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Trio-Lumen turns plain English into a live perception rule in under a minute: 1️⃣ Language compiles into a structured detection rule 2️⃣ Real-time tracking (~30ms) + VLM semantic judgment per subject 3️⃣ Every alert fires as a structured event — frame, zone, track ID Zero labeling. Zero training. Zero...

10,638 просмотров • 2 месяцев назад •via X (Twitter)

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At Avalon we are building "Real-time creating" - the ability to generate gameplay ready persistent worlds prompted from text. While others are building real-time video world models, Avalon is building real-time world generation inside a fully playable, persistent multiplayer engine. Internally running at 3840×2180 at 60 FPS. Built on Unreal Engine. Multiplayer by default. Persistent by default. Gameplay-ready by default. This is not a video latent replay. Not a simulation of interaction. It is a real 3D world with physics, logic, and authoritative multiplayer state. Avalon is trained on proprietary Avalon interaction data and powered by a hybrid system that combines language understanding, 3D model generation, procedural systems, and structured gameplay logic synthesis. Players can walk through a live world and generate environments, assets, mechanics, and entirely new gameplay modes using natural language. We accomplish this through a combination of 3D model generation, game logic generation based on our proprietary systems, and AI driven world creation. While other players are inside it. Changes persist instantly. State is synchronized in real time. Creation happens inside the world, not outside of it. Describe a biome. Spawn a civilization. Create a survival mode. Build a dungeon crawler. Launch a new game inside the world. Avalon interprets intent and integrates it directly into the live multiplayer environment. This is not a world model predicting video. This is a gameplay engine that understands language. If you can describe it, you can build it. And others can walk into it instantly.

AVALON

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Chinese robotics company Astribot released their latest World-Action Model (WAM), Lumo-2. Technical breakdown: - based on a frozen 🥶 Qwen-3.5 4B VLM - trained in 3 progressive stages: 1. Action is aligned with latent world dynamics (an abstract representation of action). Real-world actions are anchored to physical constraints, while the latent space is guided to focus on motion-relevant changes. This bidirectional relationship makes the model physically grounded -> critical for a world model. 2. Action is aligned with vision and language. Reusing the vision backbone and action encoder from the frozen VLM, the authors add a custom vocabulary (for new actions), a semantic module, an action decoder, and an action projector. This aligns the (new) action representations with the (existing) vision-language semantic space. Most importantly: it builds a direct mapping from natural-language instructions to motor execution. 3. End-to-end training on language, video, and robot data. Only the new modules (everything outside the frozen backbone) are trained end-to-end across temporal reasoning, physical understanding, long-horizon, and dexterous manipulation. At the end of the day, Lumo-2 is not the best on benchmarks, but that's not the point. What's genuinely new: - a way to combine latent world modeling and action generation through progressive alignment - a physically-grounded latent dynamics space - it lifts performance on unseen objects using un-annotated human egocentric video + Vision Pro captures, no special transfer algorithm needed Why it matters: - the whole model is thin trainable adapters (semantic module, action decoder/projector) on a frozen 4B backbone (cheap) - that scale is suited for real-time embedded inference (~2.71× decode speedup, no accuracy loss) - its real moat is long-horizon execution, where the added temporal memory pays off far more than on any other task As a result, this robot can now make your latte (5x sped up video):

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Robotics has a massive, silent bottleneck. It isn’t just data collection—it’s the brutal 1x speed of the physical world. Genesis AI Genesis AI just unveiled Genesis World 1.0, and they are attempting to turn the notorious Sim2Real gap into a pure compute problem. Evaluating a robotics foundation model across edge cases usually means hundreds of hours of physical lab testing. With Genesis World 1.0, what traditionally takes nearly a week of continuous, real-world operation is being compressed into 30 minutes in simulation. What makes this different from just dropping a robot model into an off-the-shelf game engine? 1️⃣ Nyx Renderer: A custom, real-time path-traced engine rendering noise-free 1080p frames in under 4ms. Game engines use rasterization tricks that confuse AI; Nyx uses physically accurate multi-bounce lighting so the model's "eyes" see exactly what real sensors see. 2️⃣ Quadrants Compiler: A custom Python-to-GPU compiler to run heavily parallelized multi-physics simulations (rigid bodies, fluids, deformables) natively across architectures. 3️⃣ Evaluation First: They aren't rushing to train on synthetic data. They are using this purely for closed-loop evaluation to perfect the physics first, currently claiming an impressive 89% correlation with real-world hardware tests. If the industry can accurately evaluate models in simulation without the physical world bottleneck, humanoid development stops moving at wall-clock time and starts scaling with compute.

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New Short Course: Getting Structured LLM Output! Learn how to get structured outputs from your LLM applications in this course, built in partnership with .txt, and taught by Will Kurt, a Founding Engineer, and , Developer Relations Engineer. It's challenging for software to automatically parse through an LLM's freeform text outputs. Structured outputs—like JSON—solve this by converting natural language into consistent, clear, data that a machine can read and process. This course teaches you how to generate structured outputs while building several use cases, including a social media analysis agent. You’ll learn about structured outputs and efficient ways to generate outputs in your defined schema or format. You’ll begin by using structured output APIs, then use re-prompting libraries like “instructor” to generate structured output. Finally, you’ll learn how constrained decoding works; this is a very clever technique in which constraints are applied on each subsequent token generated, blocking any tokens that don’t fit your defined schema. In detail, you’ll: - Learn why structured outputs are important, how they allow for scalable software development, and the different approaches to generate them, including vendor-provided APIs, re-prompting libraries, and structured generation. - Build a simple social media agent using OpenAI’s structured output API, learn how to define a model's desired structured output using Pydantic, and perform basic programming with your outputs, such as importing structured data into a data frame using pandas. - Learn how to use the open-source library "instructor," which checks the structured output of the model and re-prompts the model until it validates the desired output, and explore the limitations of this approach. - Understand how structured generation by the “outlines” library works by modifying LLM logits, on a per-generated-token basis based on the desired format, to give a particular output structure. - Learn how regular expressions, which outlines works with, are represented as finite-state machines, and how they can be used to develop a range of structured outputs beyond JSON. By the end of this course, you’ll have broadened your knowledge of the approaches you can use to get structured outputs from your LLM applications. Please sign up here:

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AI TENNIS ANALYSIS. A FULL COMPUTER VISION SYSTEM. BUILT ON YOLO, PYTORCH, AND KEYPOINT EXTRACTION. Take any tennis match broadcast, any camera angle, any resolution. Feed it into the pipeline. YOLO detects both players and the tennis ball frame by frame. No manual labeling, no pre-annotated dataset. A fine-tuned YOLOv5 model trained on a Roboflow tennis ball dataset handles the ball - the hardest object to track in any sport. Tiny, fast, constantly occluded. The model finds it anyway. Trackers maintain identity across frames so Player 1 stays Player 1 from the first serve to match point. But detection is just the start. A ResNet50 CNN trained in PyTorch predicts court keypoints from every frame - the corners, service lines, baselines, net posts. Fourteen points that define the entire playing surface geometry. From those keypoints the system builds a homography matrix and warps the broadcast perspective into a top-down mini court with real coordinates. Now every player has a position in real space, not pixel space. Every frame becomes a measurement. Every rally becomes a dataset. Player movement speed - calculated from position deltas between frames, converted to meters per second through the homography. Ball shot speed - measured from the ball trajectory across consecutive detections. Number of shots per rally - counted automatically through ball direction changes. All of this rendered live on the video as an overlay. A mini court in the corner showing both players as dots moving in real time. Stats updating after every point. OpenCV handles the rendering. Pandas handles the math. PyTorch handles the intelligence. YOLO handles the eyes. No Hawkeye subscription, no court-embedded sensors, no tracking chips in the ball. A Python script, a trained model, and a GPU. The full code is on GitHub. The tutorial walks through every module - from ball detector training to court keypoint extraction to the final statistical overlay. Professional teams used to need broadcast deals and proprietary hardware for this kind of analysis. Now you build it in an afternoon with open-source tools. Trading here: Computer vision didn't just enter tennis. It made the expensive stuff free.

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