

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ML papers to read today.

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5 papers

#01Aug 27, 2026

cs.CV

Magpie: Real-Time World Renderer for Interactive Games

Xiaoyu Zhan, Xinyu Wang, Xiaohong Zhang and 6 more

Modern game development relies heavily on conventional graphics pipelines. High-quality visual content requires modeling, material authoring, animation, lighting, effects, and runtime optimization, making asset production expensive and extending the development cycle of game prototypes. Recently, video foundation models are beginning to change film and video production, but games differ from linear media, they require not only continuous and realistic imagery, but also stable and reproducible gameplay rules, object states, and interaction outcomes. We present Magpie, a real-time generative world-rendering system for interactive games. Magpie separates gameplay execution from visual generation. Designers define scenes and rules in a game engine. At runtime, the Game Engine resolves player actions and maintains world state, while an independent Render Server generates visual output from white-box frames produced by the engine. Magpie provides a system-level implementation path for applying generative models to real-time game rendering. It preserves gameplay designability and reproducibility, and reduces the dependence of early game prototypes on complete visual assets.

#02Aug 27, 2026

cs.CV

CODE: Cross-Modal Calibration and Dynamic Suppression for Open World Object Detection

Hao Xu, Zhaoning Shi, Hehe Jin and 1 more

Open World Object Detection (OWOD) built on multimodal foundation models often suffers from semantic ambiguity caused by unidirectional text-to-vision matching, while rigid outlier penalties may over-suppress unknown objects near known-class decision boundaries. We propose CODE (Cross-Modal Calibration and Dynamic Suppression), a unified inference-time framework with three complementary components. Cross-Modal Joint Confidence Calibration injects global visual prototypes to calibrate text-driven known-class predictions. Uncertainty-Guided Universal Objectness Enhancement measures classification hesitation from local visual responses to strengthen potential unknown objects. Dynamic Outlier Suppression via Confidence Margin replaces rigid suppression with a margin-aware adjustment that preserves ambiguous out-of-distribution instances. Experiments on the Real-World Detection benchmark demonstrate that, with the OWL-ViT L/14 backbone, CODE achieves 21.7 U-mAP and 40.8 K-mAP in Task 1, surpassing the previous state of the art by 2.6 and 2.3 points, respectively.

#03Aug 27, 2026

cs.NE

ANTShapes Benchmarking Datasets for Event-Based Neuromorphic Object Classification

M. Middleton, H. Kayan, B. Sen Bhattacharya and 7 more

Object classification in event-based computer vision is a task that is attracting considerable research attention. Event-based object classification is a fundamental task in the fields of security and applied computer vision, which typically use synchronous frame-based cameras and computing pipelines for operation. This approach has several practical flaws. The size, weight and power consumption of the device could prohibit deployment at the extreme edge or in covert sensing environments. Besides this, there are security concerns inherent in cloud-based or other off-device computation approaches due to the requirement of sending and receiving potentially sensitive data. Furthermore, this transmission of data introduces latency and requires consistent connectivity to the cloud infrastructure to function. The use of Spiking Neural Networks (SNNs) hosted on neuromorphic devices attempts to solve several issues present in this conventional approach. Research into event-based object classification methods are hindered by the lack of high-quality vision datasets to use. To this end, the ANTShapes simulation tool has been previously proposed to create and label event-based vision datasets. In this paper, four novel datasets of varying difficulties are created using the tool and are benchmarked against existing spiking datasets commonly used for event-based vision research (N-MNIST, CIFAR10-DVS, DVSGesture and POKER-DVS). Classification is performed using a convolutional SNN. This work simultaneously provides four datasets with rich details for future experiments to use and validates the output of the ANTShapes dataset simulation tool as being suitable for its purpose.

#04Aug 27, 2026

cs.RO

CLAP: Cross-Embodiment Video World Models are Zero-Shot Physical Simulators

Kechen Liu, Ola Shorinwa

State-of-the-art action-conditioned video models are typically restricted to a single robot embodiment, preventing them from leveraging the vast corpus of heterogeneous video data that contains rich signals for learning generalizable physics. To bridge this gap, we introduce CLAP, a framework for cross-embodiment action-conditioned video generation capable of being trained on diverse, internet-scale videos across human and robotic agents. CLAP is grounded in the insight that universal physical laws govern spatiotemporal dynamics regardless of the actor. However, cross-embodiment learning is non-trivial because action representations vary sharply across robot platforms and are typically absent in human videos. CLAP addresses this fundamental challenge through the following core contributions. First, CLAP reconciles disparate action spaces using end-effector poses, language instructions, and latent actions. Second, to resolve their individual limitations, CLAP introduces a curriculum-based cross-embodiment learning recipe that first learns foundational physical priors across unlabeled video data using latent actions and subsequently grounds them in end-effector action spaces for zero-shot deployment to real-world tasks. Crucially, CLAP approaches or surpasses state-of-the-art single-embodiment video models in challenging environments like DROID. These performance advantages compound via few-shot adaptation to establish a novel paradigm for training single-embodiment video world models. Ultimately, CLAP delivers the most comprehensive suite of action-conditioned video world models to date - spanning diverse action-conditioning spaces (end-effector, language, and latent) and robot morphologies (including cross-embodiment, DROID, Bridge, bimanual YAM robots, and G1 humanoids). We open-source all code and models. Project Website at https://omni-clap.github.io .

#05Aug 27, 2026

cs.CV

Ancient-Bench: A Comprehensive Multi-millennial, Multi-medium, and Multi-script Benchmark for Ancient Chinese Artifact Text Recognition

Hiuyi Cheng, Nuo Xu, Yuyi Zhang and 9 more

Ancient Chinese artifact text recognition is fundamental to heritage digitization, and benchmarks for ancient texts are essential for evaluating current model capabilities. However, existing benchmarks suffer from ''fragmentation'', manifested in limited temporal coverage, limited medium diversity, and incomplete script types. Therefore, we present Ancient-Bench, a comprehensive benchmark of 2,700 images for ancient Chinese artifact text recognition, featuring three dimensions: Multi-millennial (spanning 3,000 years of character evolution), Multi-medium (covering nine artifact categories), and Multi-script (encompassing seven historical script forms). To enable consistent and fair evaluation across heterogeneous media, we further define three annotation standards tailored to the medium-specific characteristics of ancient texts: symbol standardization, character standardization, and parsing standardization. Extensive experiments on Ancient-Bench covering general Vision-Language Models (VLMs) and OCR-specialist models reveal that ancient Chinese artifact text recognition remains fundamentally unsolved, with persistent challenges in variant characters, specialized symbols, and hallucination. The dataset is available at https://github.com/SCUT-DLVCLab/Ancient_Bench.