I. Problems / 前沿问题
Hardware × AI / 硬件 × AI
神经形态芯片能加速 MCTS 搜索中的价值评估吗?
Can neuromorphic chips accelerate value evaluation in MCTS search?
当前 MCTS 规划中 LLM 价值函数延迟高达数百毫秒。能否利用 脉冲神经网络(SNN)在 neuromorphic 芯片(如 Intel Loihi)上实现超低延迟的价值评估?这是否能将规划延迟压缩到游戏实时帧率以内?
Current LLM value functions in MCTS planning incur hundreds of milliseconds of latency. Can Spiking Neural Networks (SNN) on neuromorphic chips like Intel Loihi achieve ultra-low-latency value evaluation? Could this compress planning latency within real-time game framerates?
Game Host × Edge / 游戏主机 × 边缘
如何在游戏主机上运行轻量级内容感知模型?
How to run lightweight content perception models on game consoles?
PS5 / Xbox Series 的定制 APU 拥有被忽视的 AI 加速能力。能否将 感知引擎压缩为 <50MB 的量化模型,直接在游戏主机上实时提取内容图谱,而不依赖云端往返?
PS5/Xbox Series custom APUs have overlooked AI acceleration capabilities. Can the perception engine be compressed into a <50MB quantized model, running directly on game consoles to extract content graphs in real-time, eliminating cloud round-trips?
AI × Algorithms / AI × 算法
LLM 能否产生可验证的因果变换链?
Can LLMs produce verifiable causal transformation chains?
Udify 的 CDL Patch 需要可验证性。如何让 LLM 在生成变换计划时,同时输出形式化的因果推理链,使得每个 Patch 操作都可以被 SMT 求解器自动验证一致性?
Udify's CDL Patch requires verifiability. Can we make LLMs output formal causal reasoning chains alongside transformation plans, enabling each Patch operation to be automatically verified for consistency by SMT solvers?
RL × Personality / 强化学习 × 个性
强化学习如何从用户反馈中演化出个性化审美模型?
How can RL evolve personalized aesthetic models from user feedback?
当前审美模型是静态的。能否用 在线强化学习 + 贝叶斯偏好学习,让系统从每个用户的隐式反馈(停留时长、重试率、分叉行为)中实时演化出个性化审美函数?
Current aesthetic models are static. Can we use online RL + Bayesian preference learning to let the system evolve personalized aesthetic functions in real-time from each user's implicit feedback (dwell time, retry rate, fork behavior)?
Math × Content / 数学 × 内容
如何用范畴论形式化验证跨媒介变换的一致性?
How to formalize and verify cross-media transformation consistency using category theory?
游戏→小说→视频的跨媒介变换缺乏形式化保证。能否用 范畴论语义 定义变换函子的保结构性质,从而在变换前自动验证目标媒介的可达性?
Cross-media transformations (game→novel→video) lack formal guarantees. Can we use categorical semantics to define structure-preserving properties of transformation functors, automatically verifying target medium reachability before transformation?
Physics × Systems / 物理 × 系统
内容适应度景观中的相变点如何被算法自动识别?
How can phase transition points in content fitness landscapes be algorithmically detected?
类比统计物理中的相变检测。能否用 信息几何 + 拓扑数据分析,在内容的高维特征空间中自动定位"临界参数",在相变点附近进行最经济但最有冲击力的变换?
Analogous to phase transition detection in statistical physics. Can we use information geometry + topological data analysis to automatically locate "critical parameters" in high-dimensional content feature space, executing the most economical yet impactful transformations near phase transition points?
Game Art × AI / 游戏艺术 × AI
如何从游戏引擎二进制中自动重建可编辑的内容图谱?
How to automatically reconstruct editable content graphs from game engine binaries?
Unity / Unreal 的运行时资产是黑盒。能否结合 逆向工程 + 程序分析 + 神经网络反编译,从打包的游戏中自动提取出带语义标注的内容图谱(Content Graph)?
Unity/Unreal runtime assets are black boxes. Can we combine reverse engineering + program analysis + neural decompilation to automatically extract semantically annotated Content Graphs from packaged games?
Rendering × Intent / 渲染 × 意图
如何在实时渲染管线中嵌入"意图驱动"的实时魔改?
How to embed "intent-driven" real-time modding into rendering pipelines?
当前魔改是离线的。能否在 Vulkan/Metal 着色器中嵌入意图解析器,让玩家在游戏过程中实时说出"更暗黑一点",渲染管线即时调整光照、后处理和材质参数?
Current modding is offline. Can we embed intent parsers into Vulkan/Metal shaders, allowing players to say "make it darker" mid-gameplay, with the rendering pipeline instantly adjusting lighting, post-processing, and material parameters?
Cloud × Security / 云 × 安全
如何在沙箱中实现零信任的内容变换验证?
How to achieve zero-trust content transformation verification in sandboxes?
gVisor 等沙箱仍有逃逸风险。能否结合 形式化验证 + eBPF 沙箱 + 可信执行环境(TEE),构建一个可以运行不可信用户上传变换脚本的零信任执行环境?
Sandboxes like gVisor still carry escape risks. Can we combine formal verification + eBPF sandboxes + TEE (Trusted Execution Environments) to build a zero-trust execution environment for untrusted user-uploaded transformation scripts?
Distributed × Content / 分布式 × 内容
如何用 DHT 构建去中心化的内容图谱存储?
How to build decentralized content graph storage using DHT?
当前内容图谱集中在 Neo4j。能否用 分布式哈希表(如 IPFS + CRDT) 构建一个去中心化的内容图谱网络,让每个 Mod 创作者都成为图谱的一个节点,实现真正的 P2P 内容演化?
Current content graphs are centralized in Neo4j. Can we use Distributed Hash Tables (e.g., IPFS + CRDTs) to build a decentralized content graph network, where every Mod creator becomes a node in the graph, enabling true P2P content evolution?