Latent Dynamics · 2026-10-08
LeCuration: A Tiny World Model as a Data Curation Multi-Tool
Mayank Sengupta, Nirmit Desai, Eric Song, Kunal Sawarkar
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TL;DR
The authors train LeCuration, a small predictive world model for data curation on CS:GO gameplay. Using LeWorldModel-style latent encoder/predictor with a DiT decoder and TAESD latents, they show that CLS embeddings support content-based clustering and anomaly detection via embedding divergence during autoregressive rollouts. The paper is a qualitative proof-of-concept and does not report quantitative curation metrics or downstream results.
Why it matters
The work targets an unmet need in physical AI data curation: learning what is typical, rare, or surprising in a dataset without physics-engine state access or labeled annotations. If embeddings and prediction divergence reliably highlight problematic or novel data, a small scout model could enable scalable curation before training larger downstream world models.
Method
- Train LeCuration on CS:GO (de_dust2) gameplay by compressing frames into TAESD latents, encoding them to a 196-dim CLS world state, and using a causal transformer predictor over a 6-step history plus action embeddings to predict the next CLS embedding.
- Use CLS embeddings for content-based clustering (UMAP + HDBSCAN) to organize gameplay into semantically coherent clusters and support degenerate-content filtering and rebalancing heuristics.
- Run the predictor autoregressively and score unsupervised anomaly candidates using Euclidean embedding divergence between predicted and ground-truth encoded world states; decode embeddings with a DiT (for visualization).
Limitation
The current limitation is that the anomaly signal is not physics-specific: spikes can arise from accumulated rollout error or out-of-distribution actions, and isolating physics-caused divergence would require a model pretrained on a wide corpus of real-world data rather than just gameplay.
Abstract (from arXiv)
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.
Related papers
Publication record
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First public release: 2026-10-07 · Indexed by Pub-AI: 2026-10-08 UTC
LeCuration: A Tiny World Model as a Data Curation Multi-Tool
Preprint posted: 2026-10-07 · Original record ↗
- arxiv
- 2610.09285
Explicit source versions (1)
- v1 · 2026-10-07
- Preprint available
Source date: 2026-10-07 · First detected: 2026-10-25 UTC · Historical baseline
Source evidence (1)
- Official evidence ↗ · atom:published (official metadata)
Abstract · arxiv
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.