# SIMS: Simulating Stylized Human-Scene Interactions with Retrieval-Augmented Script Generation

arXiv: https://arxiv.org/abs/2411.19921 · HTML: https://mlsanity.com/paper/2411.19921/

## Key facts

- Cited by 12 papers in the map (data through 14 Oct 2026).
- Placed in Multimodal RAG, one of 15 directions in Retrieval-augmented generation.
- Builds on 43 of its 58 references that are in the map.
- First posted on arXiv 29 Nov 2024.

## Placed in

- Retrieval-augmented generation / [Multimodal RAG](https://mlsanity.com/rag/multimodal-rag/)

## Builds on (most cited first, 30 of 43)

- [Learning Transferable Visual Models From Natural Language Supervision](https://mlsanity.com/paper/2103.00020/) (2021)
- [GPT-4 Technical Report](https://mlsanity.com/paper/2303.08774/) (2023)
- [Retrieval-Augmented Generation for Knowledge-Intensive NLP Tasks](https://mlsanity.com/paper/2005.11401/) (2020)
- [Sentence-BERT: Sentence Embeddings using Siamese BERT-Networks](https://mlsanity.com/paper/1908.10084/) (2019)
- [AMASS: Archive of Motion Capture as Surface Shapes](https://mlsanity.com/paper/1904.03278/) (2019)
- [Human Motion Diffusion Model](https://mlsanity.com/paper/2209.14916/) (2022)
- [Isaac Gym: High Performance GPU-Based Physics Simulation For Robot Learning](https://mlsanity.com/paper/2108.10470/) (2021)
- [MotionDiffuse: Text-Driven Human Motion Generation with Diffusion Model](https://mlsanity.com/paper/2208.15001/) (2022)
- [MotionGPT: Human Motion as a Foreign Language](https://mlsanity.com/paper/2306.14795/) (2023)
- [PartNet: A Large-scale Benchmark for Fine-grained and Hierarchical Part-level 3D Object Understanding](https://mlsanity.com/paper/1812.02713/) (2018)
- [MotionCLIP: Exposing Human Motion Generation to CLIP Space](https://mlsanity.com/paper/2203.08063/) (2022)
- [3D-FRONT: 3D Furnished Rooms with layOuts and semaNTics](https://mlsanity.com/paper/2011.09127/) (2020)
- [PhysDiff: Physics-Guided Human Motion Diffusion Model](https://mlsanity.com/paper/2212.02500/) (2022)
- [Perpetual Humanoid Control for Real-time Simulated Avatars](https://mlsanity.com/paper/2305.06456/) (2023)
- [Stochastic Scene-Aware Motion Prediction](https://mlsanity.com/paper/2108.08284/) (2021)
- [HUMANISE: Language-conditioned Human Motion Generation in 3D Scenes](https://mlsanity.com/paper/2210.09729/) (2022)
- [Scaling Up Dynamic Human-Scene Interaction Modeling](https://mlsanity.com/paper/2403.08629/) (2024)
- [COUCH: Towards Controllable Human-Chair Interactions](https://mlsanity.com/paper/2205.00541/) (2022)
- [MaskedMimic: Unified Physics-Based Character Control Through Masked Motion Inpainting](https://mlsanity.com/paper/2409.14393/) (2024)
- [Synthesizing Diverse Human Motions in 3D Indoor Scenes](https://mlsanity.com/paper/2305.12411/) (2023)
- [Synthesizing Physical Character-Scene Interactions](https://mlsanity.com/paper/2302.00883/) (2023)
- [CALM: Conditional Adversarial Latent Models for Directable Virtual Characters](https://mlsanity.com/paper/2305.02195/) (2023)
- [Unified Human-Scene Interaction via Prompted Chain-of-Contacts](https://mlsanity.com/paper/2309.07918/) (2023)
- [TLControl: Trajectory and Language Control for Human Motion Synthesis](https://mlsanity.com/paper/2311.17135/) (2023)
- [Towards Diverse and Natural Scene-aware 3D Human Motion Synthesis](https://mlsanity.com/paper/2205.13001/) (2022)
- [EMDM: Efficient Motion Diffusion Model for Fast and High-Quality Motion Generation](https://mlsanity.com/paper/2312.02256/) (2023)
- [Move as You Say, Interact as You Can: Language-guided Human Motion Generation with Scene Affordance](https://mlsanity.com/paper/2403.18036/) (2024)
- [Generating Human Interaction Motions in Scenes with Text Control](https://mlsanity.com/paper/2404.10685/) (2024)
- [CIRCLE: Capture In Rich Contextual Environments](https://mlsanity.com/paper/2303.17912/) (2023)
- [Real-Time Style Modelling of Human Locomotion via Feature-Wise Transformations and Local Motion Phases](https://mlsanity.com/paper/2201.04439/) (2022)

## Built on by (most cited first, 12 of 12)

- [3D Scene Generation: A Survey](https://mlsanity.com/paper/2505.05474/) (2025)
- [PhysHSI: Towards a Real-World Generalizable and Natural Humanoid-Scene Interaction System](https://mlsanity.com/paper/2510.11072/) (2025)
- [MOSPA: Human Motion Generation Driven by Spatial Audio](https://mlsanity.com/paper/2507.11949/) (2025)
- [ModSkill: Physical Character Skill Modularization](https://mlsanity.com/paper/2502.14140/) (2025)
- [ViStoryBench: Comprehensive Benchmark Suite for Story Visualization](https://mlsanity.com/paper/2505.24862/) (2025)
- [Advances in 4D Representation: Geometry, Motion, and Interaction](https://mlsanity.com/paper/2510.19255/) (2025)
- [InfBaGel: Human-Object-Scene Interaction Generation with Dynamic Perception and Iterative Refinement](https://mlsanity.com/paper/2604.04843/) (2026)
- [EmbodMocap: In-the-Wild 4D Human-Scene Reconstruction for Embodied Agents](https://mlsanity.com/paper/2602.23205/) (2026)
- [AHAP: Reconstructing Arbitrary Humans from Arbitrary Perspectives with Geometric Priors](https://mlsanity.com/paper/2602.23951/) (2026)
- [Towards Highly-Constrained Human Motion Generation with Retrieval-Guided Diffusion Noise Optimization](https://mlsanity.com/paper/2605.08054/) (2026)
- [ComplexMimic: Human-Scene Interaction Imitation in Complex 3D Environments](https://mlsanity.com/paper/2607.02034/) (2026)
- [Progressively Learning Heterogeneous Skills in a Unified Latent Space](https://mlsanity.com/paper/2608.23258/) (2026)

## Abstract (arXiv)

Simulating stylized human-scene interactions (HSI) in physical environments is a challenging yet fascinating task. Prior works emphasize long-term execution but fall short in achieving both diverse style and physical plausibility. To tackle this challenge, we introduce a novel hierarchical framework named SIMS that seamlessly bridges highlevel script-driven intent with a low-level control policy, enabling more expressive and diverse human-scene interactions. Specifically, we employ Large Language Models with Retrieval-Augmented Generation (RAG) to generate coherent and diverse long-form scripts, providing a rich foundation for motion planning. A versatile multicondition physics-based control policy is also developed, which leverages text embeddings from the generated scripts to encode stylistic cues, simultaneously perceiving environmental geometries and accomplishing task goals. By integrating the retrieval-augmented script generation with the multi-condition controller, our approach provides a unified solution for generating stylized HSI motions. We further introduce a comprehensive planning dataset produced by RAG and a stylized motion dataset featuring diverse locomotions and interactions. Extensive experiments demonstrate SIMS's effectiveness in executing various tasks and generalizing across different scenarios, significantly outperforming previous methods.
