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3,752篇论文匹配“Planning”
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Leigang Qu, Haochuan Li, Wenjie Wang, Xiang Liu, Juncheng Li, Liqiang Nie, Tat-Seng Chua

Large Multimodal Models (LMMs) have demonstrated impressive capabilities in multimodal understanding and generation, pushing forward advancements in text-to-image generation.However, achieving accurate text-image alignment for LMMs, particularly in compositional scenarios, remains challenging. Existing approaches, such as layout planning for multi-step generation and learning from human feedback or AI feedback, depend heavily on prompt engineering, costly human annotations, and continual upgrading, limiting flexibility and scalability. In this work, we introduce a model-agnostic iterative self-improvement framework (**SILMM**) that can enable LMMs to provide helpful and scalable self-feedback and optimize text-image alignment via Direct Preference Optimization (DPO). DPO can readily applied to LMMs that use discrete visual tokens as intermediate image representations; while it is less suitable for LMMs with continuous visual features, as obtaining generation probabilities is challenging.To adapt SILMM to LMMs with continuous features, we propose a diversity mechanism to obtain diverse representations and a kernel-based continuous DPO for alignment. Extensive experiments on three compositional text-to-image generation benchmarks validate the effectiveness and superiority of SILMM, showing improvements exceeding 30% on T2I-CompBench++ and around 20% on DPG-Bench.

Zhixuan Liang, Yao Mu, Yixiao Wang, Tianxing Chen, Wenqi Shao, Wei Zhan, Masayoshi Tomizuka, Ping Luo, Mingyu Ding

Dexterous manipulation with contact-rich interactions is crucial for advanced robotics. While recent diffusion-based planning approaches show promise for simple manipulation tasks, they often produce unrealistic ghost states (e.g., the object automatically moves without hand contact) or lack adaptability when handling complex sequential interactions. In this work, we introduce DexHandDiff, an interaction-aware diffusion planning framework for adaptive dexterous manipulation. DexHandDiff models joint state-action dynamics through a dual-phase diffusion process which consists of pre-interaction contact alignment and post-contact goal-directed control, enabling goal-adaptive generalizable dexterous manipulation. Additionally, we incorporate dynamics model-based dual guidance and leverage large language models for automated guidance function generation, enhancing generalizability for physical interactions and facilitating diverse goal adaptation through language cues. Experiments on physical interaction tasks such as door opening, pen and block re-orientation, object relocation, and hammer striking demonstrate DexHandDiff's effectiveness on goals outside training distributions, achieving over twice the average success rate (59.2% vs. 29.5%) compared to existing methods. Our framework achieves an average of 70.7% success rate on goal adaptive dexterous tasks, highlighting its robustness and flexibility in contact-rich manipulation.

Andrew Szot, Bogdan Mazoure, Omar Attia, Aleksei Timofeev, Harsh Agrawal, Devon Hjelm, Zhe Gan, Zsolt Kira, Alexander Toshev

We examine the capability of Multimodal Large Language Models (MLLMs) to tackle diverse domains that extend beyond the traditional language and vision tasks these models are typically trained on. Specifically, our focus lies in areas such as Embodied AI, Games, UI Control, and Planning. To this end, we introduce a process of adapting an MLLM to a Generalist Embodied Agent (GEA). GEA is a single unified model capable of grounding itself across these varied domains through a multi-embodiment action tokenizer. GEA is trained with supervised learning on a large dataset of embodied experiences and with online RL in interactive simulators. We explore the data and algorithmic choices necessary to develop such a model. Our findings reveal the importance of training with cross-domain data and online RL for building generalist agents. The final GEA model achieves strong generalization performance to unseen tasks across diverse benchmarks compared to other generalist models and benchmark-specific approaches.

Luke Rowe, Roger Girgis, Anthony Gosselin, Liam Paull, Christopher Pal, Felix Heide

We introduce Scenario Dreamer, a fully data-driven generative simulator for autonomous vehicle planning that generates both the initial traffic scene--comprising a lane graph and agent bounding boxes--and closed-loop agent behaviours. Existing methods for generating driving simulation environments encode the initial traffic scene as a rasterized image and, as such, require parameter-heavy networks that perform unnecessary computation due to many empty pixels in the rasterized scene. Moreover, we find that existing methods that employ rule-based agent behaviours lack diversity and realism. Scenario Dreamer instead employs a novel vectorized latent diffusion model for initial scene generation that directly operates on the vectorized scene elements and an autoregressive Transformer for data-driven agent behaviour simulation. Scenario Dreamer additionally supports scene extrapolation via diffusion inpainting, enabling the generation of unbounded simulation environments. Extensive experiments show that Scenario Dreamer outperforms existing generative simulators in realism and efficiency: the vectorized scene-generation base model achieves superior generation quality with around 2x fewer parameters, 6x lower generation latency, and 10x fewer GPU training hours compared to the strongest baseline. We confirm its practical utility by showing that reinforcement learning planning agents are more challenged in Scenario Dreamer environments than traditional non-generative simulation environments, especially on long and adversarial driving environments.

Amir Bar, Gaoyue Zhou, Danny Tran, Trevor Darrell, Yann LeCun

Navigation is a fundamental skill of agents with visual-motor capabilities. We introduce a Navigation World Model (NWM), a controllable video generation model that predicts future visual observations based on past observations and navigation actions. To capture complex environment dynamics, NWM employs a Conditional Diffusion Transformer (CDiT), trained on a diverse collection of egocentric videos of both human and robotic agents, and scaled up to 1 billion parameters. In familiar environments, NWM can plan navigation trajectories by simulating them and evaluating whether they achieve the desired goal. Unlike supervised navigation policies with fixed behavior, NWM can dynamically incorporate constraints during planning. Experiments demonstrate its effectiveness in planning trajectories from scratch or by ranking trajectories sampled from an external policy. Furthermore, NWM leverages its learned visual priors to imagine trajectories in unfamiliar environments from a single input image, making it a flexible and powerful tool for next-generation navigation systems.

Steeven Janny, Hervé Poirier, Leonid Antsfeld, Guillaume Bono, Gianluca Monaci, Boris Chidlovskii, Francesco Giuliari, Alessio Del Bue, Christian Wolf

Progress in Embodied AI has made it possible for end-to-end-trained agents to navigate in photo-realistic environments with high-level reasoning and zero-shot or language-conditioned behavior, but evaluations and benchmarks are still dominated by simulation. In this work, we focus on the fine-grained behavior of fast-moving real robots and present a large-scale experimental study involving \numepisodes navigation episodes in a real environment with a physical robot, where we analyze the type of reasoning emerging from end-to-end training. In particular, we study the presence of realistic dynamics which the agent learned for open-loop forecasting, and their interplay with sensing. We analyze the way the agent uses latent memory to hold elements of the scene structure and information gathered during exploration. We probe the planning capabilities of the agent, and find in its memory evidence for somewhat precise plans over a limited horizon. Furthermore, we show in a post-hoc analysis that the value function learned by the agent relates to long-term planning. Put together, our experiments paint a new picture on how using tools from computer vision and sequential decision making have led to new capabilities in robotics and control. An interactive tool is available at https://visual-navigation-reasoning.github.io

Xiaoning Sun, Dong Wei, Huaijiang Sun, Shengxiang Hu

Making accurate prediction of human motions based on the historical observation is a crucial technology for robots to collaborate with humans. Existing human motion prediction methods are all built under an ideal assumption that robots can instantaneously react, which ignores the time delay introduced during data processing & analysis and future reaction planning -- jointly known as "response latency". Consequently, the predictions made within this latency period become meaningless for practical use, as part of the time has passed and the corresponding real motions have already occurred before robot deliver its reaction. In this paper, we argue that the seemingly meaningless prediction period, however, can be leveraged to enhance prediction accuracy significantly. We propose LAL, a Latency-aware Auxiliary Learning framework, which shifts the existing "reaction instantaneous" convention into a new motion prediction paradigm with both latency compatibility and utility. The framework consists of two branches handling different tasks: the primary branch learns to directly predict the valid target (excluding the beginning latency period) based on observation; while the auxiliary branch learns the same target, but based on the reformed observation with additional latency data incorporated. A direct and effective way of auxiliary feature sharing is forced by our tailored consistency loss, to gradually integrate auxiliary latency insights into the primary prediction branch. Estimated feature statistics-based alignment method is presented as optional step for primary branch refinement. Experiments show that LAL achieves significant improvement on prediction accuracy, without additional time consumption during testing.

Yue Cao, Yun Xing, Jie Zhang, Di Lin, Tianwei Zhang, Ivor Tsang, Yang Liu, Qing Guo

Large vision-language models (LVLMs) have shown remarkable capabilities in interpreting visual content. While existing works demonstrate these models' vulnerability to deliberately placed adversarial texts, such texts are often easily identifiable as anomalous. In this paper, we present the first approach to generate scene-coherent typographic adversarial attacks that mislead advanced LVLMs while maintaining visual naturalness through the capability of the LLM-based agent. Our approach addresses three critical questions: what adversarial text to generate, where to place it within the scene, and how to integrate it seamlessly. We propose a training-free, multi-modal LLM-driven scene-coherent typographic adversarial planning (SceneTAP) that employs a three-stage process: scene understanding, adversarial planning, and seamless integration. The SceneTAP utilizes chain-of-thought reasoning to comprehend the scene, formulate effective adversarial text, strategically plan its placement, and provide detailed instructions for natural integration within the image. This is followed by a scene-coherent TextDiffuser that executes the attack using a local diffusion mechanism. We extend our method to real-world scenarios by printing and placing generated patches in physical environments, demonstrating its practical implications. Extensive experiments show that our scene-coherent adversarial text successfully misleads state-of-the-art LVLMs, including ChatGPT-4o, even after capturing new images of physical setups. Our evaluations demonstrate a significant increase in attack success rates while maintaining visual naturalness and contextual appropriateness. This work highlights vulnerabilities in current vision-language models to sophisticated, scene-coherent adversarial attacks and provides insights into potential defense mechanisms. We release our code at https://github.com/tsingqguo/scenetap.

Federico Bolelli, Kevin Marchesini, Niels van Nistelrooij, Luca Lumetti, Vittorio Pipoli, Elisa Ficarra, Shankeeth Vinayahalingam, Costantino Grana

Cone-beam computed tomography (CBCT) is a standard imaging modality in orofacial and dental practices, providing essential 3D volumetric imaging of anatomical structures, including jawbones, teeth, sinuses, and neurovascular canals. Accurately segmenting these structures is fundamental to numerous clinical applications, such as surgical planning and implant placement. However, manual segmentation of CBCT scans is time-intensive and requires expert input, creating a demand for automated solutions through deep learning. Effective development of such algorithms relies on access to large, well-annotated datasets, yet current datasets are often privately stored or limited in scope and considered structures, especially concerning 3D annotations. This paper proposes ToothFairy2, a comprehensive, publicly accessible CBCT dataset with voxel-level 3D annotations of 42 distinct classes corresponding to maxillofacial structures. We validate the dataset by benchmarking state-of-the-art neural network models, including convolutional, transformer-based, and hybrid Mamba-based architectures, to evaluate segmentation performance across complex anatomical regions. Our work also explores adaptations to the nnU-Net framework to optimize multi-class segmentation for maxillofacial anatomy. The proposed dataset provides a fundamental resource for advancing maxillofacial segmentation and supports future research in automated 3D image analysis in digital dentistry.

Hongyan Zhi, Peihao Chen, Junyan Li, Shuailei Ma, Xinyu Sun, Tianhang Xiang, Yinjie Lei, Mingkui Tan, Chuang Gan

Research on 3D Vision-Language Models (3D-VLMs) is gaining increasing attention, which is crucial for developing embodied AI within 3D scenes, such as visual navigation and embodied question answering. Due to the high density of visual features, especially in large 3D scenes, accurately locating task-relevant visual information is challenging. Existing works attempt to segment all objectsand consider their features as scene representations. However, these task-agnostic object features include much redundant information and missing details for the task-relevant area. To tackle these problems, we propose LSceneLLM, an adaptive framework that automatically identifies task-relevant areas by leveraging LLM's visual preference for different tasks, followed by a plug-and-play scene magnifier module to capture fine-grained details in focused areas. Specifically, a dense token selector examines the attention map of LLM to identify visual preferences for the instruction input. It then magnifies fine-grained details of the focusing area. An adaptive self-attention module is leveraged to fuse the coarse-grained and selected fine-grained visual information. To comprehensively evaluate the large scene understanding ability of 3D-VLMs, we further introduce a cross-room understanding benchmark, XR-Scene, which contains a series of large scene understanding tasks including XR-QA, XR-EmbodiedPlanning, and XR-SceneCaption. Experiments show that our method surpasses existing methods on both large scene understanding and existing scene understanding benchmarks. Plunging our scene magnifier module into the existing 3D-VLMs also brings significant improvement.

Bencheng Liao, Shaoyu Chen, Haoran Yin, Bo Jiang, Cheng Wang, Sixu Yan, Xinbang Zhang, Xiangyu Li, Ying Zhang, Qian Zhang 等

Recently, the diffusion model has emerged as a powerful generative technique for robotic policy learning, capable of modeling multi-mode action distributions. Leveraging its capability for end-to-end autonomous driving is a promising direction. However, the numerous denoising steps in the robotic diffusion policy and the more dynamic, open-world nature of traffic scenes pose substantial challenges for generating diverse driving actions at a real-time speed. To address these challenges, we propose a novel truncated diffusion policy that incorporates prior multi-mode anchors and truncates the diffusion schedule, enabling the model to learn denoising from anchored Gaussian distribution to the multi-mode driving action distribution. Additionally, we design an efficient cascade diffusion decoder for enhanced interaction with conditional scene context. The proposed model, DiffusionDrive, demonstrates 10x reduction in denoising steps compared to vanilla diffusion policy, delivering superior diversity and quality in just 2 steps. On the planning-oriented NAVSIM dataset, with the aligned ResNet-34 backbone, DiffusionDrive achieves 88.1 PDMS without bells and whistles, setting a new record, while running at a real-time speed of 45 FPS on an NVIDIA 4090. Qualitative results on challenging scenarios further confirm that DiffusionDrive can robustly generate diverse plausible driving actions.

Jingyi Xu, Xieyuanli Chen, Junyi Ma, Jiawei Huang, Jintao Xu, Yue Wang, Ling Pei

The task of occupancy forecasting (OCF) involves utilizing past and present perception data to predict future occupancy states of autonomous vehicle surrounding environments, which is critical for downstream tasks such as obstacle avoidance and path planning. Existing 3D OCF approaches struggle to predict plausible spatial details for movable objects and suffer from slow inference speeds due to neglecting the bias and uneven distribution of changing occupancy states in both space and time. In this paper, we propose a novel spatiotemporal decoupling vision-based paradigm to explicitly tackle the bias and achieve both effective and efficient 3D OCF. To tackle spatial bias in empty areas, we introduce a novel spatial representation that decouples the conventional dense 3D format into 2D bird's-eye view (BEV) occupancy with corresponding height values, enabling 3D OCF derived only from 2D predictions thus enhancing efficiency. To reduce temporal bias on static voxels, we design temporal decoupling to improve end-to-end OCF by temporally associating instances via predicted flows. We develop an efficient multi-head network EfficientOCF to achieve 3D OCF with our devised spatiotemporally decoupled representation. A new metric, conditional IoU (C-IoU), is also introduced to provide a robust 3D OCF performance assessment, especially in datasets with missing or incomplete annotations. The experimental results demonstrate that EfficientOCF surpasses existing baseline methods on accuracy and efficiency, achieving state-of-the-art performance with a fast inference time of 82.33ms with a single GPU. Our code is released at: https://github.com/BIT-XJY/EfficientOCF.

Fan-Yun Sun, Weiyu Liu, Siyi Gu, Dylan Lim, Goutam Bhat, Federico Tombari, Manling Li, Nick Haber, Jiajun Wu

Spatial reasoning is a fundamental aspect of human cognition, enabling intuitive understanding and manipulation of objects in three-dimensional space. While foundation models demonstrate remarkable performance on some benchmarks, they still struggle with 3D reasoning tasks like arranging objects in space according to open-ended language instructions, particularly in dense and physically constrained environments. We introduce LayoutVLM, a framework and scene layout representation that exploits the semantic knowledge of Vision-Language Models (VLMs) and supports differentiable optimization to ensure physical plausibility. LayoutVLM employs VLMs to generate two mutually reinforcing representations from visually marked images, and a self-consistent decoding process to improve VLMs spatial planning. Our experiments show that LayoutVLM addresses the limitations of existing LLM and constraint-based approaches, producing physically plausible 3D layouts better aligned with the semantic intent of input language instructions. We also demonstrate that fine-tuning VLMs with the proposed scene layout representation extracted from existing scene datasets can improve their reasoning performance.

Xiaoqi Li, Jingyun Xu, Mingxu Zhang, Jiaming Liu, Yan Shen, Iaroslav Ponomarenko, Jiahui Xu, Liang Heng, Siyuan Huang, Shanghang Zhang 等

In robotic manipulation, task goals can be conveyed through various modalities, such as language, goal images, and goal videos. However, natural language can be ambiguous, while images or videos may offer overly detailed specifications. To address these challenges, we propose a novel approach using comprehensive multi-modal prompts that explicitly convey both low-level actions and high-level planning in a simple manner. Specifically, for each key-frame in the task sequence, our method allows for manual or automatic generation of simple and expressive 2D visual prompts overlaid on RGB images. These prompts represent the required task goals, such as the end-effector pose and the desired movement direction after contact. We develop a training strategy that enables the model to interpret these visual-language prompts and predict the corresponding contact poses and movement directions in SE(3) space. Furthermore, by sequentially executing all key-frame steps, the model can complete long-horizon tasks. This approach not only helps the model explicitly understand the task objectives but also enhances its robustness on unseen tasks by providing easily interpretable prompts. We evaluate our method in both simulated and real-world environments, demonstrating its robust manipulation capabilities.

Jianwei Yang, Reuben Tan, Qianhui Wu, Ruijie Zheng, Baolin Peng, Yongyuan Liang, Yu Gu, Mu Cai, Seonghyeon Ye, Joel Jang 等

We present Magma, a foundation model that serves multimodal AI agentic tasks in both the digital and physical worlds. Magma is a significant extension of vision-language (VL) models in that it not only retains the VL understanding ability (verbal intelligence) of the latter, but is also equipped with the ability to ground and act in the visual-spatial world (spatial-temporal intelligence). To endow agentic capabilities for tasks ranging from UI navigation to robot manipulation, Magma is trained on large amounts of heterogeneous datasets that span from images, videos to robotics data, where actionable visual objects (e.g. clickable buttons in GUI) in images are labeled by Set-of-Mark (SoM) for action grounding, and object movements (e.g. trace of human hands or robotic arms) in videos are labeled by Trace-of-Mark (ToM) for action planning. Extensive experiments show that SoM and ToM help bridge the gap between verbal and action abilities and significantly enhance spatio-temporal intelligence which is fundamental to agentic tasks, as shown in Fig.1. In particular, Magma creates new state-of-the-art results on UI navigation and robotic manipulation tasks, outperforming previous models that are specifically tailored to these tasks. Moreover, Magma preserves strong multimodal understanding ability and compares favorably to popular large multimodal models that are trained on much larger datasets. We have made our model and code public for reproducibility at https://microsoft.github.io/Magma.

Zhenyu Wu, Yuheng Zhou, Xiuwei Xu, Ziwei Wang, Haibin Yan

Mobile manipulation is the fundamental challenge for robotics to assist humans with diverse tasks and environments in everyday life. However, conventional mobile manipulation approaches often struggle to generalize across different tasks and environments because of the lack of large-scale training.In contrast, recent advances in vision-language-action (VLA) models have shown impressive generalization capabilities, but these foundation models are developed for fixed-base manipulation tasks.Therefore, we propose an efficient policy adaptation framework to transfer pre-trained VLA models of fix-base manipulation to mobile manipulation, so that high generalization ability across tasks and environments can be achieved in mobile manipulation policy.Specifically, we utilize pre-trained VLA models to generate waypoints of the end-effector with high generalization ability. We design motion planning objectives for the mobile base and the robot arm, which aim at maximizing the physical feasibility of the trajectory. Finally, we present an efficient bi-level objective optimization framework for trajectory generation, where the upper-level optimization predicts waypoints for base movement to enhance the manipulator policy space, and the lower-level optimization selects the optimal end-effector trajectory to complete the manipulation task. Extensive experimental results on OVMM and the real world demonstrate that our method achieves a 4.2% higher success rate than the state-of-the-art mobile manipulation, and only requires 50 training cost for real world deployment due to the strong generalization ability in the pre-trained VLA models.

Jingxuan Wei, Cheng Tan, Qi Chen, Gaowei Wu, Siyuan Li, Zhangyang Gao, Linzhuang Sun, Bihui Yu, Ruifeng Guo

We introduce the task of text-to-diagram generation, which focuses on creating structured visual representations directly from textual descriptions. Existing approaches in text-to-image and text-to-code generation lack the logical organization and flexibility needed to produce accurate, editable diagrams, often resulting in outputs that are either unstructured or difficult to modify. To address this gap, we introduce DiagramGenBenchmark, a comprehensive evaluation framework encompassing eight distinct diagram categories, including flowcharts, model architecture diagrams, and mind maps. Additionally, we present DiagramAgent, an innovative framework with four core modules--Plan Agent, Code Agent, Check Agent, and Diagram-to-Code Agent--designed to facilitate both the generation and refinement of complex diagrams. Our extensive experiments, which combine objective metrics with human evaluations, demonstrate that DiagramAgent significantly outperforms existing baseline models in terms of accuracy, structural coherence, and modifiability. This work not only establishes a foundational benchmark for the text-to-diagram generation task but also introduces a powerful toolset to advance research and applications in this emerging area.

Haoqiang Kang, Enna Sachdeva, Piyush Gupta, Sangjae Bae, Kwonjoon Lee

Vision-Language Models (VLMs) have recently shown promising advancements in sequential decision-making tasks through task-specific fine-tuning. However, common fine-tuning methods, such as Supervised Fine-Tuning (SFT) and Reinforcement Learning (RL) techniques like Proximal Policy Optimization (PPO), present notable limitations: SFT assumes Independent and Identically Distributed (IID) data, while PPO focuses on maximizing cumulative rewards. These limitations often restrict solution diversity and hinder generalization in multi-step reasoning tasks. To address these challenges, we introduce a novel framework, GFlowVLM, a framework that fine-tune VLMs using Generative Flow Networks (GFlowNets) to promote generation of diverse solutions for complex reasoning tasks. GFlowVLM models the environment as a non-Markovian decision process, allowing it to capture long-term dependencies essential for real-world applications. It takes observations and task descriptions as inputs to prompt chain-of-thought (CoT) reasoning which subsequently guides action selection. We use task based rewards to fine-tune VLM with GFlowNets. This approach enables VLMs to outperform prior fine-tuning methods, including SFT and RL. Empirical results demonstrate the effectiveness of GFlowVLM on complex tasks such as card games (NumberLine, BlackJack) and embodied planning tasks (ALFWorld), showing enhanced training efficiency, solution diversity, and stronger generalization capabilities across both in-distribution and out-of-distribution scenarios. Project page is available at \href https://mk322.github.io/gflowvlm/ https://mk322.github.io/gflowvlm/ .

Wei Deng, Mengshi Qi, Huadong Ma

Large Vision-Language Models (VLMs), such as GPT-4, have achieved remarkable success across various fields. However, there are few studies on 3D indoor scene generation with VLMs. This paper considers this task as a planning problem subject to spatial and layout common sense constraints. To solve the problem with a VLM, we propose a new global-local tree search algorithm. Globally, the method places each object sequentially and explores multiple placements during each placement process, where the problem space is represented as a tree. To reduce the depth of the tree, we decompose the scene structure hierarchically, i.e. room level, region level, floor object level, and supported object level. The algorithm independently generates the floor objects in different regions and supported objects placed on different floor objects. Locally, we also decompose the sub-task, the placement of each object, into multiple steps. The algorithm searches the tree of problem space. To leverage the VLM model to produce positions of objects, we discretize the top-down view space as a dense grid and fill each cell with diverse emojis to make to cells distinct. We prompt the VLM with the emoji grid and the VLM produces a reasonable location for the object by describing the position with the name of emojis. The quantitative and qualitative experimental results illustrate our approach generates more plausible 3D scenes than state-of-the-art approaches. Our source code is available at https://github.com/dw-dengwei/TreeSearchGen .

Zhongwei Ren, Yunchao Wei, Xun Guo, Yao Zhao, Bingyi Kang, Jiashi Feng, Xiaojie Jin

This work explores whether a deep generative model can learn complex knowledge solely from visual input, in contrast to the prevalent focus on text-based models like large language models (LLMs). We develop VideoWorld, an auto-regressive video generation model trained on unlabeled video data, and test its knowledge acquisition abilities in video-based Go and robotic control tasks. Our experiments reveal two key findings: (1) video-only training provides sufficient information for learning knowledge, including rules, reasoning and planning capabilities, and (2) the representation of visual change is crucial for knowledge acquisition. To improve both the efficiency and efficacy of this process, we introduce the Latent Dynamics Model (LDM) as a key component of VideoWorld. Remarkably, VideoWorld reaches a 5-dan professional level in the Video-GoBench with just a 300-million-parameter model, without relying on search algorithms or reward mechanisms typical in reinforcement learning. In robotic tasks, VideoWorld effectively learns diverse control operations and generalizes across environments, approaching the performance of oracle models in CALVIN and RLBench. This study opens new avenues for knowledge acquisition from visual data, with all code, data, and models open-sourced for further research.