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Oct 15

WorldCast: Distributed Multiplayer World Models

Multiplayer world models must generate independently controlled views with consistent representations of both players and their shared environment. Most existing approaches coordinate multiple players through joint multi-view generation, whose cost grows with each additional player. We present WorldCast, a distributed multiplayer world model in which each player runs a local client comprising a video generator and a state model. Using recorded player positions and map geometry during training, the state model estimates the player's position from generated video and control inputs. Clients exchange player states and project them into camera-aligned player state fields that guide where and how other players are rendered. Shared scene state enables clients to reuse one another's generated observations to maintain consistent scene appearance across views. Experiments on Counter-Strike 2 demonstrate WorldCast's consistency, real-time performance, and distributed scalability. The camera-aligned player state field improves player rendering rates by over an order of magnitude over joint-generation methods, while shared scene state improves visual consistency over whole rounds. Each client runs in real time and exchanges only player and scene states, enabling scalable multiplayer generation without a centralized computational bottleneck. Image quality remains stable over hour-long rollouts.

Multiplayer Interactive World Models with Representation Autoencoders

We introduce the first multiplayer world model for highly dynamic environments governed by complex physical interactions. Whereas single-player world models treat the other agents as part of the environment, ours conditions on the action streams of multiple agents, learning to attribute changes in the scene to the correct player and to stay coherent under arbitrary combinations of their actions. We study this problem in the game of Rocket League, where players compete and cooperate under fast, tightly coupled dynamics. Trained on 10,000 hours of gameplay collected with publicly available bots, our 5-billion-parameter latent diffusion model generates four-player matches in real time, producing 20 frames per second on a single Nvidia B200 GPU. Although trained only on short clips, its rollouts stay stable far beyond the training horizon: distributional quality holds steady out to five minutes, the longest horizon we measure, and in practice we observe rollouts continuing for hours with no sign of collapse. We systematically investigate the central design choices: the video codec, the generative objective, and the multiplayer conditioning scheme. In addition, we characterize how behavior changes with model and data scale, including the capabilities that emerge and the failure modes that persist. We further develop targeted evaluations that probe the model's physical understanding rather than visual appearance alone. To support continued research on multiplayer world models, we release our dataset, our full training and inference codebase, and a live demo.

  • 27 authors
·
Jul 5 1

What-If Analysis of Large Language Models: Explore the Game World Using Proactive Thinking

Large language models (LLMs) excel at processing information reactively but lack the ability to systemically explore hypothetical futures. They cannot ask, "what if we take this action? how will it affect the final outcome" and forecast its potential consequences before acting. This critical gap limits their utility in dynamic, high-stakes scenarios like strategic planning, risk assessment, and real-time decision making. To bridge this gap, we propose WiA-LLM, a new paradigm that equips LLMs with proactive thinking capabilities. Our approach integrates What-If Analysis (WIA), a systematic approach for evaluating hypothetical scenarios by changing input variables. By leveraging environmental feedback via reinforcement learning, WiA-LLM moves beyond reactive thinking. It dynamically simulates the outcomes of each potential action, enabling the model to anticipate future states rather than merely react to the present conditions. We validate WiA-LLM in Honor of Kings (HoK), a complex multiplayer game environment characterized by rapid state changes and intricate interactions. The game's real-time state changes require precise multi-step consequence prediction, making it an ideal testbed for our approach. Experimental results demonstrate WiA-LLM achieves a remarkable 74.2% accuracy in forecasting game-state changes (up to two times gain over baselines). The model shows particularly significant gains in high-difficulty scenarios where accurate foresight is critical. To our knowledge, this is the first work to formally explore and integrate what-if analysis capabilities within LLMs. WiA-LLM represents a fundamental advance toward proactive reasoning in LLMs, providing a scalable framework for robust decision-making in dynamic environments with broad implications for strategic applications.

  • 8 authors
·
Sep 5, 2025

Multics: Generative Multi-Player World Model with Hierarchical Communication

Multi-player interactive world models aim to simulate shared environments from multiple players' perspectives, but achieving robust generation while scaling to more players remains challenging. Existing approaches that rely on fully-connected communication (e.g., Solaris) incur quadratic attention costs as the number of players grows, while centralized approaches (e.g., γ-World) suffer from interference between unrelated events in a shared global representation. To address these challenges, we present Multics, a multi-player video generation framework with hierarchical communication that structures information exchange across player, group, and global levels. This hierarchy introduces group tokens into self-attention as intermediate group-level representations that aggregate locally relevant player information. These tokens connect to global tokens for cross-group communication, while the hierarchical topology limits direct mixing between unrelated local events. Group-token parameters are shared across group slots, allowing the same communication module to accommodate varying numbers of players without introducing new group-specific parameters. We further propose budget-constrained dynamic grouping based on recent camera trajectories, which adaptively groups relevant players while limiting unnecessary communication. Experiments demonstrate that Multics achieves state-of-the-art performance in 4- and 6-player settings, with improved cross-player consistency, player-specific action and camera controllability, and interference robustness. Moreover, Multics generalizes from 4-player training to 6-, 8-, and 10-player inference without retraining, while reducing self-attention computation compared with fully-connected communication.

Gamma-World: Generative Multi-Agent World Modeling Beyond Two Players

World models for interactive video generation have largely focused on single-agent settings, where future observations are generated from a single control signal. However, many generated environments require multi-agent interaction: multiple players, robots, or embodied agents act simultaneously within a shared space. Scaling world models to such settings requires a principled multi-agent design: agents should remain independently controllable, permutation-symmetric, and support efficient inference while maintaining consistency across time and perspectives. In this paper, we present our generative multi-agent world model for interactive simulation. It introduces Simplex Rotary Agent Encoding, a parameter-free extension of 3D RoPE that represents agents as vertices of a regular simplex in rotary angle space. This gives each agent a distinct phase while making all agents permutation-equivalent, enabling scalable agent identity without learned per-slot identities or a fixed agent ordering. To avoid dense all-to-all attention across agents, we further propose Sparse Hub Attention, where learnable hub tokens mediate token interaction across agents, reducing cross-agent attention cost from quadratic to linear in the number of agents. For real-time rollout, we distill a full-context diffusion teacher into a causal student that generates temporal blocks sequentially with KV caching, enabling action-responsive generation at 24 FPS. Experiments in multiplayer virtual environments show that our model improves video fidelity, action controllability, and inter-agent consistency over slot-based and dense-attention baselines, while generalizing from two to four players without additional training.

nvidia NVIDIA
·
May 26 2

The GEST-Engine: From Event Graphs to Synthetic Video. A Full Technical Report

We present the GEST-Engine, a complete system that goes from natural-language text to fully-annotated multi-actor video. At its core is an explicit world model: rather than encoding state as a learned latent, the engine maintains a complete, inspectable representation of the world (which actors exist, where they are, what they are doing, which objects they hold, and how events relate in time and space), expressed as a formal Graph of Events in Space and Time (GEST) and realized deterministically inside the open world of a commercial game engine driven through an open-source multiplayer scripting framework. GESTs are produced either procedurally or by an agentic text-to-GEST system in which an LLM Director plans a story through tool calls validated by a programmatic state backend, so every generated specification is executable by construction. A GEST then enters a four-stage execution pipeline: graph parsing and validation, entity and action grounding, temporal orchestration (Allen-style constraints resolved by Floyd-Warshall transitive closure), and execution and capture. In a single simulation pass the engine emits frame-aligned RGB video, dense per-pixel depth, instance segmentation, per-actor skeletal pose, per-frame pairwise spatial-relation graphs, 2D bounding boxes, event-to-frame temporal mappings, and natural-language descriptions, all at zero marginal annotation cost. We further describe an in-game world editor, runtime capability extraction, a text-generation pipeline, and a production system that renders corpora at scale across parallel virtual machines. Because every frame traces back to a semantic specification, the engine guarantees object permanence, multi-actor coordination, and temporal consistency by construction, making its output valuable as training data, evaluation benchmarks, and diagnostic tools for video understanding.

  • 3 authors
·
Jul 13

PokerGPT: An End-to-End Lightweight Solver for Multi-Player Texas Hold'em via Large Language Model

Poker, also known as Texas Hold'em, has always been a typical research target within imperfect information games (IIGs). IIGs have long served as a measure of artificial intelligence (AI) development. Representative prior works, such as DeepStack and Libratus heavily rely on counterfactual regret minimization (CFR) to tackle heads-up no-limit Poker. However, it is challenging for subsequent researchers to learn CFR from previous models and apply it to other real-world applications due to the expensive computational cost of CFR iterations. Additionally, CFR is difficult to apply to multi-player games due to the exponential growth of the game tree size. In this work, we introduce PokerGPT, an end-to-end solver for playing Texas Hold'em with arbitrary number of players and gaining high win rates, established on a lightweight large language model (LLM). PokerGPT only requires simple textual information of Poker games for generating decision-making advice, thus guaranteeing the convenient interaction between AI and humans. We mainly transform a set of textual records acquired from real games into prompts, and use them to fine-tune a lightweight pre-trained LLM using reinforcement learning human feedback technique. To improve fine-tuning performance, we conduct prompt engineering on raw data, including filtering useful information, selecting behaviors of players with high win rates, and further processing them into textual instruction using multiple prompt engineering techniques. Through the experiments, we demonstrate that PokerGPT outperforms previous approaches in terms of win rate, model size, training time, and response speed, indicating the great potential of LLMs in solving IIGs.

  • 5 authors
·
Jan 4, 2024 1

World Reasoning Arena

World models (WMs) are intended to serve as internal simulators of the real world that enable agents to understand, anticipate, and act upon complex environments. Existing WM benchmarks remain narrowly focused on next-state prediction and visual fidelity, overlooking the richer simulation capabilities required for intelligent behavior. To address this gap, we introduce WR-Arena, a comprehensive benchmark for evaluating WMs along three fundamental dimensions of next world simulation: (i) Action Simulation Fidelity, the ability to interpret and follow semantically meaningful, multi-step instructions and generate diverse counterfactual rollouts; (ii) Long-horizon Forecast, the ability to sustain accurate, coherent, and physically plausible simulations across extended interactions; and (iii) Simulative Reasoning and Planning, the ability to support goal-directed reasoning by simulating, comparing, and selecting among alternative futures in both structured and open-ended environments. We build a task taxonomy and curate diverse datasets designed to probe these capabilities, moving beyond single-turn and perceptual evaluations. Through extensive experiments with state-of-the-art WMs, our results expose a substantial gap between current models and human-level hypothetical reasoning, and establish WR-Arena as both a diagnostic tool and a guideline for advancing next-generation world models capable of robust understanding, forecasting, and purposeful action. The code is available at https://github.com/MBZUAI-IFM/WR-Arena.

  • 18 authors
·
Mar 26

HY-World 2.0: A Multi-Modal World Model for Reconstructing, Generating, and Simulating 3D Worlds

We introduce HY-World 2.0, a multi-modal world model framework that advances our prior project HY-World 1.0. HY-World 2.0 accommodates diverse input modalities, including text prompts, single-view images, multi-view images, and videos, and produces 3D world representations. With text or single-view image inputs, the model performs world generation, synthesizing high-fidelity, navigable 3D Gaussian Splatting (3DGS) scenes. This is achieved through a four-stage method: a) Panorama Generation with HY-Pano 2.0, b) Trajectory Planning with WorldNav, c) World Expansion with WorldStereo 2.0, and d) World Composition with WorldMirror 2.0. Specifically, we introduce key innovations to enhance panorama fidelity, enable 3D scene understanding and planning, and upgrade WorldStereo, our keyframe-based view generation model with consistent memory. We also upgrade WorldMirror, a feed-forward model for universal 3D prediction, by refining model architecture and learning strategy, enabling world reconstruction from multi-view images or videos. Also, we introduce WorldLens, a high-performance 3DGS rendering platform featuring a flexible engine-agnostic architecture, automatic IBL lighting, efficient collision detection, and training-rendering co-design, enabling interactive exploration of 3D worlds with character support. Extensive experiments demonstrate that HY-World 2.0 achieves state-of-the-art performance on several benchmarks among open-source approaches, delivering results comparable to the closed-source model Marble. We release all model weights, code, and technical details to facilitate reproducibility and support further research on 3D world models.

  • 45 authors
·
Apr 14 8

World Editing: Intervening on Executable Worlds at Increasing Depth

Interactive world models are increasingly capable of generating environments and acting within them, yet deliberately editing an existing executable world remains underexplored. We formulate world editing as intervening on an existing world while preserving properties that should remain unchanged, and introduce intervention depth as an axis describing how strongly an edit couples world entities, dynamics, and systems. We instantiate this capability through industry-grade game modding and introduce IGMWorld, together with IGMBench, a benchmark of 110 tasks and over 1.1K executable state and behavioral criteria across Minecraft and Terraria. The tasks span property, entity, dynamics, and system interventions and are evaluated through deterministic executability, behavioral, preservation, and visual checks. Frontier coding agents already exhibit substantial world-editing capability: the strongest configuration solves 78.2% of tasks under a strict task-level criterion, while criterion-level performance reaches 94.8%. Reliability generally decreases with intervention depth, and this pattern persists even among tasks with similar numbers of evaluation criteria. Most failed edits still build and load successfully, suggesting that the main difficulty is making the edited world behave as requested. Visual consistency remains a separate weakness, with all evaluated configurations below 50% joint visual pass rate. These results show that world editing is a distinct capability from world generation and interaction, and that executable games provide a practical testbed for studying it.

Simulating the Visual World with Artificial Intelligence: A Roadmap

The landscape of video generation is shifting, from a focus on generating visually appealing clips to building virtual environments that support interaction and maintain physical plausibility. These developments point toward the emergence of video foundation models that function not only as visual generators but also as implicit world models, models that simulate the physical dynamics, agent-environment interactions, and task planning that govern real or imagined worlds. This survey provides a systematic overview of this evolution, conceptualizing modern video foundation models as the combination of two core components: an implicit world model and a video renderer. The world model encodes structured knowledge about the world, including physical laws, interaction dynamics, and agent behavior. It serves as a latent simulation engine that enables coherent visual reasoning, long-term temporal consistency, and goal-driven planning. The video renderer transforms this latent simulation into realistic visual observations, effectively producing videos as a "window" into the simulated world. We trace the progression of video generation through four generations, in which the core capabilities advance step by step, ultimately culminating in a world model, built upon a video generation model, that embodies intrinsic physical plausibility, real-time multimodal interaction, and planning capabilities spanning multiple spatiotemporal scales. For each generation, we define its core characteristics, highlight representative works, and examine their application domains such as robotics, autonomous driving, and interactive gaming. Finally, we discuss open challenges and design principles for next-generation world models, including the role of agent intelligence in shaping and evaluating these systems. An up-to-date list of related works is maintained at this link.

  • 6 authors
·
Nov 11, 2025 3

PlayWorld: Benchmarking World Models with Agent Players over Long-Horizon Objectives

Video world models simulate future states conditioned on current observations and user actions. Recent systems have demonstrated impressive video consistency and action controllability over long sequences. However, fairly comparing these interactive models remains challenging. In practice, a human player typically evaluates a world model by pursuing long-horizon objectives through interaction. For example, a user may turn around 360 degrees to see whether the environment remains consistent, or walk into the water and inspect whether realistic water ripples are generated. The action sequence required to achieve the same objective may vary substantially between models, making fixed action-conditioned evaluation unsuitable for cross-model comparison. To address this, we employ multi-modal Agent Players to interact with world models toward specified long-horizon objectives. Building on this paradigm, we introduce PlayWorld, a benchmark providing 171 scenarios, each with a specified objective. To evaluate performance thoroughly, we assess models along four core dimensions: geometry consistency, interaction fidelity, out-of-sight evolution, and insight evolution. In addition, we incorporate basic ability metrics for video quality and controllability. Experiments across nine state-of-the-art world models reveal that current models remain unreliable on long-horizon interactive objectives, particularly in maintaining spatial consistency and persistent state evolution. Code and data are available at https://github.com/kxding/PlayWorld.

MineWorld: a Real-Time and Open-Source Interactive World Model on Minecraft

World modeling is a crucial task for enabling intelligent agents to effectively interact with humans and operate in dynamic environments. In this work, we propose MineWorld, a real-time interactive world model on Minecraft, an open-ended sandbox game which has been utilized as a common testbed for world modeling. MineWorld is driven by a visual-action autoregressive Transformer, which takes paired game scenes and corresponding actions as input, and generates consequent new scenes following the actions. Specifically, by transforming visual game scenes and actions into discrete token ids with an image tokenizer and an action tokenizer correspondingly, we consist the model input with the concatenation of the two kinds of ids interleaved. The model is then trained with next token prediction to learn rich representations of game states as well as the conditions between states and actions simultaneously. In inference, we develop a novel parallel decoding algorithm that predicts the spatial redundant tokens in each frame at the same time, letting models in different scales generate 4 to 7 frames per second and enabling real-time interactions with game players. In evaluation, we propose new metrics to assess not only visual quality but also the action following capacity when generating new scenes, which is crucial for a world model. Our comprehensive evaluation shows the efficacy of MineWorld, outperforming SoTA open-sourced diffusion based world models significantly. The code and model have been released.

  • 7 authors
·
Apr 11, 2025 4

TeleWorld: Towards Dynamic Multimodal Synthesis with a 4D World Model

World models aim to endow AI systems with the ability to represent, generate, and interact with dynamic environments in a coherent and temporally consistent manner. While recent video generation models have demonstrated impressive visual quality, they remain limited in real-time interaction, long-horizon consistency, and persistent memory of dynamic scenes, hindering their evolution into practical world models. In this report, we present TeleWorld, a real-time multimodal 4D world modeling framework that unifies video generation, dynamic scene reconstruction, and long-term world memory within a closed-loop system. TeleWorld introduces a novel generation-reconstruction-guidance paradigm, where generated video streams are continuously reconstructed into a dynamic 4D spatio-temporal representation, which in turn guides subsequent generation to maintain spatial, temporal, and physical consistency. To support long-horizon generation with low latency, we employ an autoregressive diffusion-based video model enhanced with Macro-from-Micro Planning (MMPL)--a hierarchical planning method that reduces error accumulation from frame-level to segment-level-alongside efficient Distribution Matching Distillation (DMD), enabling real-time synthesis under practical computational budgets. Our approach achieves seamless integration of dynamic object modeling and static scene representation within a unified 4D framework, advancing world models toward practical, interactive, and computationally accessible systems. Extensive experiments demonstrate that TeleWorld achieves strong performance in both static and dynamic world understanding, long-term consistency, and real-time generation efficiency, positioning it as a practical step toward interactive, memory-enabled world models for multimodal generation and embodied intelligence.

  • 27 authors
·
Dec 31, 2025

Towards Interactive Video World Modeling: Frontiers, Challenges, Benchmarks, and Future Trends

With rapid development of large language models and diffusion-based content generation, world modeling has attracted increasing research attention, benefiting various downstream domains such as game engines, embodied AI, autonomous driving, etc. Through explicitly incorporating user actions into world state transition, recent literature empowers world modeling with interactivity in an action-conditioned video or 3D generation paradigm, further enhancing controllability over world evolutions and facilitating users to freely traverse, manipulate, navigate, and personalize the state evolution. In this paper, we aim to systematically review recent research trends, technical developments, evaluation benchmarks, and also propose future potential directions in interactive world modeling. Specifically, we first summarize recent efforts and trends in terms of application scenarios, world state evolution, and scene modality. Afterwards, we delve into three crucial technical challenges, including action-conditioned controllability, long-horizon interactions and memory, and action-following responsiveness for real-time interactivity. Furthermore, we also thoroughly compare existing benchmarks and metrics in four specific application fields: open-world exploration, game engine, autonomous driving, and robotics. Finally, we discuss several promising future directions in achieving next-generation interactive world modeling. The corresponding repository is publicly available at: https://github.com/liujiuming123/Awesome-Interactive-World-Model.

  • 10 authors
·
May 30

Is Sora a World Simulator? A Comprehensive Survey on General World Models and Beyond

General world models represent a crucial pathway toward achieving Artificial General Intelligence (AGI), serving as the cornerstone for various applications ranging from virtual environments to decision-making systems. Recently, the emergence of the Sora model has attained significant attention due to its remarkable simulation capabilities, which exhibits an incipient comprehension of physical laws. In this survey, we embark on a comprehensive exploration of the latest advancements in world models. Our analysis navigates through the forefront of generative methodologies in video generation, where world models stand as pivotal constructs facilitating the synthesis of highly realistic visual content. Additionally, we scrutinize the burgeoning field of autonomous-driving world models, meticulously delineating their indispensable role in reshaping transportation and urban mobility. Furthermore, we delve into the intricacies inherent in world models deployed within autonomous agents, shedding light on their profound significance in enabling intelligent interactions within dynamic environmental contexts. At last, we examine challenges and limitations of world models, and discuss their potential future directions. We hope this survey can serve as a foundational reference for the research community and inspire continued innovation. This survey will be regularly updated at: https://github.com/GigaAI-research/General-World-Models-Survey.

  • 17 authors
·
May 6, 2024

WorldMark: A Unified Benchmark Suite for Interactive Video World Models

Interactive video generation models such as Genie, YUME, HY-World, and Matrix-Game are advancing rapidly, yet every model is evaluated on its own benchmark with private scenes and trajectories, making fair cross-model comparison impossible. Existing public benchmarks offer useful metrics such as trajectory error, aesthetic scores, and VLM-based judgments, but none supplies the standardized test conditions -- identical scenes, identical action sequences, and a unified control interface -- needed to make those metrics comparable across models with heterogeneous inputs. We introduce WorldMark, the first benchmark that provides such a common playing field for interactive Image-to-Video world models. WorldMark contributes: (1) a unified action-mapping layer that translates a shared WASD-style action vocabulary into each model's native control format, enabling apples-to-apples comparison across six major models on identical scenes and trajectories; (2) a hierarchical test suite of 500 evaluation cases covering first- and third-person viewpoints, photorealistic and stylized scenes, and three difficulty tiers from Easy to Hard spanning 20-60s; and (3) a modular evaluation toolkit for Visual Quality, Control Alignment, and World Consistency, designed so that researchers can reuse our standardized inputs while plugging in their own metrics as the field evolves. We will release all data, evaluation code, and model outputs to facilitate future research. Beyond offline metrics, we launch World Model Arena (warena.ai), an online platform where anyone can pit leading world models against each other in side-by-side battles and watch the live leaderboard.

  • 8 authors
·
Apr 22 3

GameWAM: A World Action Model for Video Games

Modern video games combine first-person perception, rapid visual changes, persistent world state, and heterogeneous native controls. Existing game agents map visual and task context directly to actions but lack explicit world dynamics modeling, whereas interactive game world models predict visual futures from supplied actions but do not serve as task policies. World-Action Models (WAMs) unify these objectives, but remain largely unexplored under the dynamics and open-ended interaction of video games. We introduce GameWAM, to our knowledge the first WAM for native closed-loop gameplay and GUI control. GameWAM jointly generates future visual observations and executable keyboard-mouse trajectories through parallel visual and action generative processes with block-causal conditioning and flow matching. To support joint world-action learning, we construct synchronized gameplay and GUI trajectories. To handle heterogeneous native control, GameWAM predicts a gameplay/GUI mode at each action step and generates actions with mode-specific prediction distributions and continuous-action normalization. For long-horizon interaction, block-cycle control predicts beyond the committed horizon, executes only a short action prefix, and replans from new observations, while fine-grained within-cycle context and hierarchical cross-cycle history preserve temporal continuity. Experiments demonstrate competitive task success with fewer executed native actions than the compared agents. We further uncover Low-Frequency Action Source Imprinting (LASI), in which low-frequency components of the sampled action source systematically steer coarse generated camera motion under fixed conditioning, revealing a source-sensitivity failure mode in generative control. Project page is available at https://yunncheng.github.io/GameWAM/.

tencent Tencent
·
Aug 24 2

Agentic World Modeling: Foundations, Capabilities, Laws, and Beyond

As AI systems move from generating text to accomplishing goals through sustained interaction, the ability to model environment dynamics becomes a central bottleneck. Agents that manipulate objects, navigate software, coordinate with others, or design experiments require predictive environment models, yet the term world model carries different meanings across research communities. We introduce a "levels x laws" taxonomy organized along two axes. The first defines three capability levels: L1 Predictor, which learns one-step local transition operators; L2 Simulator, which composes them into multi-step, action-conditioned rollouts that respect domain laws; and L3 Evolver, which autonomously revises its own model when predictions fail against new evidence. The second identifies four governing-law regimes: physical, digital, social, and scientific. These regimes determine what constraints a world model must satisfy and where it is most likely to fail. Using this framework, we synthesize over 400 works and summarize more than 100 representative systems spanning model-based reinforcement learning, video generation, web and GUI agents, multi-agent social simulation, and AI-driven scientific discovery. We analyze methods, failure modes, and evaluation practices across level-regime pairs, propose decision-centric evaluation principles and a minimal reproducible evaluation package, and outline architectural guidance, open problems, and governance challenges. The resulting roadmap connects previously isolated communities and charts a path from passive next-step prediction toward world models that can simulate, and ultimately reshape, the environments in which agents operate.

  • 42 authors
·
Apr 23 5

StatePlay: State-Aware Game World Models for Mechanics-Consistent Generation

Recent game world models can generate visually realistic and interactive environments conditioned on player actions. However, games are not defined by pixels alone; they are governed by explicit mechanics, namely state-dependent rules that control health reduction, skill activation, and game termination. These mechanics depend on precise internal states, such as health points, skill meters, and timers, which are tightly coupled with visual observations and determine how gameplay evolves. Without modeling these state dynamics, existing game world models may generate visually plausible rollouts but violate the underlying game rules. In this paper, we propose StatePlay, a novel state-aware game world model that jointly predicts visual content and game states to promote mechanics-consistent generation. StatePlay adopts a mixture-of-transformers (MoT)-style architecture that preserves specialized visual and state representations while enabling cross-modal interaction, allowing predicted states to guide frame generation. Each branch is further optimized with a distinct objective suited to its modality. Experiments show that StatePlay achieves an average normalized L1 distance below 0.06 for state prediction. Furthermore, compared with models without explicit state modeling, our method improves mechanics fidelity in generated game rollouts by 18.6%. Overall, our work highlights the importance of state-aware game world modeling and advances beyond pixel-level realism toward complete and mechanically faithful game generation.

  • 5 authors
·
Jul 28 2

LatticeWorld: A Multimodal Large Language Model-Empowered Framework for Interactive Complex World Generation

Recent research has been increasingly focusing on developing 3D world models that simulate complex real-world scenarios. World models have found broad applications across various domains, including embodied AI, autonomous driving, entertainment, etc. A more realistic simulation with accurate physics will effectively narrow the sim-to-real gap and allow us to gather rich information about the real world conveniently. While traditional manual modeling has enabled the creation of virtual 3D scenes, modern approaches have leveraged advanced machine learning algorithms for 3D world generation, with most recent advances focusing on generative methods that can create virtual worlds based on user instructions. This work explores such a research direction by proposing LatticeWorld, a simple yet effective 3D world generation framework that streamlines the industrial production pipeline of 3D environments. LatticeWorld leverages lightweight LLMs (LLaMA-2-7B) alongside the industry-grade rendering engine (e.g., Unreal Engine 5) to generate a dynamic environment. Our proposed framework accepts textual descriptions and visual instructions as multimodal inputs and creates large-scale 3D interactive worlds with dynamic agents, featuring competitive multi-agent interaction, high-fidelity physics simulation, and real-time rendering. We conduct comprehensive experiments to evaluate LatticeWorld, showing that it achieves superior accuracy in scene layout generation and visual fidelity. Moreover, LatticeWorld achieves over a 90times increase in industrial production efficiency while maintaining high creative quality compared with traditional manual production methods. Our demo video is available at https://youtu.be/8VWZXpERR18

  • 10 authors
·
Sep 5, 2025 3

AI for Games in the Foundation Model Era

Foundation models, alongside advances in learned game-world models, are reshaping AI across the game lifecycle. Beyond playing games, recent systems model players and game dynamics, support design and development, adapt player-facing experiences at runtime, and evaluate resulting artifacts. Yet these directions have evolved largely separately, obscuring which capabilities transfer across settings and which remain tied to particular games, engines, interfaces, or player populations. We organize the literature into six roles according to the immediate use of AI output: playing and acting; modeling players and games; designing games; building and maintaining games; generating and adapting at runtime; and testing and evaluating games. For each role, we examine what structure is supplied by the game or workflow, what AI learns or produces, which capabilities and artifacts transfer across settings and roles, and what evidence supports the claims. We identify cross-role connections: trajectories train world models, learned environments provide experience for agents, design specifications drive executable implementations, and play or testing feedback guides revision. However, control schemes, rules, engine interfaces, state representations, and player contexts often remain setting-specific, so downstream claims require validation in the target setting. Evaluation is most standardized for bounded game playing and selected learned environments, while persistent state in learned worlds, repeated software revision, validated player modeling, sustained runtime adaptation, and representative automated testing remain less established. The central challenge is to reuse or transfer outputs and capabilities across roles while re-establishing evidence for effectiveness in the game-specific contexts where they are used.

PAN: A World Model for General, Interactable, and Long-Horizon World Simulation

A world model enables an intelligent agent to imagine, predict, and reason about how the world evolves in response to its actions, and accordingly to plan and strategize. While recent video generation models produce realistic visual sequences, they typically operate in the prompt-to-full-video manner without causal control, interactivity, or long-horizon consistency required for purposeful reasoning. Existing world modeling efforts, on the other hand, often focus on restricted domains (e.g., physical, game, or 3D-scene dynamics) with limited depth and controllability, and struggle to generalize across diverse environments and interaction formats. In this work, we introduce PAN, a general, interactable, and long-horizon world model that predicts future world states through high-quality video simulation conditioned on history and natural language actions. PAN employs the Generative Latent Prediction (GLP) architecture that combines an autoregressive latent dynamics backbone based on a large language model (LLM), which grounds simulation in extensive text-based knowledge and enables conditioning on language-specified actions, with a video diffusion decoder that reconstructs perceptually detailed and temporally coherent visual observations, to achieve a unification between latent space reasoning (imagination) and realizable world dynamics (reality). Trained on large-scale video-action pairs spanning diverse domains, PAN supports open-domain, action-conditioned simulation with coherent, long-term dynamics. Extensive experiments show that PAN achieves strong performance in action-conditioned world simulation, long-horizon forecasting, and simulative reasoning compared to other video generators and world models, taking a step towards general world models that enable predictive simulation of future world states for reasoning and acting.

  • 34 authors
·
Nov 12, 2025 5

Adapting Vision-Language Models for Evaluating World Models

World models -- generative models that simulate environment dynamics conditioned on past observations and actions -- are gaining prominence in planning, simulation, and embodied AI. However, evaluating their rollouts remains a fundamental challenge, requiring fine-grained, temporally grounded assessment of action alignment and semantic consistency -- capabilities not captured by existing metrics. Vision-Language Models (VLMs) have shown promise as automatic evaluators of generative content due to their strong multimodal reasoning abilities. Yet, their use in fine-grained, temporally sensitive evaluation tasks remains limited and requires targeted adaptation. We introduce a evaluation protocol targeting two recognition tasks -- action recognition and character recognition -- each assessed across binary, multiple-choice, and open-ended formats. To support this, we present UNIVERSE (UNIfied Vision-language Evaluator for Rollouts in Simulated Environments), a method for adapting VLMs to rollout evaluation under data and compute constraints. We conduct a large-scale study comparing full, partial, and parameter-efficient finetuning across task formats, context lengths, sampling strategies, and data compositions. The resulting unified evaluator matches the performance of task-specific baselines using a single checkpoint. Human studies confirm strong alignment with human judgments, establishing UNIVERSE as a scalable, semantics-aware evaluator for world models.

  • 8 authors
·
Jun 22, 2025

Programmable World Model

Recent video world models generate increasingly realistic and interactive visual experiences, yet lack reliable mechanisms for maintaining persistent world state and enforcing programmable rules over extended interactions. We introduce Programmable World Model, a framework that decouples world-state evolution from visual observation generation. An agent translates natural-language instructions into executable programs that specify entity states and state-transition rules, enabling direct control over individual entities and their interactions. A lightweight engine executes these programs to update and maintain an explicit, persistent global world state, including off-screen entities and non-visual attributes. To connect world state with visual generation, we introduce state-augmented 3D oriented bounding boxes (OBBs) as an intermediate representation. This representation, together with the target camera trajectory, is deterministically compiled into pixel-aligned spatiotemporal conditioning signals for a pretrained video model serving as the generative renderer. This design allows users to create playable games with predefined mechanics, direct control over individual entities, and persistent world state throughout gameplay. We further introduce CombatStateBench, a benchmark for evaluating programmable world models. On CombatStateBench, our method achieves 94% Count Accuracy and 98% State Accuracy, substantially outperforming existing interactive video world models while supporting coherent long-horizon generation. These results demonstrate the effectiveness of separating explicit state evolution from generative rendering for building persistent, programmable worlds.

AlayaLab Alaya Lab
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Sep 8 2

Omni-WorldBench: Towards a Comprehensive Interaction-Centric Evaluation for World Models

Video--based world models have emerged along two dominant paradigms: video generation and 3D reconstruction. However, existing evaluation benchmarks either focus narrowly on visual fidelity and text--video alignment for generative models, or rely on static 3D reconstruction metrics that fundamentally neglect temporal dynamics. We argue that the future of world modeling lies in 4D generation, which jointly models spatial structure and temporal evolution. In this paradigm, the core capability is interactive response: the ability to faithfully reflect how interaction actions drive state transitions across space and time. Yet no existing benchmark systematically evaluates this critical dimension. To address this gap, we propose Omni--WorldBench, a comprehensive benchmark specifically designed to evaluate the interactive response capabilities of world models in 4D settings. Omni--WorldBench comprises two key components: Omni--WorldSuite, a systematic prompt suite spanning diverse interaction levels and scene types; and Omni--Metrics, an agent-based evaluation framework that quantifies world modeling capabilities by measuring the causal impact of interaction actions on both final outcomes and intermediate state evolution trajectories. We conduct extensive evaluations of 18 representative world models across multiple paradigms. Our analysis reveals critical limitations of current world models in interactive response, providing actionable insights for future research. Omni-WorldBench will be publicly released to foster progress in interactive 4D world modeling.

AGI-LAB-HF AGI Lab
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Mar 23 10

AlayaWorld: Long-Horizon and Playable Video World Generation

Game worlds have traditionally been built through labor-intensive production pipelines, making them costly to develop, difficult to customization, and expensive to modify after deployment. Recent advances in video world models offer a fundamentally different paradigm. Rather than explicitly authoring every component of a virtual environment, these models autoregressively synthesize future observations conditioned on the current world state and user interactions, enabling playable worlds to be generated online. Trained on both gameplay recordings and real-world videos, they can capture diverse visual appearances and physical dynamics, opening new opportunities for interactive applications beyond gaming, including embodied intelligence. In this paper, we present AlayaWorld, a full-stack open-source framework for building interactive generative worlds. AlayaWorld enables open-ended real-time interaction, allowing users to freely navigate and perform diverse actions such as combat, spell casting, and monster summoning. The framework unifies the complete development-from data preparation model architecture, model training, inference acceleration, and deployment-within a modular and extensible architecture. Alongside the framework, we release reproducible pipelines, reference implementations, evaluation tools, and comprehensive documentation, establishing a practical foundation for future research and real-time applications of generative world models.

  • 17 authors
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Jul 6 1

World Craft: Agentic Framework to Create Visualizable Worlds via Text

Large Language Models (LLMs) motivate generative agent simulation (e.g., AI Town) to create a ``dynamic world'', holding immense value across entertainment and research. However, for non-experts, especially those without programming skills, it isn't easy to customize a visualizable environment by themselves. In this paper, we introduce World Craft, an agentic world creation framework to create an executable and visualizable AI Town via user textual descriptions. It consists of two main modules, World Scaffold and World Guild. World Scaffold is a structured and concise standardization to develop interactive game scenes, serving as an efficient scaffolding for LLMs to customize an executable AI Town-like environment. World Guild is a multi-agent framework to progressively analyze users' intents from rough descriptions, and synthesizes required structured contents (\eg environment layout and assets) for World Scaffold . Moreover, we construct a high-quality error-correction dataset via reverse engineering to enhance spatial knowledge and improve the stability and controllability of layout generation, while reporting multi-dimensional evaluation metrics for further analysis. Extensive experiments demonstrate that our framework significantly outperforms existing commercial code agents (Cursor and Antigravity) and LLMs (Qwen3 and Gemini-3-Pro). in scene construction and narrative intent conveyance, providing a scalable solution for the democratization of environment creation.

AlayaLab Alaya Lab
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Jan 13 3

GameDirector: Decoupling Gameplay Logic from Rendering for Player-Configurable Game World Models

Recent game world models support realistic visual simulation and interactive gameplay based on player inputs. However, they typically learn environment dynamics from pixel-level supervision, jointly modeling perception, memory, state transitions, and rendering within a single end-to-end framework. While this design enables open-ended, action-controllable generation, it still falls short of delivering a complete gameplay experience. Games are governed by explicit mechanics, such as health deduction, skill activation, combat rules, and termination conditions. These mechanics depend on precise and consistent state transitions that generative models alone cannot reliably enforce. In contrast, game engines can guarantee such mechanics through hard-coded rules, but provide limited flexibility for player-driven creation. To bridge these paradigms, we introduce GameDirector, the first agentic framework that decouples rule-based gameplay logic from visual rendering. Given player-defined configurations, the framework acts as an intelligent director that interprets visual observations, updates game states, tactically controls NPCs, and enforces gameplay rules. It then translates these decisions into text prompts that guide the video world model to render the resulting gameplay. This separation allows players to configure characters, states, and rules much like a game developer while preserving coherent game mechanics. Experiments on three games, using data collected by our automated gameplay agent, show that GameDirector achieves accurate state tracking, reliable rule following, and improves boss action quality by more than 39.9% over various end-to-end game world model settings. Overall, by externalizing player-controllable game logic, GameDirector establishes a middle ground between hard-coded simulation and generative modeling, enabling more flexible and closed-loop gameplay experiences.

  • 5 authors
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Sep 21

From Economic Agents to Agentic Economies: A Systems Blueprint for Economic World Models

Economic World Models (EWMs) are generative economic models that simulate how economies evolve from within by modeling heterogeneous agents, their beliefs and actions, and the market and institutional mechanisms through which their interactions produce aggregate outcomes. This paper develops an implementation roadmap for building economic world models as generative engines in which heterogeneous agents act, interact, adapt, and co-evolve with markets and institutions, thereby producing economic dynamics from the inside. We organize EWM systems into a six-level capability ladder, from fixed rule-based agent worlds to adaptive and LLM-based agent worlds, self-evolving agents, evolving institutional worlds, and sim-to-real economic twins aligned with real observations. A systematic literature survey across these levels reveals that existing work remains concentrated in lower-level agent and simulation environments, while systems with self-evolving agents, endogenous institutions, persistent empirical alignment, and validated economic mechanisms remain rare. By translating the EWM agenda into an implementation blueprint, this paper aims to accelerate the development of the next generation of economic simulation environments that can serve as high-fidelity sandboxes for human decision-makers and as training, planning, evaluation, and safety substrates for AI agents. We release a curated paper list and related resources to support future research.

FreedomIntelligence FreedomAI
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Aug 5 6

Training Agents Inside of Scalable World Models

World models learn general knowledge from videos and simulate experience for training behaviors in imagination, offering a path towards intelligent agents. However, previous world models have been unable to accurately predict object interactions in complex environments. We introduce Dreamer 4, a scalable agent that learns to solve control tasks by reinforcement learning inside of a fast and accurate world model. In the complex video game Minecraft, the world model accurately predicts object interactions and game mechanics, outperforming previous world models by a large margin. The world model achieves real-time interactive inference on a single GPU through a shortcut forcing objective and an efficient transformer architecture. Moreover, the world model learns general action conditioning from only a small amount of data, allowing it to extract the majority of its knowledge from diverse unlabeled videos. We propose the challenge of obtaining diamonds in Minecraft from only offline data, aligning with practical applications such as robotics where learning from environment interaction can be unsafe and slow. This task requires choosing sequences of over 20,000 mouse and keyboard actions from raw pixels. By learning behaviors in imagination, Dreamer 4 is the first agent to obtain diamonds in Minecraft purely from offline data, without environment interaction. Our work provides a scalable recipe for imagination training, marking a step towards intelligent agents.

  • 3 authors
·
Sep 29, 2025

Network World Models as Environments for Algorithm Design on Complex Systems

World models, which simulate an environment and predict how it changes under actions, are increasingly used in real-world applications such as robotics. Complex systems call for the same tool because the effect of an action is not immediate. Seeding nodes for a campaign, or immunizing nodes against an epidemic, changes little on its own; what matters is the outcome that unfolds over the steps that follow. Designing an algorithm that selects such actions to maximize expected performance on a task is inherently iterative, and every candidate must be scored by the outcome it produces. Obtaining that outcome has relied on simulation, whose cost becomes a bottleneck when candidates are evaluated over many sampled trajectories. We propose an action-conditioned Network World Model that learns a network's diffusion dynamics under interventions over time, applies each action to the network, and predicts the outcome that follows. It serves as a fast evaluator inside an algorithm design loop in which a coding agent designs and refines executable algorithms using feedback from full rollouts, action-level credit, and counterfactual probes over alternative interventions. Across eight network tasks and five diffusion models, the designed algorithms match or exceed the strongest reported baseline in 138 of 141 settings while enabling up to 14.5 times faster rollouts than Monte Carlo simulation. Code will be released upon acceptance.

  • 6 authors
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Sep 30

From Generation to Simulation: How Far Are World Models from Being True Simulators?

With the rapid progress of diffusion models and large-scale video generation, generative world models are increasingly expected to replace traditional simulators, including physics engines, game engines, and reinforcement-learning environments. Yet the remaining distance from generation to simulation lacks a systematic assessment. We present a capability-based study using an external yardstick: eight capabilities of a traditional simulator, namely asset construction, physics engine, interaction, controllability, stability, state feedback, diversity, and evaluation metrics. We trace three main technical routes--latent dynamics, video generation, and joint-embedding prediction--and map exactly 200 representative works published from 2018 to June 2026 onto these capabilities. Our analysis shows that world models have achieved functional substitution in interaction and controllability for specific scenarios, but remain short of traditional simulators in formal guarantees of physical laws, structured state feedback, and reproducible long-horizon evolution. State feedback is the most neglected cross-route shortcoming: only 6 of 163 implementation papers expose a runtime interface for querying entity states or physical parameters. We identify six research directions: formalized physics, a unified action interface, first-class state feedback, long-horizon stability, downstream-utility evaluation, and cross-route hybridization. Project page: https://github.com/AtongWang/world-model-simulators

  • 6 authors
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Aug 23 2

How To Train Your World Model: Fine-tuning vs RAG for LM-based World Modeling

World models (WMs) simulate the transition dynamics of environments, enabling agents to plan over the consequences of their actions. In text-based environments, fine-tuning a Language Model (LM) to serve as a WM has emerged as a dominant paradigm. However, despite the widespread success of non-parametric approaches such as Retrieval Augmented Generation (RAG), retrieval for LM-based world modelling remains underexplored. We conduct a systematic evaluation across five diverse environments spanning embodied, web navigation and social settings, comparing fine-tuning and RAG-based approaches for LM-based world modelling. Our study reveals that fine-tuning often outperforms RAG, with fine-tuned WMs enabling agents to obtain higher rewards on 15/20 settings. While both construction paradigms benefit from additional and more diverse exploration, RAG-based approaches prove more data-efficient, and fine-tuning approaches disproportionately benefit from scaling the amount of experience collected. With a focus on RAG-based WMs, we devise a procedure that uses counterfactual intervention to estimate the error rate of the retrieval stage, and show that retrievers consistently surface suboptimal transitions from the experience buffer. Hoping to address this failing, we study a variety of query reformulation strategies, demonstrating that a hierarchical approach outperforms the traditional retrieval pipeline. Finally, we compose our findings into a hybrid world modelling system that parametrically captures core environment dynamics, while learning to rely on retrieval from an actively maintained memory store. Our hybrid system consistently outperforms other methods across multiple environments and models, showcasing the robustness of the approach and the applicability of our findings.

  • 5 authors
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Sep 30

DepthWorld: 3D World Model for Robot Manipulation

World models offer a data-driven alternative to traditional simulators for robotics, with applications spanning policy evaluation, improvement, and planning. All of these uses depend on faithful 3D geometry, yet current video-based world models are trained on RGB alone and produce rollouts that look correct frame-by-frame but do not compose into a consistent 3D world. Closing this gap requires progress on two fronts: large-scale 3D supervision for manipulation, and an architecture that can absorb it without disturbing strong pretrained video priors. We introduce a calibration pipeline that combines learned stereo depth with a joint factor graph, pooling all episodes collected from the same physical robot to recover its shared kinematic parameters alongside per-scene extrinsics. Applied to the DROID dataset, this yields DROID-3D, a calibrated 3D dataset providing dense metric depth and recalibrated multi-view extrinsics (achieving <0.7 px reprojection error on 90% of episodes for external cameras). We then train DepthWorld, a Stable Video Diffusion-based world model that jointly predicts multi-view RGB and depth via spatial latent tiling, leaving the pretrained Variational Autoencoder (VAE) unchanged. Depth supervision improves RGB prediction itself by +1.48 dB PSNR over an identical RGB-only baseline at equal training budget, while simultaneously yielding accurate metric depth for downstream geometric reasoning.

  • 3 authors
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Oct 5

A Comprehensive Survey on World Models for Embodied AI

Embodied AI requires agents that perceive, act, and anticipate how actions reshape future world states. World models serve as internal simulators that capture environment dynamics, enabling forward and counterfactual rollouts to support perception, prediction, and decision making. This survey presents a unified framework for world models in embodied AI. Specifically, we formalize the problem setting and learning objectives, and propose a three-axis taxonomy encompassing: (1) Functionality, Decision-Coupled vs. General-Purpose; (2) Temporal Modeling, Sequential Simulation and Inference vs. Global Difference Prediction; (3) Spatial Representation, Global Latent Vector, Token Feature Sequence, Spatial Latent Grid, and Decomposed Rendering Representation. We systematize data resources and metrics across robotics, autonomous driving, and general video settings, covering pixel prediction quality, state-level understanding, and task performance. Furthermore, we offer a quantitative comparison of state-of-the-art models and distill key open challenges, including the scarcity of unified datasets and the need for evaluation metrics that assess physical consistency over pixel fidelity, the trade-off between model performance and the computational efficiency required for real-time control, and the core modeling difficulty of achieving long-horizon temporal consistency while mitigating error accumulation. Finally, we maintain a curated bibliography at https://github.com/Li-Zn-H/AwesomeWorldModels.

  • 4 authors
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Oct 19, 2025

Dream to Manipulate: Compositional World Models Empowering Robot Imitation Learning with Imagination

A world model provides an agent with a representation of its environment, enabling it to predict the causal consequences of its actions. Current world models typically cannot directly and explicitly imitate the actual environment in front of a robot, often resulting in unrealistic behaviors and hallucinations that make them unsuitable for real-world robotics applications. To overcome those challenges, we propose to rethink robot world models as learnable digital twins. We introduce DreMa, a new approach for constructing digital twins automatically using learned explicit representations of the real world and its dynamics, bridging the gap between traditional digital twins and world models. DreMa replicates the observed world and its structure by integrating Gaussian Splatting and physics simulators, allowing robots to imagine novel configurations of objects and to predict the future consequences of robot actions thanks to its compositionality. We leverage this capability to generate new data for imitation learning by applying equivariant transformations to a small set of demonstrations. Our evaluations across various settings demonstrate significant improvements in accuracy and robustness by incrementing actions and object distributions, reducing the data needed to learn a policy and improving the generalization of the agents. As a highlight, we show that a real Franka Emika Panda robot, powered by DreMa's imagination, can successfully learn novel physical tasks from just a single example per task variation (one-shot policy learning). Our project page can be found in: https://dreamtomanipulate.github.io/.

  • 6 authors
·
Dec 19, 2024

HappyWorld-Bench

Evaluating world models requires assessing both the quality of the worlds they generate and their consistency and responsiveness under exploration, interaction, and modification. We introduce HappyWorld-Bench, a comprehensive benchmark that evaluates whether generated worlds remain reliable as agents interact with them. Our design is built on a hierarchical capability framework of six world capabilities (W1-W6), from generative construction to unified world modeling, instantiated across three independent evaluation tracks: video world models, spatial world models, and embodied world models. HappyWorld-Bench comprises 1,138 video prompts, 300 spatial scenes, and 254 embodied test cases. Across all three tracks, we build and operate HappyWorld-Arena to organize human A/B comparisons and derive model-level Elo ratings, which complement newly designed automated metrics that capture behavioral correctness. We evaluate 14 video world models, 9 spatial systems, and 8 embodied candidates under this unified framework. Results reveal remaining reliability gaps across all three tracks: video models exhibit reduced consistency during extended rollouts and revisits, spatial models achieve at best 70.14% placement accuracy and 73.33% edit execution, and embodied models struggle to preserve state across multi-step actions and respond precisely to altered action conditions and physical rules. These findings highlight the need to evaluate world models not only by visual quality, but also by state consistency and the correctness of their responses to actions and interventions.

alibabagroup alibaba
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Sep 20 3

MindAgent: Emergent Gaming Interaction

Large Language Models (LLMs) have the capacity of performing complex scheduling in a multi-agent system and can coordinate these agents into completing sophisticated tasks that require extensive collaboration. However, despite the introduction of numerous gaming frameworks, the community has insufficient benchmarks towards building general multi-agents collaboration infrastructure that encompass both LLM and human-NPCs collaborations. In this work, we propose a novel infrastructure - MindAgent - to evaluate planning and coordination emergent capabilities for gaming interaction. In particular, our infrastructure leverages existing gaming framework, to i) require understanding of the coordinator for a multi-agent system, ii) collaborate with human players via un-finetuned proper instructions, and iii) establish an in-context learning on few-shot prompt with feedback. Furthermore, we introduce CUISINEWORLD, a new gaming scenario and related benchmark that dispatch a multi-agent collaboration efficiency and supervise multiple agents playing the game simultaneously. We conduct comprehensive evaluations with new auto-metric CoS for calculating the collaboration efficiency. Finally, our infrastructure can be deployed into real-world gaming scenarios in a customized VR version of CUISINEWORLD and adapted in existing broader Minecraft gaming domain. We hope our findings on LLMs and the new infrastructure for general-purpose scheduling and coordination can help shed light on how such skills can be obtained by learning from large language corpora.

  • 11 authors
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Sep 18, 2023 1

Facing Off World Model Backbones: RNNs, Transformers, and S4

World models are a fundamental component in model-based reinforcement learning (MBRL). To perform temporally extended and consistent simulations of the future in partially observable environments, world models need to possess long-term memory. However, state-of-the-art MBRL agents, such as Dreamer, predominantly employ recurrent neural networks (RNNs) as their world model backbone, which have limited memory capacity. In this paper, we seek to explore alternative world model backbones for improving long-term memory. In particular, we investigate the effectiveness of Transformers and Structured State Space Sequence (S4) models, motivated by their remarkable ability to capture long-range dependencies in low-dimensional sequences and their complementary strengths. We propose S4WM, the first world model compatible with parallelizable SSMs including S4 and its variants. By incorporating latent variable modeling, S4WM can efficiently generate high-dimensional image sequences through latent imagination. Furthermore, we extensively compare RNN-, Transformer-, and S4-based world models across four sets of environments, which we have tailored to assess crucial memory capabilities of world models, including long-term imagination, context-dependent recall, reward prediction, and memory-based reasoning. Our findings demonstrate that S4WM outperforms Transformer-based world models in terms of long-term memory, while exhibiting greater efficiency during training and imagination. These results pave the way for the development of stronger MBRL agents.

  • 3 authors
·
Jul 5, 2023

World Action Models: A Survey

World Action Models (WAMs) are embodied predictive-action models that make a forecast of the future available to action. Recent WAMs repurpose large video generation models, and a parallel line relies on language or vision-language backbones without a video-generation core. This rapid expansion has blurred the boundary among broad world models, video generation models, action-grounded video world models, Vision-Language-Action policies, and WAMs. This survey gives the field a common account. It first clarifies these boundaries, then organizes existing works through two complementary views. The first view asks what each method is required to generate, spanning rendered futures, latent futures, and video-generation-free action reasoning. The second view decomposes each method by predictive substrate, backbone, action coupling, and deployment regime. This anatomy supports a unified discussion of interactability, causality, persistence, physical plausibility, and generalization, followed by data, evaluation, and open challenges. Across these axes, a consistent design pattern emerges: WAMs are not simply video generators with action heads, but predictive-action methods whose design choices trade representational richness against compute, memory, latency, and action-label cost. The field is moving toward methods that generate less of the future while preserving what control requires. The survey homepage is available at https://world-action-models.github.io/.

Assessing Adaptive World Models in Machines with Novel Games

Human intelligence exhibits a remarkable capacity for rapid adaptation and effective problem-solving in novel and unfamiliar contexts. We argue that this profound adaptability is fundamentally linked to the efficient construction and refinement of internal representations of the environment, commonly referred to as world models, and we refer to this adaptation mechanism as world model induction. However, current understanding and evaluation of world models in artificial intelligence (AI) remains narrow, often focusing on static representations learned from training on massive corpora of data, instead of the efficiency and efficacy in learning these representations through interaction and exploration within a novel environment. In this Perspective, we provide a view of world model induction drawing on decades of research in cognitive science on how humans learn and adapt so efficiently; we then call for a new evaluation framework for assessing adaptive world models in AI. Concretely, we propose a new benchmarking paradigm based on suites of carefully designed games with genuine, deep and continually refreshing novelty in the underlying game structures -- we refer to this class of games as novel games. We detail key desiderata for constructing these games and propose appropriate metrics to explicitly challenge and evaluate the agent's ability for rapid world model induction. We hope that this new evaluation framework will inspire future evaluation efforts on world models in AI and provide a crucial step towards developing AI systems capable of human-like rapid adaptation and robust generalization -- a critical component of artificial general intelligence.

  • 14 authors
·
Jul 17, 2025

Dropout's Dream Land: Generalization from Learned Simulators to Reality

A World Model is a generative model used to simulate an environment. World Models have proven capable of learning spatial and temporal representations of Reinforcement Learning environments. In some cases, a World Model offers an agent the opportunity to learn entirely inside of its own dream environment. In this work we explore improving the generalization capabilities from dream environments to real environments (Dream2Real). We present a general approach to improve a controller's ability to transfer from a neural network dream environment to reality at little additional cost. These improvements are gained by drawing on inspiration from Domain Randomization, where the basic idea is to randomize as much of a simulator as possible without fundamentally changing the task at hand. Generally, Domain Randomization assumes access to a pre-built simulator with configurable parameters but oftentimes this is not available. By training the World Model using dropout, the dream environment is capable of creating a nearly infinite number of different dream environments. Previous use cases of dropout either do not use dropout at inference time or averages the predictions generated by multiple sampled masks (Monte-Carlo Dropout). Dropout's Dream Land leverages each unique mask to create a diverse set of dream environments. Our experimental results show that Dropout's Dream Land is an effective technique to bridge the reality gap between dream environments and reality. Furthermore, we additionally perform an extensive set of ablation studies.

  • 2 authors
·
Sep 16, 2021

SimWorld: An Open-ended Realistic Simulator for Autonomous Agents in Physical and Social Worlds

While LLM/VLM-powered AI agents have advanced rapidly in math, coding, and computer use, their applications in complex physical and social environments remain challenging. Building agents that can survive and thrive in the real world (for example, by autonomously earning income or running a business) requires massive-scale interaction, reasoning, training, and evaluation across diverse embodied scenarios. However, existing world simulators for such development fall short: they often rely on limited hand-crafted environments, simulate simplified game-like physics and social rules, and lack native support for LLM/VLM agents. We introduce SimWorld, a new simulator built on Unreal Engine 5, designed for developing and evaluating LLM/VLM agents in rich, real-world-like settings. SimWorld offers three core capabilities: (1) realistic, open-ended world simulation, including accurate physical and social dynamics and language-driven procedural environment generation; (2) a rich interface for LLM/VLM agents, with multimodal world inputs and open-vocabulary actions at varying levels of abstraction; and (3) diverse and extensible physical and social reasoning scenarios that are easily customizable by users. We demonstrate SimWorld by deploying frontier LLM agents (e.g., GPT-4o, Gemini-2.5-Flash, Claude-3.5, and DeepSeek-Prover-V2) on long-horizon multi-agent delivery tasks involving strategic cooperation and competition. The results reveal distinct reasoning patterns and limitations across models. We open-source SimWorld and hope it becomes a foundational platform for advancing real-world agent intelligence across disciplines: https://simworld.org.

SimWorld-AI SimWorld
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Nov 30, 2025 3

Matrix-Game 3.5: Enhancing Real-Time Streaming Interactive World Models with Patch Memory

Interactive world models extend video generation from offline clip synthesis toward persistent simulation of interactive virtual worlds, enabling applications in games, robotics, embodied agents, and XR. Achieving stable long-horizon interactive generation, however, remains challenging, as the model must simultaneously preserve scene geometry, dynamic consistency, and camera control while supporting real-time autoregressive generation. Building upon Matrix-Game 3.0, we present Matrix-Game 3.5, as shown in Figure 1, which advances real-time interactive world generation toward geometry-aware and long-horizon consistent simulation through three key improvements. First, we propose a unified geometry-aware memory framework, whose patch-memory and tiled-PRoPE components introduce no additional learnable parameters, combining explicit 3D patch retrieval with projective camera conditioning to enable geometry-consistent camera control and faithful long-horizon scene recall. Second, we introduce a static-dynamic disentangled world representation that separately models static scene geometry and dynamic subjects, preserving both geometric consistency and subject identity throughout long-horizon generation. Third, we develop a two-stage progressive real-time distillation framework that converts a bidirectional diffusion model into a few-step causal generator through Perceptual Flow Matching and curriculum based Self-Rollout DMD, enabling minute-long real-time interactive generation. Extensive experiments demonstrate that, with a unified training corpus spanning Unreal simulation environments, open-world games, and internet videos, MatrixGame 3.5 achieves strong performance in long-horizon scene recall, precise camera control, subject consistency, prompt-driven world generation, and stable real-time open-world interaction.

  • 17 authors
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Aug 29 1

From Pixels to States: Rethinking Interactive World Models as Game Engines

Building interactive worlds that respond coherently to player actions has long been a shared goal of computer graphics, games, and artificial intelligence. Recent video generative models provide a data-driven route toward this goal by predicting future observations conditioned on user actions, and are increasingly regarded as potential next-generation game engines. Realizing a genuinely interactive game world, however, requires interaction outcomes that follow rules over evolving game conditions, consequences that persist over long horizons, and a generation loop that operates in real time. Conventional game engines realize these properties through a recurrent action-state-observation loop, in which player actions update an explicit game state according to predefined rules and observations are rendered from the resulting state. Taking this loop as an organizing lens, this paper examines interactive game world modeling along four dimensions: player action control, game state dynamics, state-observation persistence, and real-time interactive generation. For each dimension, we start from the capabilities required by an interactive game world, group existing approaches into representative families, and discuss the strengths and trade-offs of each family. Complementing this analysis, we present a scalable data engine for Black Myth: Wukong that collects over 90 hours of gameplay with frame-aligned player actions, ground-truth game states, and visual observations, together with structured and semantic annotations, as a resource for state-aware game world modeling. We hope this paper offers a clear picture of where the field stands and fosters progress toward interactive game worlds.

AlayaLab Alaya Lab
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Jul 14 2

Code World Model: Coding Agent as World Brain

World models aim to simulate how complex environments evolve under actions and events, yet existing video-based world models primarily learn dynamics from visual observations, which reveal outcomes rather than the underlying knowledge, rules, and mechanisms governing world evolution. This makes it difficult to maintain persistent consequences and support coherent, open-ended evolution. We introduce Code World Model, a framework that separates world evolution from visual realization by combining the reasoning and coding capabilities of language models with the generative priors of video models. A coding agent serves as the world brain, reasoning about events and their consequences and generating executable code to maintain persistent world state and perform rule-consistent evolution. To connect executable state with visual generation, we introduce a proxy representation that encodes frame-wise spatiotemporal constraints and is compiled into a proxy video, which conditions a video model to render high-fidelity visual observations. We further develop data pipelines for constructing aligned proxy-observation pairs from gameplay and real-world videos. After fine-tuning on paired gameplay data, MiniMax-H3 follows proxy-based spatiotemporal specifications from simple interactive worlds built by the coding agent while preserving rich visual details and dynamics. These results demonstrate the potential of combining code for persistent world evolution with video models for flexible visual realization, providing a new path toward open-ended world models.

  • 3 authors
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Aug 25 1

Hunyuan-GameCraft-2: Instruction-following Interactive Game World Model

Recent advances in generative world models have enabled remarkable progress in creating open-ended game environments, evolving from static scene synthesis toward dynamic, interactive simulation. However, current approaches remain limited by rigid action schemas and high annotation costs, restricting their ability to model diverse in-game interactions and player-driven dynamics. To address these challenges, we introduce Hunyuan-GameCraft-2, a new paradigm of instruction-driven interaction for generative game world modeling. Instead of relying on fixed keyboard inputs, our model allows users to control game video contents through natural language prompts, keyboard, or mouse signals, enabling flexible and semantically rich interaction within generated worlds. We formally defined the concept of interactive video data and developed an automated process to transform large-scale, unstructured text-video pairs into causally aligned interactive datasets. Built upon a 14B image-to-video Mixture-of-Experts(MoE) foundation model, our model incorporates a text-driven interaction injection mechanism for fine-grained control over camera motion, character behavior, and environment dynamics. We introduce an interaction-focused benchmark, InterBench, to evaluate interaction performance comprehensively. Extensive experiments demonstrate that our model generates temporally coherent and causally grounded interactive game videos that faithfully respond to diverse and free-form user instructions such as "open the door", "draw a torch", or "trigger an explosion".

  • 10 authors
·
Nov 28, 2025

WorldMind: Decoupled Game World Model for State-Aware NPC Behavior

Game world models have recently demonstrated promising capabilities in generating visually coherent and action-controllable gameplay videos. However, non-player character (NPC) behavior in existing models is either implicitly entangled with video generation or explicitly prescribed through external control signals. Consequently, a game world model has to jointly understand the state, plan the NPC's response and render its visual outcome, limiting its ability to produce responsive and state-aware NPC behavior. The challenge lies in the lack of an explicit interface for state-grounded decision-making. To this end, we introduce WorldMind, to our knowledge the first decoupled framework for state-aware NPC behavior in game world models. WorldMind separates interactive world modeling into four layers: an Understanding Layer that constructs a compact state from generated frames; a Decision Layer that reasons over the compact state to plan the NPC's next action; a Control Layer that translates the actions into temporally aligned conditions; and a Generation Layer that synthesizes their visual outcomes. By reconnecting layers in a closed interaction loop, WorldMind grounds NPC behavior in the evolving game state. We further introduce BOSS-140K, a dataset of gameplay videos paired with rich internal game states, together with an agent that automates the collection at scale. Experiments on BOSS-140K demonstrate reliable compact state reconstruction and mechanics-grounded planning, with WorldMind preferred over the baselines in approximately 70% of pairwise comparisons for its more tactically appropriate and coherent NPC behavior. Project page: https://teawhite.cn/worldmind_projectpage/

  • 4 authors
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Aug 17 4

Qwen-AgentWorld: Language World Models for General Agents

A world model predicts environment dynamics based on current observations and actions, serving as a core cognitive mechanism for reasoning and planning. In this work, we investigate how world modeling based on language models can further push the boundaries of general agents. (i) We first focus on building foundation models for agentic environment simulation. We introduce Qwen-AgentWorld-35B-A3B and Qwen-AgentWorld-397B-A17B, the first language world models capable of simulating agentic environments covering 7 domains via long chain-of-thought reasoning. Leveraging more than 10M environment interaction trajectories of 7 domains in real-world environments, we develop Qwen-AgentWorld through a three-stage training pipeline: CPT injects general-purpose world modeling capabilities from the state transition dynamics and augmented professional corpora, SFT activates next-state-prediction reasoning, and RL sharpens simulation fidelity through a tailored framework with hybrid rubric-and-rule rewards. To evaluate language world models, we present AgentWorldBench, a comprehensive benchmark constructed from real-world interactions of 5 frontier models on 9 established benchmarks. Empirical results demonstrate that Qwen-AgentWorld significantly outperforms existing frontier models. (ii) Beyond foundation models, we further investigate two complementary paradigms through which world modeling enhances general agents. First, as a decoupled environment simulator, Qwen-AgentWorld supports scalable and controllable simulation of thousands of real-world environments for agentic RL, yielding gains that surpass real-environment training alone. Second, as a unified agent foundation model, world-model training acts as a highly effective warm-up that improves downstream performance across 7 agentic benchmarks. Code: https://github.com/QwenLM/Qwen-AgentWorld

Qwen Qwen
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Jun 22 4

Worldscape-MoE: A Unified Mixture-of-Experts World Model for Scalable Heterogeneous Action Control

World models are rapidly becoming a core infrastructure for embodied intelligence and interactive agents: they provide controllable simulators in which agents can perceive, act, forecast, and acquire scalable experience. Yet current video generation world models are still organized around isolated control interfaces, such as camera trajectories, robot actions, or hand-joint signals. This fragmentation is increasingly a scaling bottleneck. The central challenge is not the absence of controllable generators, but the lack of a unified and extensible learning framework that can absorb heterogeneous action supervision while preserving a shared model of world dynamics. In this work, we introduce Worldscape-MoE, a Mixture-of-Experts world model built on Diffusion Transformers for scalable heterogeneous action control. Our key observation is that different controls specify different interfaces to the same underlying world: although their representations differ, they constrain shared physical regularities, scene dynamics, and interaction semantics. Worldscape-MoE operationalizes this observation through modality-aware control injection, shared and control-specific experts, and a progressive MoE tuning strategy that supports continual extension to new action modalities. Experiments across locomotion, robotic manipulation, and egocentric hand control show that heterogeneous supervision improves rather than interferes with individual control capabilities. Worldscape-MoE achieves strong results on WorldArena, improves locomotion and hand-control metrics, exhibits robust out-of-distribution generalization, and demonstrates scaling behavior as additional control data and experts are integrated.

  • 16 authors
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Jul 3

Quo Vadis, World Modeling?

Continually improving agents require dynamic interaction feedback beyond static supervision, yet direct real-environment interaction is costly, slow, unsafe, and hard to parallelize. World modeling offers a natural intermediate proxy that allows agents to query lower-cost, more controllable feedback before committing to real actions. Classical world models instantiate this proxy primarily through future physical-state prediction, a formulation useful yet narrow for agents that require actionable feedback beyond raw state transitions. In this work, we conceptualize Agent-Centric Interactive World Proxies, shifting the fundamental paradigm from physical state transitions to agent-usable information transitions, such as execution outcomes, retrieved experiences or skills, and verification signals, broadening the scope of world modeling to provide versatile feedback for continually improving agents. To systematically map this design space, we organize world proxies into six functional forms based on their feedback modalities: dynamics, spatial, execution, memory/experience, skill, and reward/verification proxies, which together characterize the primary ways world modeling serves agent improvement. We further analyze how these proxies empower agents across three progressive levels: L.1 Inference-Time Guidance, where proxy outputs enrich in-context information for superior decisions; L.2 Training-Time Optimization, where proxy outputs yield rewards, critiques, or synthetic rollouts for policy learning; and L.3 Agent-Proxy Co-Evolution, where real-environment evidence continuously updates both the proxy and the agent for co-evolution. Ultimately, this work recasts world modeling into an agent-centric paradigm, establishing a roadmap for building world proxies that empower agents to plan better, learn faster, and evolve continually.

WorldArena 2.0: Extending Embodied World Model Benchmarking on Modality, Functionality and Platform

World models have emerged as a central paradigm for embodied intelligence, enabling agents to predict action-conditioned future and reason about environmental dynamics. However, existing embodied world model benchmarks are still largely confined to vision-only prediction, offline embodied applications, and simulator-based evaluation, making them insufficient for assessing increasingly comprehensive world models. In this work, we introduce WorldArena 2.0, an expanded benchmark that systematically broadens embodied world model evaluation along three dimensions: modality, functionality, and platform. Along the modality dimension, WorldArena 2.0 extends evaluation from vision-only to visuotactile modalities, enabling assessment of multimodal perception and prediction. Along the functionality dimension, it extends beyond policy evaluation and planning to assess world models as interactive RL environments for policy optimization. Along the platform dimension, it moves beyond simulator-only evaluation to a diverse suite of simulated and real-world robotic settings across multiple embodiments. Under a standardized protocol, WorldArena 2.0 comprehensively evaluates perceptual quality, interactive utility, and cross-platform performance, providing a comprehensive testbed for tracking progress toward embodied world models. The benchmark is available at: https://world-arena.ai.

  • 25 authors
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May 17

Matrix-Game 3.0: Real-Time and Streaming Interactive World Model with Long-Horizon Memory

With the advancement of interactive video generation, diffusion models have increasingly demonstrated their potential as world models. However, existing approaches still struggle to simultaneously achieve memory-enabled long-term temporal consistency and high-resolution real-time generation, limiting their applicability in real-world scenarios. To address this, we present Matrix-Game 3.0, a memory-augmented interactive world model designed for 720p real-time longform video generation. Building upon Matrix-Game 2.0, we introduce systematic improvements across data, model, and inference. First, we develop an upgraded industrial-scale infinite data engine that integrates Unreal Engine-based synthetic data, large-scale automated collection from AAA games, and real-world video augmentation to produce high-quality Video-Pose-Action-Prompt quadruplet data at scale. Second, we propose a training framework for long-horizon consistency: by modeling prediction residuals and re-injecting imperfect generated frames during training, the base model learns self-correction; meanwhile, camera-aware memory retrieval and injection enable the base model to achieve long horizon spatiotemporal consistency. Third, we design a multi-segment autoregressive distillation strategy based on Distribution Matching Distillation (DMD), combined with model quantization and VAE decoder pruning, to achieve efficient real-time inference. Experimental results show that Matrix-Game 3.0 achieves up to 40 FPS real-time generation at 720p resolution with a 5B model, while maintaining stable memory consistency over minute-long sequences. Scaling up to a 2x14B model further improves generation quality, dynamics, and generalization. Our approach provides a practical pathway toward industrial-scale deployable world models.

  • 23 authors
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Apr 9 2

Matrix-Game: Interactive World Foundation Model

We introduce Matrix-Game, an interactive world foundation model for controllable game world generation. Matrix-Game is trained using a two-stage pipeline that first performs large-scale unlabeled pretraining for environment understanding, followed by action-labeled training for interactive video generation. To support this, we curate Matrix-Game-MC, a comprehensive Minecraft dataset comprising over 2,700 hours of unlabeled gameplay video clips and over 1,000 hours of high-quality labeled clips with fine-grained keyboard and mouse action annotations. Our model adopts a controllable image-to-world generation paradigm, conditioned on a reference image, motion context, and user actions. With over 17 billion parameters, Matrix-Game enables precise control over character actions and camera movements, while maintaining high visual quality and temporal coherence. To evaluate performance, we develop GameWorld Score, a unified benchmark measuring visual quality, temporal quality, action controllability, and physical rule understanding for Minecraft world generation. Extensive experiments show that Matrix-Game consistently outperforms prior open-source Minecraft world models (including Oasis and MineWorld) across all metrics, with particularly strong gains in controllability and physical consistency. Double-blind human evaluations further confirm the superiority of Matrix-Game, highlighting its ability to generate perceptually realistic and precisely controllable videos across diverse game scenarios. To facilitate future research on interactive image-to-world generation, we will open-source the Matrix-Game model weights and the GameWorld Score benchmark at https://github.com/SkyworkAI/Matrix-Game.

  • 11 authors
·
Jun 23, 2025 2

GameWorld: Towards Standardized and Verifiable Evaluation of Multimodal Game Agents

Towards an embodied generalist for real-world interaction, Multimodal Large Language Model (MLLM) agents still suffer from challenging latency, sparse feedback, and irreversible mistakes. Video games offer an ideal testbed with rich visual observations and closed-loop interaction, demanding fine-grained perception, long-horizon planning, and precise control. However, systematically evaluating these capabilities is currently hindered by heterogeneous action interfaces and heuristic verification. To this end, we introduce GameWorld, a benchmark designed for standardized and verifiable evaluation of MLLMs as generalist game agents in browser environments. Two game agent interfaces are studied: (i) computer-use agents that directly emit keyboard and mouse controls, and (ii) generalist multimodal agents that act in a semantic action space via deterministic Semantic Action Parsing. GameWorld contains 34 diverse games and 170 tasks, each paired with state-verifiable metrics for outcome-based evaluation. The results across 18 model-interface pairs suggest that even the best performing agent is far from achieving human capabilities on video games. Extensive experiments of repeated full-benchmark reruns demonstrate the robustness of the benchmark, while further studies on real-time interaction, context-memory sensitivity, and action validity expose more challenges ahead for game agents. Together, by offering a standardized, verifiable, and reproducible evaluation framework, GameWorld lays a robust foundation for advancing research on multimodal game agents and beyond. The project page is at https://gameworld-bench.github.io.

WorldModelBench: Judging Video Generation Models As World Models

Video generation models have rapidly progressed, positioning themselves as video world models capable of supporting decision-making applications like robotics and autonomous driving. However, current benchmarks fail to rigorously evaluate these claims, focusing only on general video quality, ignoring important factors to world models such as physics adherence. To bridge this gap, we propose WorldModelBench, a benchmark designed to evaluate the world modeling capabilities of video generation models in application-driven domains. WorldModelBench offers two key advantages: (1) Against to nuanced world modeling violations: By incorporating instruction-following and physics-adherence dimensions, WorldModelBench detects subtle violations, such as irregular changes in object size that breach the mass conservation law - issues overlooked by prior benchmarks. (2) Aligned with large-scale human preferences: We crowd-source 67K human labels to accurately measure 14 frontier models. Using our high-quality human labels, we further fine-tune an accurate judger to automate the evaluation procedure, achieving 8.6% higher average accuracy in predicting world modeling violations than GPT-4o with 2B parameters. In addition, we demonstrate that training to align human annotations by maximizing the rewards from the judger noticeably improve the world modeling capability. The website is available at https://worldmodelbench-team.github.io.

  • 13 authors
·
Feb 27, 2025

AgentGarten: Code Worlds for Evolving Agents

Interactive virtual worlds allow agents to learn through exploration and interaction. What agents can learn is bounded by the environments they practice in, which must be faithful, with consistent state, rules, and dynamics, and realistic, with observations that follow the real-world visual distributions. Achieving both across diverse worlds remains a bottleneck. We introduce AgentGarten, a framework that couples simulators and game engines with a shared neural renderer to build real-time interactive environments. Its simulation backends maintain persistent world state and execute program-defined interaction rules, while the renderer generates visual observations from structured conditions exported through a common interface. To build the neural renderer, we adapt a pretrained video model to geometry conditions, distill it with our proposed Adversarial Forcing, and optimize inference for real-time interaction. Adversarial Forcing makes history prefilling differentiable through exact replay, so that losses on later predictions update how the renderer encodes prior observations, and adds real-data adversarial supervision to improve its visual quality. In AgentGarten, agents perceive the world through visual observations, interact with it in real time, and improve by distilling each round of experience into playbooks that subsequent agents inherit and refine. Our empirical study demonstrates a substantial gain in learning efficiency, with agents learning from just 4 rounds compared with millions for a conventional reinforcement learning counterpart. As new worlds can be written as code and rendered through the same interface, environments can scale in both number and difficulty alongside their agents, a step toward agents that keep evolving through interactive experience.

MirroS-Lab MirroS
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Oct 7 4

PAIWorld: A 3D-Consistent World Foundation Model for Robotic Manipulation

World foundation models (WFMs) are powerful simulators, yet they predominantly operate in a single-view setting and lack the multi-view 3D consistency required for robotic manipulation. While robotic systems rely on multiple cameras (egocentric, eye-to-hand, and wrist-mounted) for policy learning, current multi-view world models simply concatenate view tokens without explicit geometric reasoning. This causes cross-view object drift, depth inconsistency, and texture misalignment. We trace these failures to two deficiencies: the absence of an explicit inter-view communication mechanism and the lack of a 3D geometric prior. We argue that resolving both simultaneously is necessary and sufficient. To address this, we present PAIWorld, a framework that augments diffusion-transformer world models via three core components: (1) Geometry-Aware Cross-View Attention blocks that establish an explicit pathway across views, (2) Geometric Rotary Position Embedding that encodes camera ray directions and extrinsic poses into the attention mechanism, and (3) Latent 3D-REPA, which distills 3D-aware features from frozen 3D foundation models to ensure 3D consistency. Built upon a DiT-based world foundation model, PAIWorld achieves state-of-the-art multi-view 3D consistency on robotic manipulation benchmarks, ranking 1st on the WorldArena leaderboard and 2nd on the AgiBot-Challenge2026 leaderboard, while enabling downstream applications such as model-based planning, world action models, and multi-view policy post-training.

  • 28 authors
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Jun 15

Marionette: Predicting World States, Rendering Geometry, Painting Appearance

Interactive game world models typically autoregress visual observations directly in pixel or latent space, forcing structured properties such as pose, geometry, and occlusion to be implicitly maintained by the same generative sequence. Over long horizons, errors in these latent world properties accumulate, making consistency and controllability fragile. We explicitly model the evolving world state, delegate exact geometric computation to a fixed, zero-parameter renderer, and leave the neural model to synthesize appearance. We instantiate this idea as Marionette, a world model for interactive games with articulated characters. First, a two-stage autoregressive dynamics model predicts an explicit and interpretable 276-dimensional 3D world state comprising multi-entity articulated skeletons, metric root trajectories, and rotations. Second, a zero-parameter graphics bridge converts the predicted state into pose-control videos, computing world-space geometry and occlusion in closed form. Third, a control-conditioned video-diffusion observation model synthesizes photorealistic RGB observations from the resulting structured controls. Our experiments establish two properties of Marionette. First, the predicted world state is directly controllable. Forcing a mismatched action stream changes root-aligned joint error by 31% across 48 held-out segments. Second, long-horizon behaviour is determined in the state, and can be repaired there. Left free, the two generated characters drift to 21.2 m apart (recorded sessions stay near 5 m) and a third of frames show ground penetration. Two rules imposed on the explicit state, a terrain collider and a separation cap, cut penetration by 66% and keep the pair engaged, with no change to the observation model. Routing appearance through the predicted state costs no fidelity we can detect, at an FVD of 831 against 799 for recorded pose.

  • 5 authors
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Aug 13 2

WALL-E 2.0: World Alignment by NeuroSymbolic Learning improves World Model-based LLM Agents

Can we build accurate world models out of large language models (LLMs)? How can world models benefit LLM agents? The gap between the prior knowledge of LLMs and the specified environment's dynamics usually bottlenecks LLMs' performance as world models. To bridge the gap, we propose a training-free "world alignment" that learns an environment's symbolic knowledge complementary to LLMs. The symbolic knowledge covers action rules, knowledge graphs, and scene graphs, which are extracted by LLMs from exploration trajectories and encoded into executable codes to regulate LLM agents' policies. We further propose an RL-free, model-based agent "WALL-E 2.0" through the model-predictive control (MPC) framework. Unlike classical MPC requiring costly optimization on the fly, we adopt an LLM agent as an efficient look-ahead optimizer of future steps' actions by interacting with the neurosymbolic world model. While the LLM agent's strong heuristics make it an efficient planner in MPC, the quality of its planned actions is also secured by the accurate predictions of the aligned world model. They together considerably improve learning efficiency in a new environment. On open-world challenges in Mars (Minecraft like) and ALFWorld (embodied indoor environments), WALL-E 2.0 significantly outperforms existing methods, e.g., surpassing baselines in Mars by 16.1%-51.6% of success rate and by at least 61.7% in score. In ALFWorld, it achieves a new record 98% success rate after only 4 iterations.

  • 7 authors
·
Apr 22, 2025 4

WorldCraft: From Camera Navigation to Object Manipulation in Interactive Video World Models

Recent video-based world models have made pixel-space environments interactive at the camera level: users can navigate viewpoints while the model generates coherent visual continuations. Yet their action spaces remain incomplete: users can move the camera, but cannot act on individual objects. Since real-world interaction is inherently object-centric, such models remain closer to passive scene observers than truly manipulable environments. We present WorldCraft, a framework that expands interactive video world models from camera navigation to object-level trajectory actions. Given a user click and a sketched path, WorldCraft generates future frames in which the selected object follows the prescribed trajectory while the camera continues to navigate the scene. WorldCraft achieves this through a trajectory-centric control pipeline: First, Normalized World Trajectory (NWT) represents user-drawn motion in a camera-invariant world coordinate system and dynamically re-projects it under the current camera pose, separating object motion from camera-induced screen-space displacement; Spatial-Pathway LoRA (SP-LoRA) then injects this world-space signal through the model's spatial-control pathway, adding object manipulation capability while preserving the pretrained camera controller; finally, Trajectory-Anchored State Persistence (TASP) treats the world trajectory as a persistent spatial state and refreshes autoregressive memory after trajectory-conditioned generation, allowing moved objects to reappear at their updated positions after leaving the camera view. Experiments show that WorldCraft enables accurate object control, preserves the video-based world model's camera fidelity under camera-only evaluation, and maintains object state across long autoregressive rollouts with off-camera excursions.

tencent Tencent
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May 23 2

StableWorld: Towards Stable and Consistent Long Interactive Video Generation

In this paper, we explore the overlooked challenge of stability and temporal consistency in interactive video generation, which synthesizes dynamic and controllable video worlds through interactive behaviors such as camera movements and text prompts. Despite remarkable progress in world modeling, current methods still suffer from severe instability and temporal degradation, often leading to spatial drift and scene collapse during long-horizon interactions. To better understand this issue, we initially investigate the underlying causes of instability and identify that the major source of error accumulation originates from the same scene, where generated frames gradually deviate from the initial clean state and propagate errors to subsequent frames. Building upon this observation, we propose a simple yet effective method, StableWorld, a Dynamic Frame Eviction Mechanism. By continuously filtering out degraded frames while retaining geometrically consistent ones, StableWorld effectively prevents cumulative drift at its source, leading to more stable and temporal consistency of interactive generation. Promising results on multiple interactive video models, \eg, Matrix-Game, Open-Oasis, and Hunyuan-GameCraft, demonstrate that StableWorld is model-agnostic and can be applied to different interactive video generation frameworks to substantially improve stability, temporal consistency, and generalization across diverse interactive scenarios.

  • 9 authors
·
Jan 21

Mental World Modeling

World models enable a predictive substrate for planning and action, yet existing formulations merely answer a physical question: what/where it is, and how will it evolve. Human behavior, however, is driven by hidden mental state (what a person believes, wants, intends, feels, and considers socially permissible), so a model that tracks the physical scene but not what each agent knows and believes about it predicts the wrong action for the right-looking scene. We formulate Mental World Modeling (MWM), a generic theoretical framework that makes mental variables core components of a world model rather than posthoc rationales: MWM aintains a coupled physical-mental world state, renders a target-specific partial observation, and simulates how candidate actions jointly update both components. We instantiate the framework in MENTIS, a training-free and fully inspectable baseline that decomposes the process into state parsing, target-observation generation, action decomposition, coupled physical and mental transition, and branch-level value evaluation. On a manually constructed, quality-controlled dataset of situated decision scenarios spanning text, image, and sounding-video stories, experiments with 8 modern LLM-based world models demonstrate that explicitly modeling the mental state is essential for predicting human decisions. Deeper analyses further expose the bottlenecks of current mental world modeling. We expect MWM as a next stage of world modeling, from simulating physical scenes to simulating the minds that act in them.

GAWM: Global-Aware World Model for Multi-Agent Reinforcement Learning

In recent years, Model-based Multi-Agent Reinforcement Learning (MARL) has demonstrated significant advantages over model-free methods in terms of sample efficiency by using independent environment dynamics world models for data sample augmentation. However, without considering the limited sample size, these methods still lag behind model-free methods in terms of final convergence performance and stability. This is primarily due to the world model's insufficient and unstable representation of global states in partially observable environments. This limitation hampers the ability to ensure global consistency in the data samples and results in a time-varying and unstable distribution mismatch between the pseudo data samples generated by the world model and the real samples. This issue becomes particularly pronounced in more complex multi-agent environments. To address this challenge, we propose a model-based MARL method called GAWM, which enhances the centralized world model's ability to achieve globally unified and accurate representation of state information while adhering to the CTDE paradigm. GAWM uniquely leverages an additional Transformer architecture to fuse local observation information from different agents, thereby improving its ability to extract and represent global state information. This enhancement not only improves sample efficiency but also enhances training stability, leading to superior convergence performance, particularly in complex and challenging multi-agent environments. This advancement enables model-based methods to be effectively applied to more complex multi-agent environments. Experimental results demonstrate that GAWM outperforms various model-free and model-based approaches, achieving exceptional performance in the challenging domains of SMAC.

  • 6 authors
·
Jan 17, 2025