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This paper introduces LeCuration, a compact world model designed to curate data for physical AI agents operating in closed environments like warehouses or video games. By leveraging embeddings from a latent encoder and predictor augmented with a diffusion transformer decoder, the method enables anomaly detection, content clustering, and action-state consistency checks without yet reporting quantitative downstream metrics. The work represents a significant step toward efficient data organization for robotics and simulation-based learning systems.
LeCuration: A Tiny World Model as a Data Curation Multi-Tool
arXiv:2610.09285v1 Announce Type: new Abstract: Many applications of physical AI run within finite or closed physical worlds with a limited set of physical laws governing object behavior. Examples include robots working in a warehouse and agents moving around in a video game. In order to better organize, filter, and curate data for physical AI applications, we propose a new approach centered on the unique settings and physical laws of individual datasets. We train LeCuration, a small world model intended to serve as a data curation tool for a separate, larger downstream model. To build this model, we choose LeWorldModel (LeWM)as our latent encoder and predictor, adding a diffusion transformer (DiT) decoder to add visuals to autoregressive gameplay rollout. We find that the embeddings of this model can be used as an anomaly detection signal and as a content-based clustering heuristic, and that auto-regressively predicting the game state with this model allows us to qualitatively check for action-state consistency. This paper presents a qualitative, proof-of-concept case study on CS:GO gameplay data; we do not yet report quantitative curation metrics or downstream training results, which we identify as the key next step.
Abstract:Many applications of physical AI run within finite or closed physical worlds with a limited set of physical laws governing object behavior. Examples include robots working in a warehouse and agents moving around in a video game. In order to better organize, filter, and curate data for physical AI applications, we propose a new approach centered on the unique settings and physical laws of individual datasets. We train LeCuration, a small world model intended to serve as a data curation tool for a separate, larger downstream model. To build this model, we choose LeWorldModel (LeWM)as our latent encoder and predictor, adding a diffusion transformer (DiT) decoder to add visuals to autoregressive gameplay rollout. We find that the embeddings of this model can be used as an anomaly detection signal and as a content-based clustering heuristic, and that auto-regressively predicting the game state with this model allows us to qualitatively check for action-state consistency. This paper presents a qualitative, proof-of-concept case study on CS:GO gameplay data; we do not yet report quantitative curation metrics or downstream training results, which we identify as the key next step.
Machine Learning (cs.LG); Artificial Intelligence (cs.AI); Computer Vision and Pattern Recognition (cs.CV); Robotics (cs.RO)
I.2.10; H.3.3; I.4.8
arXiv:2610.09285 [cs.LG]
(or arXiv:2610.09285v1 [cs.LG] for this version)
https://doi.org/10.48550/arXiv.2610.09285 Focus to learn more arXiv-issued DOI via DataCite (pending registration)
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