Learning how an environment behaves from interaction is central to building agents that adapt to unfamiliar tasks. World models learned with deep networks are flexible but data-hungry and transfer poorly beyond their training distribution. Program-synthesized world models, written as source code by LLMs and refined through counterexample-guided inductive synthesis (CEGIS), are instead data-efficient and reusable, yet they have been demonstrated mainly on structured-state worlds with a given object vocabulary, and a single program search does not scale to pixel-rendered environments whose object structure must be hypothesized flexibly. We introduce OPINE-World, an LLM agent that learns an object-centric programmatic world model online from interaction. OPINE-World couples two cooperating agents in a loop of hypothesis and test, one acting in the environment and one synthesizing the model in code with replay verification and model-based planning, and it steers exploration with a Bayesian measure of object-type adequacy we call ontology error. We evaluate OPINE-World on ARC-AGI-3, a benchmark for skill-acquisition efficiency in which the object vocabulary, the goal, and the action semantics are withheld. OPINE-World solves 20 of 25 games without per-game training and reaches an action-efficiency score of 78.4 against the human baseline.
Graphs are commonly visualized in 2D, where humans readily interpret spatial relationships, yet such layouts often distort higher-dimensional structure. We propose to embed graphs in high-dimensional space and search for informative 2D viewpoints that optimize aesthetic and readability metrics (e.g., edge crossings and angular resolution), enabled by a novel differentiable surrogate for edge crossings. Numerical experiments show that these viewpoints consistently outperform standard 2D layouts, and can even surpass methods explicitly designed to optimize these metrics. We further introduce DataFly, an interactive system for exploring multiple candidate viewpoints through seamless navigation. A usability study demonstrates that our approach reveals structural patterns that remain hidden in conventional 2D visualizations.
Kai Lawonn, Tobias Günther, Monique Meuschkecs.CV cs.HC
We present a design rationale, embedding model, and interactive visual-analysis system for exploring large wristwatch collections through heterogeneous visual and semantic attributes. The system addresses a common limitation of catalog and e-commerce interfaces: users can filter by metadata, but they receive little support for open-ended exploration of visual similarity, stylistic alternatives, and mixed aesthetic-functional criteria. We therefore represent watches with separate attribute graphs for dial color and dial design, while using watch type as an explicit semantic organizer. Dials are segmented with a U-Net, watch types are predicted with a Vision Transformer, colors are represented through a shared CIELAB reference palette, and dial structure is described with a gradient-based image descriptor. We extend UMAP by combining attribute-specific neighborhood graphs in a unified probabilistic objective and by adding a class-aware layout term that separates global type structure from local visual neighborhoods. The resulting map is exposed in an interactive interface with spatial navigation, metadata filtering, detail inspection, and search-by-example insertion. We evaluate the approach through parameter analysis, runtime measurements, and a qualitative pilot study with watch experts and novices. The results suggest that the system supports discovery and comparison, while also revealing limitations in scalability assessment, search-by-example validation, and the need for broader domain studies. We explicitly discuss these limitations and derive design implications for multi-attribute latent-space visualization across heterogeneous visual collections.