new

Get trending papers in your email inbox!

Subscribe

Daily Papers

byAK and the research community

Oct 26

PAWA: Panoramic Action-conditioned World Modeling for Multiple Agents

A multiplayer world model must predict how the independent actions of several players change a shared environment, including changes outside a player's current field of view. A point-of-view (POV) video captures such changes only after they enter its field of view, whereas panoramic video records the surroundings in every viewing direction and has served as an intermediate representation of the world state in recent world models. Learning this task therefore requires synchronized POV and panoramic videos of interacting players together with their actions, yet no existing dataset provides this combination in Minecraft, an established testbed in which players act independently in a shared, modifiable 3D world. We present PAWA, a dataset and framework for action-conditioned panoramic multiplayer world modeling. The dataset pairs each player's POV video with world-stabilized panoramic video and aligned actions. Its distributed pipeline decouples CPU gameplay capture from GPU rendering, scales beyond 64 simultaneous players, and re-renders each recorded session under new observation configurations without replaying the gameplay. On this dataset, we develop a dual-tower model that jointly predicts POV and panoramic video and couples the two streams through cross-attention that aligns tokens observing the same direction in a shared world frame. We further introduce a quadratic-phase player encoding that provides many more player codes than existing rotary codes at the same embedding dimension. Experiments show that PAWA outperforms state-of-the-art multiplayer world models in POV prediction quality while also producing high-fidelity panoramic predictions. The dataset and collection pipeline are open source to support further research on multiplayer world models.

  • 9 authors
·
Oct 13

Mem-World: Memory-Augmented Action-Conditioned World Models for Persistent Robot Manipulation

Action-conditioned world models have emerged as a promising paradigm for robot learning, offering a scalable alternative to costly real-world experimentation by generating action-consistent video rollouts. However, persistent world modeling remains challenging in manipulation: frequent end-effector occlusions and rapid wrist-camera motion make the current observation insufficient for predicting future views, causing models to forget or hallucinate scene details seen in earlier frames. Existing memory retrieval strategies often fail to identify informative history in dynamic manipulation scenarios. To address this limitation, we propose Mem-World, a memory-augmented multi-view action-conditioned world model. At its core, we present W-VMem, a 4D wrist-view-centered surfel-indexed memory that anchors historical observations to temporally evolving surface elements. By explicitly modeling when and where scene elements are observed, W-VMem enables geometry-aware retrieval of relevant history frames conditioned on future actions. During generation, relevant history frames are selected via surfel-based rendering and scoring, providing informative and non-redundant context for prediction. Extensive experiments show that Mem-World generates persistent rollouts in complex manipulation scenarios, enables more reliable policy evaluation than Ctrl-World, improving the Pearson correlation with real-world performance by 14.5\%, and supports effective policy improvement through synthetic data generation, increasing success rates from 58\% to 72\% on long-horizon tasks.

  • 10 authors
·
Jun 17

WildWorld: A Large-Scale Dataset for Dynamic World Modeling with Actions and Explicit State toward Generative ARPG

Dynamical systems theory and reinforcement learning view world evolution as latent-state dynamics driven by actions, with visual observations providing partial information about the state. Recent video world models attempt to learn this action-conditioned dynamics from data. However, existing datasets rarely match the requirement: they typically lack diverse and semantically meaningful action spaces, and actions are directly tied to visual observations rather than mediated by underlying states. As a result, actions are often entangled with pixel-level changes, making it difficult for models to learn structured world dynamics and maintain consistent evolution over long horizons. In this paper, we propose WildWorld, a large-scale action-conditioned world modeling dataset with explicit state annotations, automatically collected from a photorealistic AAA action role-playing game (Monster Hunter: Wilds). WildWorld contains over 108 million frames and features more than 450 actions, including movement, attacks, and skill casting, together with synchronized per-frame annotations of character skeletons, world states, camera poses, and depth maps. We further derive WildBench to evaluate models through Action Following and State Alignment. Extensive experiments reveal persistent challenges in modeling semantically rich actions and maintaining long-horizon state consistency, highlighting the need for state-aware video generation. The project page is https://shandaai.github.io/wildworld-project/.

AlayaLab Alaya Lab
·
Mar 24 4

Not All Actions Are Equal: Rethinking Conditioning for Dexterous World Model

Recent advances in action-conditioned world models show promising progress in modeling complex interactions and forecasting future states under diverse action sequences. While these models are often driven by stronger visual representations and model capacity, action conditioning itself remains underexplored. Most existing approaches compress the entire action sequence into a single representation, which works well for low-DoF control but becomes less reliable in high-DoF scenarios. We observe that high-DoF dexterous actions are inherently heterogeneous, spanning multiple orders of magnitude, where large-scale motions coexist with subtle but important signals. When uniformly aggregated, optimization exhibits an imbalance across action components, which hinders the modeling of fine-grained effects and affects action fidelity. We therefore propose DexAC-WM, which treats action conditioning as a structured process rather than global compression. DexAC preserves dimension-level semantics via action tokenization and aligns action signals with visual dynamics through local refinement and global modulation. To address the limited high-level semantic grounding in existing world models, we further introduce a semantic branch that provides rich object-scene priors, which enables world model to capture dynamic visual details while supporting high-DoF action-conditioned video prediction. Experiments on EgoDex and EgoVerse show that combining the semantic branch with DexAC significantly improves FID, FVD, and PCK, demonstrating gains in visual-temporal realism and action-following consistency. We further verify that DexAC extends to other backbones, showing the scalability of our structured action-conditioning design. These results suggest that scaling world models to high-DoF control requires both structured action modeling and semantic grounding.

  • 10 authors
·
Jun 24 1

GigaWorld-Policy-0.5: A Faster and Stronger WAM Empowered by AutoResearch

World Action Models (WAMs) improve robot policy learning by jointly modeling actions and future visual observations, using future scene evolution as dense supervision for physically grounded action generation. However, a common design in existing WAMs is to explicitly generate future videos at inference time, incurring substantial computational overhead and hindering real-time closed-loop deployment. GigaWorld-Policy addresses this issue with an action-centered formulation, where future visual dynamics are used during training while action-only decoding is used at inference time. Building upon this framework, we present GigaWorld-Policy-0.5, an enhanced action-centered WAM designed for more efficient robot control. During pretraining, GigaWorld-Policy-0.5 adopts a mixed Action-Conditioned World Modeling (AC-WM) and WAM training strategy. This strengthens the coupling between visual dynamics and robot actions and improves the transferability of action representations for downstream policy learning. For efficient inference, GigaWorld-Policy-0.5 introduces a Mixture-of-Transformers architecture that separates visual dynamics modeling and action generation into specialized experts, reducing active computation during action-only inference and achieving 85 ms inference latency on a local RTX 4090 setup. In addition, we employ an agent-based AutoResearch pipeline to systematically search training configurations, enabling more efficient identification of optimal experimental setups while reducing the time and manual intervention required for hyperparameter tuning. Experiments and ablations show that GigaWorld-Policy-0.5 preserves the training benefits of future visual dynamics while improving inference efficiency for robot control.

open-gigaai GigaAI
·
Jul 14 2

ACWM-Phys: Investigating Generalized Physical Interaction in Action-Conditioned Video World Models

Action-conditioned world models (ACWMs) have shown strong promise for video prediction and decision-making. However, existing benchmarks are largely restricted to egocentric navigation or narrow, task-specific robotics datasets, offering only limited coverage of the rich physical interactions required for generalized world understanding. We introduce ACWM-Phys, a new benchmark for evaluating action-conditioned prediction under diverse physical dynamics in a clean, controllable simulation environment with a carefully designed action space. ACWM-Phys contains training and evaluation data spanning rigid-body dynamics, kinematics, deformable-object interactions, and particle dynamics. To evaluate both interpolation and generalization, we design in-distribution and out-of-distribution protocols with controlled shifts in interaction patterns or scene configurations. By building the benchmark in a fully controllable simulator, ACWM-Phys enables precise data collection, reproducible evaluation, and systematic analysis of model capabilities for physically grounded world modeling. Through systematic experiments on ACWM-DiT, we find that OoD generalization depends not only on the physical regime but also on effective task complexity: models generalize well on visually simple, low-dimensional interactions with clear geometric structure, but suffer larger drops on deformable contacts, high-dimensional control, and complex articulated motion. This suggests that the model still relies heavily on visual appearance patterns instead of fully learning the underlying physics. Ablations show that cross-attention improves high-dimensional action conditioning, causal VAEs outperform frame-wise encoders, and larger action spaces are harder to model but can improve generalization by providing richer control signals. These findings guide the design of physically grounded world models.

  • 7 authors
·
May 8

Language-Conditioned World Modeling for Visual Navigation

We study language-conditioned visual navigation (LCVN), in which an embodied agent is asked to follow a natural language instruction based only on an initial egocentric observation. Without access to goal images, the agent must rely on language to shape its perception and continuous control, making the grounding problem particularly challenging. We formulate this problem as open-loop trajectory prediction conditioned on linguistic instructions and introduce the LCVN Dataset, a benchmark of 39,016 trajectories and 117,048 human-verified instructions that supports reproducible research across a range of environments and instruction styles. Using this dataset, we develop LCVN frameworks that link language grounding, future-state prediction, and action generation through two complementary model families. The first family combines LCVN-WM, a diffusion-based world model, with LCVN-AC, an actor-critic agent trained in the latent space of the world model. The second family, LCVN-Uni, adopts an autoregressive multimodal architecture that predicts both actions and future observations. Experiments show that these families offer different advantages: the former provides more temporally coherent rollouts, whereas the latter generalizes better to unseen environments. Taken together, these observations point to the value of jointly studying language grounding, imagination, and policy learning in a unified task setting, and LCVN provides a concrete basis for further investigation of language-conditioned world models. The code is available at https://github.com/F1y1113/LCVN.

  • 13 authors
·
Mar 22

DriveWorld-VLA: Unified Latent-Space World Modeling with Vision-Language-Action for Autonomous Driving

End-to-end (E2E) autonomous driving has recently attracted increasing interest in unifying Vision-Language-Action (VLA) with World Models to enhance decision-making and forward-looking imagination. However, existing methods fail to effectively unify future scene evolution and action planning within a single architecture due to inadequate sharing of latent states, limiting the impact of visual imagination on action decisions. To address this limitation, we propose DriveWorld-VLA, a novel framework that unifies world modeling and planning within a latent space by tightly integrating VLA and world models at the representation level, which enables the VLA planner to benefit directly from holistic scene-evolution modeling and reducing reliance on dense annotated supervision. Additionally, DriveWorld-VLA incorporates the latent states of the world model as core decision-making states for the VLA planner, facilitating the planner to assess how candidate actions impact future scene evolution. By conducting world modeling entirely in the latent space, DriveWorld-VLA supports controllable, action-conditioned imagination at the feature level, avoiding expensive pixel-level rollouts. Extensive open-loop and closed-loop evaluations demonstrate the effectiveness of DriveWorld-VLA, which achieves state-of-the-art performance with 91.3 PDMS on NAVSIMv1, 86.8 EPDMS on NAVSIMv2, and 0.16 3-second average collision rate on nuScenes. Code and models will be released in https://github.com/liulin815/DriveWorld-VLA.git.

  • 7 authors
·
Feb 5

Latent World Action Model for GUI Agents

Pixel-space world models have recently emerged as a promising approach for GUI agents, predicting future screens prior to execution and subsequently re-perceiving them for action selection. However, this two-stage paradigm faces two key challenges in GUI environments: (L1) the high computational cost of pixel reconstruction and (L2) the need to reconstruct large and diverse appearance-level details beyond what is required for action selection. In practice, this screen-generation objective can induce an identity shortcut problem, where future-state prediction largely preserves the current state rather than capturing action-induced changes. In this work, we reformulate GUI world modeling by shifting the prediction target from full-screen reconstruction to action-induced future information in latent space. Concretely, we leverage a large multimodal model as the latent world model, whose shared representations support two dedicated heads for both action selection and predictive transition modeling. The action head directly translates these latent representations into action selection, while the transition head captures action-conditioned future information. To mitigate the identity shortcut, we further introduce an action-aware contrastive objective that encourages the transition representations to capture discriminative action-induced changes. Extensive experiments across offline and online GUI settings show that our method achieves up to 31.9% and 40.6% relative gains in success rate over pixel-space world models, respectively, while substantially reducing inference latency by up to 98.9%. Our code is available at https://github.com/sjyu001/latent2world.

kaist-ai KAIST AI
·
Oct 8 2

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

Kinema4D: Kinematic 4D World Modeling for Spatiotemporal Embodied Simulation

Simulating robot-world interactions is a cornerstone of Embodied AI. Recently, a few works have shown promise in leveraging video generations to transcend the rigid visual/physical constraints of traditional simulators. However, they primarily operate in 2D space or are guided by static environmental cues, ignoring the fundamental reality that robot-world interactions are inherently 4D spatiotemporal events that require precise interactive modeling. To restore this 4D essence while ensuring the precise robot control, we introduce Kinema4D, a new action-conditioned 4D generative robotic simulator that disentangles the robot-world interaction into: i) Precise 4D representation of robot controls: we drive a URDF-based 3D robot via kinematics, producing a precise 4D robot control trajectory. ii) Generative 4D modeling of environmental reactions: we project the 4D robot trajectory into a pointmap as a spatiotemporal visual signal, controlling the generative model to synthesize complex environments' reactive dynamics into synchronized RGB/pointmap sequences. To facilitate training, we curated a large-scale dataset called Robo4D-200k, comprising 201,426 robot interaction episodes with high-quality 4D annotations. Extensive experiments demonstrate that our method effectively simulates physically-plausible, geometry-consistent, and embodiment-agnostic interactions that faithfully mirror diverse real-world dynamics. For the first time, it shows potential zero-shot transfer capability, providing a high-fidelity foundation for advancing next-generation embodied simulation.

mmlab-ntu MMLab@NTU
·
Mar 17 4

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

SG-WAM: Self-Guided World Modeling in Geometry-Aware Policy Space

World Action Models (WAMs) couple action generation with prediction of future states. Their effectiveness depends on whether future dynamics are modeled in a space that is both aligned with action generation and sufficiently geometry-aware to capture where and how actions change the scene. Existing WAMs typically satisfy only part of this requirement, relying on either perceptually heavy observation-space targets or auxiliary latent spaces that are not jointly structured for action relevance and geometry. We propose SG-WAM, a self-guided framework that learns geometry-aware action-conditioned dynamics directly in the policy-derived representation space. SG-WAM introduces learnable dynamics tokens and a Self-Guided World Predictor that forecasts their future latent states conditioned on intervening robot actions. Prediction targets are generated by an exponential moving average copy of the same policy backbone, providing stable supervision within the representation family used by the action expert. Geometric supervision further structures the policy image-token representations, providing spatially grounded context for the dynamics tokens and yielding a future-alignment space that is both action-relevant and geometry-aware. Latent future prediction, geometric grounding, and flow-matching action generation are jointly optimized end-to-end in a unified framework. Built on a 0.9B model without large-scale embodied pretraining, SG-WAM achieves 98.5% average success on LIBERO and 73% on LIBERO-Plus, while outperforming strong baselines in both in-distribution and out-of-distribution real-world evaluations.

See, Infer, Intervene: Proactive World Modeling for Goal-Oriented Social Intelligence

Multimodal retail agents should not only recognize what a customer is doing, but also decide whether and how to assist before an explicit request is made. We study this setting through the See--Infer--Intervene (SII) framework, where a device must see pre-interaction behavior, infer latent customer intent, and act by selecting an appropriate service intervention or choosing to wait. We instantiate SII with the Proactive Intent World Model (PIWM), which represents customer state with AIDA (Attention, Interest, Desire, Action) purchasing phases and BDI (belief, desire, intention) psychological fields, predicts action-conditioned intent transitions, and selects from five response classes: Greet, Elicit, Inform, Recommend, and Hold. We further construct GuidanceSalesBench, a smart-retail benchmark containing state manifests, pre-interaction videos, candidate responses, action-conditioned outcomes, and best-action labels. When conditioned on ground-truth customer state to isolate action selection, PIWM achieves 0.641 macro F1 on 30 held-out target videos, outperforming a zero-shot Qwen2.5-VL-7B baseline and training variants without balanced action supervision; end-to-end video-only selection drops to 0.295, below the 5-class balanced random baseline of 0.414, identifying video-to-state grounding as the dominant deployment-time bottleneck. A preliminary staged real-store pilot (recorded with paid participants performing scripted customer behaviors) reaches 0.579 action macro F1 on 20 fully annotated videos, with 10 additional accessible videos released with index-level labels.

  • 10 authors
·
Jun 24

LOME: Learning Human-Object Manipulation with Action-Conditioned Egocentric World Model

Learning human-object manipulation presents significant challenges due to its fine-grained and contact-rich nature of the motions involved. Traditional physics-based animation requires extensive modeling and manual setup, and more importantly, it neither generalizes well across diverse object morphologies nor scales effectively to real-world environment. To address these limitations, we introduce LOME, an egocentric world model that can generate realistic human-object interactions as videos conditioned on an input image, a text prompt, and per-frame human actions, including both body poses and hand gestures. LOME injects strong and precise action guidance into object manipulation by jointly estimating spatial human actions and the environment contexts during training. After finetuning a pretrained video generative model on videos of diverse egocentric human-object interactions, LOME demonstrates not only high action-following accuracy and strong generalization to unseen scenarios, but also realistic physical consequences of hand-object interactions, e.g., liquid flowing from a bottle into a mug after executing a ``pouring'' action. Extensive experiments demonstrate that our video-based framework significantly outperforms state-of-the-art image based and video-based action-conditioned methods and Image/Text-to-Video (I/T2V) generative model in terms of both temporal consistency and motion control. LOME paves the way for photorealistic AR/VR experiences and scalable robotic training, without being limited to simulated environments or relying on explicit 3D/4D modeling.

CogWAM: Aligning Semantic Cognition with World Action Modeling via Event-Driven Interfaces

Robot policies increasingly incorporate semantic reasoning and future-world prediction, yet combining these capabilities does not guarantee that local predictions and actions remain aligned with task progress. We introduce CogWAM, a cognition-guided world-action model that establishes an explicit semantic interface between task reasoning and world-action learning through a persistent Semantic State, which stores completed task events and the active subtask. CogWAM updates this state only when observations indicate semantic transitions, allowing task-level context to persist across multiple action chunks. To bridge semantic context with physical prediction and control, CogWAM employs progress-conditioned WORLD and ACTION queries that selectively extract task-relevant information for future-world prediction and action generation. During training, the Semantic State provides shared task-progress context for both branches, while inference removes the future-prediction branch and directly generates actions from observations and the maintained state. We further introduce semantic training strategies to improve transition learning and closed-loop conditioning. Without additional robot-action pretraining, CogWAM achieves 15.56 / 11.70 % Score/SR on RoboDojo and state-of-the-art performance on BiCoord, while real-world experiments demonstrate closed-loop dual-arm manipulation with 16.4 fewer Semantic State regenerations than step-wise updating.

  • 10 authors
·
Sep 28

Geometric Action Model for Robot Policy Learning

Generalist robot policies must follow user instructions while reasoning about how objects, cameras, and robot actions interact in the 3D physical world. Recent vision-language-action models (VLAs) and video world-action models (WAMs) inherit strong semantic or temporal priors from large-scale foundation models, but they still operate primarily on 2D image frames or 2D-derived latent spaces, leaving implicit the 3D geometry required for contact-rich manipulation. We propose the Geometric Action Model (GAM), a language-conditioned manipulation policy that directly repurposes a pretrained geometric foundation model (GFM) as a shared substrate for perception, temporal prediction, and action decoding. GAM splits the GFM at an intermediate layer: the shallow layers serve as an observation encoder, and a causal future predictor inserted at the split layer forecasts future latent tokens conditioned on language, proprioception, and action history. The predicted future tokens are then routed through the remaining GFM blocks for feature propagation and decoding, allowing a single backbone to produce both future geometry and actions. This design equips the GFM with language-conditioned temporal world modeling through minimal architectural modification while preserving its rich geometric priors. Across a broad suite of simulation and real-robot manipulation benchmarks, GAM is more accurate, more robust, faster, and lighter than current foundation-model-scale baselines.

ETHZurich ETH Zürich
·
Jun 14 3

WALL-WM: Carving World Action Modeling at the Event Joints

WALL-WM is a World Action Model that shifts video-action learning from chunk-centric optimization to event-grounded Vision-Language-Action pretraining, using semantically coherent action events as the atomic unit of learning. Existing WAMs commonly initialize from multimodal or video foundation models and then optimize fixed-length action chunks conditioned directly on the current observation and instruction. Although convenient, this chunk-centric formulation creates a fundamental granularity mismatch. Language describes semantic goals and events, vision evolves through continuous scene dynamics, and actions operate at control-level timescales; forcing all three into the same fixed-length prediction window turns VLA training into short-horizon correlation fitting. WALL-WM addresses this mismatch by organizing both supervision and data around semantic events. Specifically, it pairs event-grounded VLA pretraining with a data ecosystem built from event-level captions and cluster-balanced sampling, enabling scalable learning over diverse behaviors, scenes, and task structures. From the same event-pretrained backbone, WALL-WM supports two complementary inference modes. The event mode consumes next-event descriptions and enables variable-length execution chunks, while the unified mode uses a VLM with Staircase Decoding to condition conventional fixed-length chunk inference while preserving a gradient-continuous VLA path. Together with Muon-optimizer-based large-scale pretraining infrastructure, WALL-WM provides a practical scale-up recipe for general-purpose WAMs. Experiments show that WALL-WM generalizes broadly across language, scenes, and tasks, achieving state-of-the-art performance in large-scale real-world generalization evaluation.

  • 31 authors
·
May 31 1

SWEET: Sparse World Modeling with Image Editing for Embodied Task Execution

Visual prediction has emerged as a promising paradigm for embodied control, where future observations are generated and then translated into actions. However, dense video generation is computationally expensive and often unnecessary for many manipulation tasks, whose progress can be summarized by a small number of task-relevant visual states. In this work, we study whether image editing models can serve as sparse visual world models for robot manipulation by predicting task-level future states without dense video rollout. We first conduct a controlled comparison between the video generation model Wan2.2 and the image editing model FLUX-Kontext under the same robotic data setting, and find that image editing produces more reliable task-level keyframes with better visual fidelity and substantially lower inference cost. Motivated by this observation, we propose SWEET, a one-shot sparse visual planning framework that progressively generates a sequence of task-relevant manipulation keyframes through successive image editing, conditioned on language instructions and optional arrow-based spatial guidance. A goal-conditioned diffusion action predictor then converts adjacent imagined keyframes into executable action chunks. To reduce the mismatch between real and edited visual subgoals, we further introduce a mixed-training strategy with filtered edited targets. Experiments on DROID and RoboMimic show that SWEET improves keyframe prediction across seen and unseen scenes and enables a full pipeline from sequential keyframe planning to executable robot actions, suggesting that image editing is a promising and underexplored direction for embodied visual prediction.

  • 5 authors
·
May 18

WorldReward: Reward Modeling for Camera-Conditioned World Models

Camera-conditioned world models generate interactive videos in which commanded actions should induce the expected scene changes while appearance, geometry, and temporal dynamics remain coherent. Existing rewards assess these requirements separately: geometry-based rewards estimate trajectory execution but cannot judge the visual quality of the executed motion, whereas image-based rewards measure frame quality without capturing action execution or temporal dynamics. We posit that a vision-language model (VLM) offers a shared reasoning space for relating actions to their visual outcomes. However, judging a complete long video against its full action sequence creates a lengthy, noisy context in which short-lived local action evidence can be missed or diluted. We present WorldReward, a VLM-based pairwise preference reward model that unifies action-consistency and visual-quality evaluation for camera-conditioned world models. WorldReward decomposes paired videos into action-aligned chunks, organizes each chunk into structured visual evidence, and aggregates chunk-level decisions by voting into separate video-level action and visual-quality preferences. To train it, we construct a large-scale reasoning-augmented preference dataset using structured judgments generated by a frontier VLM and refined through tool-based agent auditing and targeted human review. We further introduce WorldReward-Bench, a human-annotated benchmark measuring reward-model agreement with human preferences across action consistency, appearance quality, and motion quality. WorldReward achieves the highest agreement on all three dimensions, exceeding GPT-5.5 by 3.42, 1.45, and 3.56 percentage points, respectively. When used for RL post-training of HY-WorldPlay 1.5, it consistently improves both action execution and visual quality across short- to long-term horizons.

  • 16 authors
·
Sep 2 2

Qwen-RobotWorld Technical Report: Unifying Embodied World Modeling through Language-Conditioned Video Generation

We introduce Qwen-RobotWorld, a language-conditioned video world model for embodied intelligence. With natural language as a unified action interface, it predicts physically grounded future visual trajectories from current observations across robotic manipulation, autonomous driving, indoor navigation, and human-to-robot transfer. This unified formulation provides three promising application directions: synthetic data generation for policy training augmentation, scalable virtual environments for policy evaluation, and language-guided planning signals for downstream robot control. This is achieved through a three-part design: a) Double-Stream MMDiT with MLLM Action Encoding, where a 60-layer double-stream diffusion transformer couples frozen Qwen2.5-VL semantics with video-VAE latents through layer-wise joint attention; b) Embodied World Knowledge (EWK), an 8.6M video-text corpus (200M+ frames) with action-language mapping over 20+ embodiments and 500+ action categories; and c) General+Expert Progressive Curriculum, a two-stage training strategy that first learns general visual priors and then injects embodied specialization under a shared language interface. Extensive results show strong competitiveness: ranks 1st overall on EWMBench and DreamGen Bench, outperforms all open-source models on WorldModelBench and PBench. Additional zero-shot analyses on RoboTwin-IF benchmark further support robust generalization and multi-view consistency.

Qwen Qwen
·
Jun 14 2

OnlineWM: Causality-Aware Active Online Learning for Effective World Modeling

Generative world models aim to predict future states conditioned on actions, where action controllability is fundamental for reliable dynamics modeling. While recent efforts leverage simulator-generated data to enhance this capability, existing training pipelines face two fundamental limitations. First, static offline data collection leads to a distribution misalignment between training sets and the model's evolving error patterns, failing to resolve critical long-tail scenarios where dynamics predictions remain unreliable. Second, the standard objective of minimizing observational discrepancy often encourages the model to exploit spurious correlations instead of capturing the underlying action-effect causality. To address these limitations, we propose OnlineWM, an online training framework that continuously improves world modeling through active simulator interaction and causality-aware optimization. OnlineWM introduces two key innovations: (1) Active Online Learning: Instead of using fixed datasets, OnlineWM adaptively queries the simulator for new interaction sequences that target the model's current predictive weaknesses, ensuring high-utility data acquisition. (2) Causality-Aware Fine-Tuning: We propose a counterfactual learning strategy that contrasts the outcomes of different actions from identical states, forcing the model to attribute state transitions to specific actions rather than ambient environmental evolution, thereby grounding its predictions in reliable causal mechanisms. By integrating active data acquisition with causal optimization, OnlineWM establishes a closed-loop refinement process that ensures the model is both robust to diverse scenarios and precise in its causal attribution. Extensive experiments demonstrate that OnlineWM significantly enhances action controllability and generalizes effectively to unseen domains.

  • 9 authors
·
Sep 19

Telecom World Models: Unifying Digital Twins, Foundation Models, and Predictive Planning for 6G

The integration of machine learning tools into telecom networks, has led to two prevailing paradigms, namely, language-based systems, such as Large Language Models (LLMs), and physics-based systems, such as Digital Twins (DTs). While LLM-based approaches enable flexible interaction and automation, they lack explicit representations of network dynamics. DTs, in contrast, offer a high-fidelity network simulation, but remain scenario-specific and are not designed for learning or decision-making under uncertainty. This gap becomes critical for 6G systems, where decisions must take into account the evolving network states, uncertainty, and the cascading effects of control actions across multiple layers. In this article, we introduce the {Telecom World Model}~(TWM) concept, an architecture for learned, action-conditioned, uncertainty-aware modeling of telecom system dynamics. We decompose the problem into two interacting worlds, a controllable system world consisting of operator-configurable settings and an external world that captures propagation, mobility, traffic, and failures. We propose a three-layer architecture, comprising a field world model for spatial environment prediction, a control/dynamics world model for action-conditioned Key Performance Indicator (KPI) trajectory prediction, and a telecom foundation model layer for intent translation and orchestration. We showcase a comparative analysis between existing paradigms, which demonstrates that TWM jointly provides telecom state grounding, fast action-conditioned roll-outs, calibrated uncertainty, multi-timescale dynamics, model-based planning, and LLM-integrated guardrails. Furthermore, we present a proof-of-concept on network slicing to validate the proposed architecture, showing that the full three-layer pipeline outperforms single-world baselines and accurately predicts KPI trajectories.

  • 18 authors
·
Apr 7

EgoCS-400K: An Egocentric Gameplay Dataset for World Models

The shift from video generation to interactive world modeling places new demands on data: beyond captioned videos, world models require temporally aligned video-action-language trajectories grounded in the actions, camera motion, states, and events that drive future scene changes. However, such data is difficult to obtain at scale. Web video datasets offer broad visual coverage but lack executable actions and reliable states; robotic datasets provide action and state supervision but are costly and limited in scene diversity; and existing simulators often lack large-scale human-driven interaction trajectories. In this paper, we introduce EgoCS-400K, a large-scale replay-grounded egocentric Counter-Strike dataset for world models, built from public professional CS and CS2 match demos that preserve human gameplay trajectories and enable parsing, replaying, rendering, and temporal alignment. We extract player states, view directions, movements, keyboard/button inputs, view-angle changes, weapon usage, game events, and round-level context, and render clean first-person videos from the same trajectories. EgoCS-400K contains over 400,000 first-person videos and 10,000 hours of gameplay from more than 1,000 matches and 40,000 rounds, covering 13 maps and 10 player viewpoints per round. It supports a range of interactive visual modeling tasks, including action-conditioned future prediction, state- and event-aware scene rollout, replay-grounded captioning, and agent egocentric action understanding. By connecting visual observations with human actions, camera motion, game states, and events at scale, EgoCS-400K serves as a practical bridge between passive web videos, controllable game simulation, and costly real-world embodied data.

World Models That Know When They Don't Know: Controllable Video Generation with Calibrated Uncertainty

Recent advances in generative video models have led to significant breakthroughs in high-fidelity video synthesis, specifically in controllable video generation where the generated video is conditioned on text and action inputs, e.g., in instruction-guided video editing and world modeling in robotics. Despite these exceptional capabilities, controllable video models often hallucinate - generating future video frames that are misaligned with physical reality - which raises serious concerns in many tasks such as robot policy evaluation and planning. However, state-of-the-art video models lack the ability to assess and express their confidence, impeding hallucination mitigation. To rigorously address this challenge, we propose C3, an uncertainty quantification (UQ) method for training continuous-scale calibrated controllable video models for dense confidence estimation at the subpatch level, precisely localizing the uncertainty in each generated video frame. Our UQ method introduces three core innovations to empower video models to estimate their uncertainty. First, our method develops a novel framework that trains video models for correctness and calibration via strictly proper scoring rules. Second, we estimate the video model's uncertainty in latent space, avoiding training instability and prohibitive training costs associated with pixel-space approaches. Third, we map the dense latent-space uncertainty to interpretable pixel-level uncertainty in the RGB space for intuitive visualization, providing high-resolution uncertainty heatmaps that identify untrustworthy regions. Through extensive experiments on large-scale robot learning datasets (Bridge and DROID) and real-world evaluations, we demonstrate that our method not only provides calibrated uncertainty estimates within the training distribution, but also enables effective out-of-distribution detection.

  • 5 authors
·
Dec 5, 2025 2

DA-WAM: Decision-Aligned Future Latents for Driving World Models

Anticipating how scenes evolve under ego actions is fundamental to safe autonomous driving, yet the full potential of world models for decision-making remains unrealized. The critical challenge lies in ensuring that future modeling is not merely predictive, but decision-informative: the predicted future must directly shape which trajectory is selected. Existing approaches decouple future representation learning from planning optimization, or share predicted states across trajectory candidates, thereby diluting the action-specific consequences that ought to guide selection. To bridge this gap, we propose DA-WAM, a framework that unifies predictive representation learning, action-conditioned future modeling, and trajectory scoring under a single decision-making objective. DA-WAM maintains predictive supervision throughout planner optimization via an online encoder and a stable momentum target, allowing future representations to co-evolve with the driving task. An action-conditioned predictor generates a distinct future latent state per trajectory candidate, which is then evaluated by a future-latent-conditioned factorized scorer. For the expert-matched trajectory, the predicted future latent is supervised by the observed future representation, while safety-critical hard negatives provide additional supervision near planning boundaries. Extensive experiments on NAVSIM-v1 and NAVSIM-v2 demonstrate state-of-the-art performance, while ablations and diagnostic analyses validate the key components.

  • 8 authors
·
Aug 19

StrucPhysVideo: Learning Physical Dynamics from Structured Captions and Robot Actions

Modeling physical dynamics, including how objects move, interact, and change state, is central to video world models for embodied AI. We present StrucPhysVideo, a family of video world models that bridges physics-focused data curation with language- and action-conditioned prediction of scene evolution. Our data pipeline combines motion-aware video segmentation, quality and content filtering, and physical relevance verification with structured annotations of objects, materials, and temporally localized interactions. By disentangling camera motion from object behavior and explicitly describing contact, deformation, and state transitions, the pipeline provides supervision grounded in observable physical events. Building on these data, we introduce StrucPhysVideo-TI2V, a sparse Mixture-of-Experts (MoE) text-image-to-video model trained with a curriculum that progressively emphasizes physical dynamics while retaining general-domain video data. StrucPhysVideo-TI2V achieves state-of-the-art performance on Physics-IQ Verified, scoring 45.5% and outperforming Cosmos3-Super-Image2Video by 2.8 percentage points. Caption ablations across backbones further demonstrate the effectiveness of physics-focused supervision. We further extend StrucPhysVideo-TI2V to StrucPhysVideo-IA2V, an interactive image-action-to-video world model that predicts visual outcomes from robot end-effector commands. Action conditioning, causal autoregressive generation, and few-step distillation enable incremental robot rollouts with only four denoising steps. Together, StrucPhysVideo advances physical dynamics modeling from image- and language-conditioned video prediction toward action-driven interaction.

  • 9 authors
·
Sep 15

Memory as Plans: World-Action Modeling with Memory-Grounded Planning

Mainstream robotic policies often adopt a Markovian formulation, but many complex real-world manipulation tasks are inherently non-Markovian, requiring long-horizon memory beyond the current observation. Existing memory mechanisms often rely on language summaries, growing visual windows, or their combinations, and may therefore lose fine-grained visual evidence or face a trade-off between history coverage and execution efficiency. We introduce MaP-WAM, a Memory-as-Plans framework that decomposes memory-dependent world-action modeling into memory-grounded planning and plan-conditioned execution, and uses long-term multimodal episodic context as planning-time evidence rather than repeatedly conditioning the executor on the full history. MaP-WAM represents memory as completed segment records containing language instructions and sparse visual context, and converts this episodic memory into compact plans comprising the next segment-level language plan and corresponding visual guidance. A World-Action-Progress (WAP) model executes each plan over an unknown duration by jointly predicting action chunks and corresponding execution progress at inference time, calibrating predicted progress through plan-observation alignment for adaptive segment transitions and closed-loop context updates. MaP-WAM keeps the executor context length fixed, while structured attention further enables key-value caching in both planning and execution. MaP-WAM achieves state-of-the-art performance on RMBench with an 83.3% success rate and attains 78.0% success on real-robot tasks, while maintaining approximately constant executor inference latency as task history grows.

  • 8 authors
·
Sep 9 3

Act2Goal: From World Model To General Goal-conditioned Policy

Specifying robotic manipulation tasks in a manner that is both expressive and precise remains a central challenge. While visual goals provide a compact and unambiguous task specification, existing goal-conditioned policies often struggle with long-horizon manipulation due to their reliance on single-step action prediction without explicit modeling of task progress. We propose Act2Goal, a general goal-conditioned manipulation policy that integrates a goal-conditioned visual world model with multi-scale temporal control. Given a current observation and a target visual goal, the world model generates a plausible sequence of intermediate visual states that captures long-horizon structure. To translate this visual plan into robust execution, we introduce Multi-Scale Temporal Hashing (MSTH), which decomposes the imagined trajectory into dense proximal frames for fine-grained closed-loop control and sparse distal frames that anchor global task consistency. The policy couples these representations with motor control through end-to-end cross-attention, enabling coherent long-horizon behavior while remaining reactive to local disturbances. Act2Goal achieves strong zero-shot generalization to novel objects, spatial layouts, and environments. We further enable reward-free online adaptation through hindsight goal relabeling with LoRA-based finetuning, allowing rapid autonomous improvement without external supervision. Real-robot experiments demonstrate that Act2Goal improves success rates from 30% to 90% on challenging out-of-distribution tasks within minutes of autonomous interaction, validating that goal-conditioned world models with multi-scale temporal control provide structured guidance necessary for robust long-horizon manipulation. Project page: https://act2goal.github.io/

agibot-world AgiBot World
·
Dec 29, 2025 3

Causally Debiased Latent Action Model for Embodied Action Conditioned World Models

Action-conditioned world models (ACWMs) aim to simulate future observations conditioned on embodied actions, offering a promising foundation for robot planning, policy evaluation, and data augmentation. However, learning controllable ACWMs requires large-scale action-labeled data, which remains costly to collect in the real world. Latent action models (LAMs) mitigate this bottleneck by inferring latent actions from unlabeled videos, but existing LAMs are typically trained with reconstruction-only objectives and therefore entangle action-relevant dynamics with action-irrelevant visual factors such as backgrounds and untouched objects. In this work, we identify this action-irrelevant bias as a key obstacle to controllable ACWMs and introduce evaluation metrics to measure latent-action bias, action following, and robustness. We propose CD-LAM, a causally debiased framework for LAM-based ACWMs. CD-LAM introduces three efficient fine-tuning objectives: embodiment-centric reconstruction, action-centric contrastive learning, and latent space calibration, which together encourage embodiment-focused, action-aware, and calibrated non-collapsed latent action representations. Experiments on 2B and 14B ACWM backbones show that CD-LAM substantially improves latent-action controllability, downstream robot-action following, visual fidelity, and adaptation efficiency, requiring only 6k fine-tuning steps and more than 12times fewer robot-action adaptation updates than the baseline.

  • 12 authors
·
Jul 9

PAVXploreRL: Physical-Action-Visual World Model Reinforcement Learning with Action Exploration

Action-conditioned world models are a key component of embodied AI, serving as scalable policy evaluators that reduce reliance on expensive real-world rollouts. To accurately capture diverse action-induced dynamics, such models should satisfy three key objectives-Physical Plausibility (P), Action Adherence (A), and Visual Fidelity (V), collectively referred to as PAV-while remaining robust to both in-distribution (ID) expert demonstrations and out-of-distribution (OOD) actions. However, existing methods primarily rely on ID action-video pairs and pixel-level reconstruction losses, which do not explicitly optimize PAV objectives and generalize poorly beyond expert data. To address this, we propose PAVXploreRL, a reinforcement learning framework built on a pretrained latent world model that explicitly optimizes PAV objectives through reward-driven training. To improve action generalization, our method jointly leverages ID trajectories and noise-driven OOD action exploration, without paired video supervision. Experiments show that PAVXploreRL consistently outperforms pretrained baselines, achieving a 5.6% average gain across benchmarks and producing higher-quality PAV properties. As a policy evaluator, it also yields more reliable performance estimates and reduces the overestimation bias of prior expert-only world models such as Ctrl-World. Code: https://github.com/Social-AI-Studio/PAVXploreRL

  • 7 authors
·
Sep 9

Do Robotic World Models Really Follow Actions? Diagnosing and Aligning Action-Conditioned Generation for Policy Learning

Action-conditioned world models are increasingly used as learned simulators for policy evaluation and improvement, yet their effectiveness rests on an unverified assumption: generated futures faithfully reflect arbitrary valid actions. Existing benchmarks are typically confined to expert demonstrations, leaving off-expert action following inadequately evaluated. To address this gap, we introduce WorldEcho, which probes action following over a broader action distribution using visual integrity and SE(3) trajectory alignment. Our diagnosis shows that current world models reasonably execute expert actions but struggle with diverse off-expert trajectories, either ignoring the commanded actions or producing visually invalid rollouts. We further propose WorldSync, which strengthens action following along three complementary axes: distributional coverage, representational grounding, and intervention-effect alignment. It broadens the training distribution over action consequences, grounds intermediate video representations in action-induced robot dynamics through an Action-Forcing Expert, and aligns predicted changes under action interventions with the corresponding changes in ground-truth futures. Experiments on RoboTwin benchmarks and real-robot tasks show that WorldSync improves WorldEcho metrics and serves as a more reliable simulator for iterative policy improvement, enabling policies to achieve higher success rates.

  • 10 authors
·
Aug 24

GeniWorld: A Generalizable Interactive World Model for Robotic Manipulation via Visual Actions

Generalist robot policies exhibit strong capabilities, but their robustness in complex and unseen environments remains limited. Scaling robot learning and evaluation in diverse real-world environments remains costly and challenging. Action-conditioned world models offer a promising alternative, but they often suffer from limited action controllability and poor generalization to out-of-distribution (OOD) scenarios. To this end, we present GeniWorld, an interactive world model for robots that generalizes robustly across unseen scenarios. Building on pretrained video generative models, we use URDF-based rendering to transform numerical actions into visual action representations, enabling spatially grounded action control. By explicitly decoupling embodiment kinematics from environmental dynamics, our model mitigates scene overfitting and facilitates modeling of robot-environment interactions. To achieve closed-loop control, we construct an autoregressive video prediction model integrated with high-frequency robot kinematic control, enabling interaction with both robot policies and human teleoperators. In our experiments, even when trained solely on limited fixed-scene data, our model achieves superior in-domain performance and robust zero-shot generalization to highly randomized, unseen environments. For downstream applications, GeniWorld serves as a scalable policy evaluator that remains reliable under environmental perturbations. Furthermore, even with limited real-world demonstrations, GeniWorld generates diverse manipulation trajectories within the world model, improving downstream policy performance and robustness in complex environments.

  • 10 authors
·
Aug 5

Persistent Robot World Models: Stabilizing Multi-Step Rollouts via Reinforcement Learning

Action-conditioned robot world models generate future video frames of the manipulated scene given a robot action sequence, offering a promising alternative for simulating tasks that are difficult to model with traditional physics engines. However, these models are optimized for short-term prediction and break down when deployed autoregressively: each predicted clip feeds back as context for the next, causing errors to compound and visual quality to rapidly degrade. We address this through the following contributions. First, we introduce a reinforcement learning (RL) post-training scheme that trains the world model on its own autoregressive rollouts rather than on ground-truth histories. We achieve this by adapting a recent contrastive RL objective for diffusion models to our setting and show that its convergence guarantees carry over exactly. Second, we design a training protocol that generates and compares multiple candidate variable-length futures from the same rollout state, reinforcing higher-fidelity predictions over lower-fidelity ones. Third, we develop efficient, multi-view visual fidelity rewards that combine complementary perceptual metrics across camera views and are aggregated at the clip level for dense, low-variance training signal. Fourth, we show that our approach establishes a new state-of-the-art for rollout fidelity on the DROID dataset, outperforming the strongest baseline on all metrics (e.g., LPIPS reduced by 14% on external cameras, SSIM improved by 9.1% on the wrist camera), winning 98% of paired comparisons, and achieving an 80% preference rate in a blind human study.

  • 4 authors
·
Mar 26

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

ω-EVA: Envision, Verify, and Act with Latent Interactive World Models

Embodied policies typically map current observations directly to actions, leaving candidate-action consequences implicit. World models provide predictive supervision, representations, or external simulation, but rarely let a policy inspect the imagined consequence of its own proposal before acting. We introduce ω-EVA, a latent interactive world model that realizes an Envision--Verify--Act loop for embodied action generation. Its three-stage framework learns action-conditioned latent dynamics, trains a language-conditioned flow policy on dynamics-aware visual representations, and feeds the policy's proposal back through the world model. A tri-branch refiner jointly reasons over the current state, proposal-conditioned future, and proposed action to produce the final action chunk. Because consequence reasoning remains in latent feature space, ω-EVA avoids generating future videos at inference. Evaluations across diverse single-arm, bimanual, long-horizon, and perturbed simulation settings show that the complete interaction pipeline consistently improves the proposal policy, while latent diagnostics indicate meaningful action-conditioned future structure. With approximately 1.2B parameters and no additional robot-data pretraining, ω-EVA demonstrates a compact and competitive performance--scale--data trade-off, making the world model an active action-feedback module rather than a passive predictor.

  • 4 authors
·
Jun 23

World Action Models: The Next Frontier in Embodied AI

Vision-Language-Action (VLA) models have achieved strong semantic generalization for embodied policy learning, yet they learn reactive observation-to-action mappings without explicitly modeling how the physical world evolves under intervention. A growing body of work addresses this limitation by integrating world models, predictive models of environment dynamics, into the action generation pipeline. We term this emerging paradigm World Action Models (WAMs): embodied foundation models that unify predictive state modeling with action generation, targeting a joint distribution over future states and actions rather than actions alone. However, the literature remains fragmented across architectures, learning objectives, and application scenarios, lacking a unified conceptual framework. We formally define WAMs and disambiguate them from related concepts, and trace the foundations and early integration of VLA and world model research that gave rise to this paradigm. We organize existing methods into a structured taxonomy of Cascaded and Joint WAMs, with further subdivision by generation modality, conditioning mechanism, and action decoding strategy. We systematically analyze the data ecosystem fueling WAMs development, spanning robot teleoperation, portable human demonstrations, simulation, and internet-scale egocentric video, and synthesize emerging evaluation protocols organized around visual fidelity, physical commonsense, and action plausibility. Overall, this survey provides the first systematic account of the WAMs landscape, clarifies key architectural paradigms and their trade-offs, and identifies open challenges and future opportunities for this rapidly evolving field.

OpenMOSS-Team OpenMOSS
·
May 11 2

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

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

ReWorld: Learning Better Representations for World Action Models

World Action Models (WAMs) model future environment evolution under action conditioning, offering a scalable paradigm for autonomous driving. However, existing approaches focus largely on model architecture design, and how a WAM can efficiently learn better world representations for planning remains underexplored. To address this gap, we propose ReWorld, the first representation learning framework specifically designed for autonomous-driving world action models. In WAMs, standard training supervises only the output ends of the generation and planning modules, leaving the intermediate representations that carry world knowledge to be shaped only indirectly, as byproducts of fitting these outputs. The core idea of ReWorld is to treat intermediate representations as direct targets of optimization, shaping them along three complementary dimensions. On the Video DiT responsible for generation, we impose future-predictive supervision on its intermediate representations. On the Action DiT responsible for planning, we first align its intermediate representations cross-modally with the video world representation, then further shape them to be discriminative around safety-critical boundaries via hard-negative supervision. In addition, we systematically analyze the effectiveness of existing representation learning methods in video generation world models, and discuss why their performance is limited on this task. Experiments on nuScenes and NAVSIM show that ReWorld improves fine-tuned video generation by 23.9% in FVD (81.3 to 61.9), raises closed-loop PDMS from 89.1 to 90.4 without any post-training such as RL or post-processing, and accelerates from-scratch convergence by approximately 2x.

  • 12 authors
·
Jun 24

SAGE: Subgoal-Conditioned Action Generation for Latent World Model Planning

Latent world models have emerged as a powerful planning paradigm by learning action-conditioned predictive dynamics and using them as internal simulators to imagine and evaluate candidate action sequences. However, as the planning horizon grows, performance becomes increasingly constrained by proposal quality: a fixed candidate budget must search an exponentially larger action space, making it difficult to expose the world model to high-quality candidate futures for evaluation. In this paper, we introduce a prior-conditioned planner that replaces random proposal initialization with structured guidance. At each planning stage, a goal-conditioned generator predicts the next reachable latent subgoal for a specified duration, which is then used to condition the generation of candidate action sequences. To capture semantic information across temporal scales, we use subgoals of varying durations as priors, balancing fine-grained local control with higher-level long-horizon progress. Then the frozen world model evaluates and refines these subgoal-conditioned proposals before execution. Experiments on PushT and OGBench Cube show that coupling latent subgoal decomposition with prior-conditioned action generation substantially improves long-horizon planning while preserving strong short-horizon performance. To be specific, when the target offset is 150, it raises PushT success from 12.7% to 64.7% and OGBench Cube success from 26.7% to 67.3%.

  • 3 authors
·
Jul 19

A Lightweight Library for Energy-Based Joint-Embedding Predictive Architectures

We present EB-JEPA, an open-source library for learning representations and world models using Joint-Embedding Predictive Architectures (JEPAs). JEPAs learn to predict in representation space rather than pixel space, avoiding the pitfalls of generative modeling while capturing semantically meaningful features suitable for downstream tasks. Our library provides modular, self-contained implementations that illustrate how representation learning techniques developed for image-level self-supervised learning can transfer to video, where temporal dynamics add complexity, and ultimately to action-conditioned world models, where the model must additionally learn to predict the effects of control inputs. Each example is designed for single-GPU training within a few hours, making energy-based self-supervised learning accessible for research and education. We provide ablations of JEA components on CIFAR-10. Probing these representations yields 91% accuracy, indicating that the model learns useful features. Extending to video, we include a multi-step prediction example on Moving MNIST that demonstrates how the same principles scale to temporal modeling. Finally, we show how these representations can drive action-conditioned world models, achieving a 97% planning success rate on the Two Rooms navigation task. Comprehensive ablations reveal the critical importance of each regularization component for preventing representation collapse. Code is available at https://github.com/facebookresearch/eb_jepa.

  • 11 authors
·
Feb 3

Magic-W0: A Structured World-Action Foundation Model for Physical Intelligence

World-action models (WAMs) augment robot policies with action-conditioned environment dynamics, yet existing approaches largely rely on future observation reconstruction or generic latent prediction and lack structured, control-oriented world representations tightly coupled with action generation. We introduce Magic-W0, a world-action foundation model that jointly models structured physical state evolution and continuous actions. Magic-W0 represents interaction as a Structured World Transition consisting of Current State, Transition, and Future State. Current State combines vision-language context with Current 3D Geometry; Transition is represented by 3D Motion capturing action-induced three-dimensional changes; and Future State is represented by Future Semantics describing task-relevant outcomes. To couple prediction and control, we propose a layer-aligned world-action interaction architecture in which evolving action hypotheses condition world-transition prediction, while predicted world representations continuously inform action generation. Magic-W0 is pre-trained on large-scale egocentric human manipulation, UMI, real-robot, and simulation data, with latent supervision for geometry, 3D motion, and future semantics from pre-trained visual models. Inference-time interventions show that structured world representations respond systematically to changes in candidate actions and that action-related information propagates through shared 3D representations into future semantic predictions. On RoboDojo-Sim, Magic-W0 achieves an average Score of 27.10, the highest among the compared WAMs. Across multiple real-robot tasks, it also demonstrates strong downstream performance after fine-tuning with limited downstream data, supporting generalization and rapid adaptation.

  • 18 authors
·
Oct 2 1

WALL-SS: Scaling Long-horizon World Models via Next-Scale Autoregression

Generative world models provide robots with predictive models of how the world evolves under interaction, with growing potential for simulation, planning, policy evaluation, and robot learning. Beyond clip-level future prediction, a unified generative formulation should relate actions to consequences, support flexible horizons and continuous interaction, and enable reward-driven optimization. We introduce WALL-SS, a world model that generates visual futures through Scale-wise autoregressive Scaling, enabling action-controllable and long-horizon robotic simulation. WALL-SS represents embodied trajectories as causal sequences of temporally interleaved observations and actions, making action-dependent state transitions explicit while naturally supporting variable-length generation, streaming extension through reusable causal states, and direct optimization through sequence probabilities. To make this formulation effective over long horizons, we generate each future observation in a coarse-to-fine manner and develop three complementary components within the same hierarchy. Action-conditioned next-scale prediction injects scale-aligned action representations to improve action-future coupling and model both successful and failed behaviors. Scale-compressed long-horizon memory retains recent interactions at fine resolution while compressing distant observations and actions, with scale-wise dream forcing enhancing robustness to self-generated context. Finally, on-policy alignment optimizes autoregressive visual dynamics with action-following and long-term consistency rewards while preserving the pretrained visual distribution. Experiments show that WALL-SS improves action following and trajectory accuracy, supports coherent minute-long streaming rollout under bounded memory, and consistently benefits from on-policy alignment in reducing action drift and long-horizon inconsistency.

  • 25 authors
·
Aug 25

SimForcing: Distilling Simulation Motion Priors into Real-Domain Robot World Models

Action-conditioned robot world models must respond precisely to robot trajectories while preserving realistic visual dynamics, yet learning both from heterogeneous robot videos remains challenging. Simulation offers structured motion supervision, but appearance differences hinder direct transfer, and inaccurate simulation predictions can misguide real-video generation. We present SimForcing, a simulation-guided framework that uses simulation both as a source of transferable motion knowledge and as a controllable reference for prediction. First, we transfer motion knowledge from a simulation teacher through latent-motion distillation, aligning temporal changes in latent space to internalize motion priors while mitigating the influence of appearance differences. Second, we introduce multi-block simulation conditioning with condition dropout to exploit predicted simulation trajectories without relying excessively on their accuracy. Our simulation-conditioning classifier-free guidance scheme unifies these two ideas by balancing predictions based on internalized motion knowledge with those additionally guided by simulation latents. The jointly trained student generates both simulation conditions and real-domain videos, requiring no additional world model at inference. On Bridge, SimForcing achieves the best PSNR, SSIM, LPIPS, and FVD among the compared methods without external embodied pretraining. Evaluation on InternData-A1 further supports its applicability across robot datasets. Moreover, using our trained world model to initialize a vision-language-action model improves LIBERO success, suggesting its utility for downstream policy learning. https://github.com/Wang-Xiaodong1899/SimForcing

Simulation Distillation: Pretraining World Models in Simulation for Rapid Real-World Adaptation

Robot learning requires adaptation methods that improve reliably from limited, mixed-quality interaction data. This is especially challenging in long-horizon, contact-rich tasks, where end-to-end policy finetuning remains inefficient and brittle. World models offer a compelling alternative: by predicting the outcomes of candidate action sequences, they enable online planning through counterfactual reasoning. However, training action-conditioned robotic world models directly in the real world requires diverse data at impractical scale. We introduce Simulation Distillation (SimDist), a framework that uses physics simulators as a scalable source of action-conditioned robot experience. During pretraining, SimDist distills structural priors from the simulator into a world model that enables planning from raw real-world observations. During real-world adaptation, SimDist transfers the encoder, reward model, and value function learned in simulation, and updates only the latent dynamics model using real-world prediction losses. This reduces adaptation to supervised system identification while preserving dense, long-horizon planning signals for online improvement. Across contact-rich manipulation and quadruped locomotion tasks, SimDist rapidly improves with experience, while prior adaptation methods struggle to make progress or degrade during online finetuning. Project website and code: https://sim-dist.github.io

  • 9 authors
·
May 11

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.

Back to Parsimonious Latents: Learning Task-Centric World Models from Visual Foundations

World models enable agents to predict future dynamics conditioned on actions, making the choice of latent representation central to planning and control. Such representations are often either learned directly from pixels with limited semantic structure or inherited from frozen visual foundation models with excessive task-irrelevant detail, yielding state spaces that are poorly matched to downstream planning and control. This is especially challenging in reward-free offline settings, where the model must learn from fixed trajectories without reward supervision or online interaction. To address this, we propose TC-WM, a framework for turning foundation-model embeddings into compact, task-sufficient world representations. The key design is to treat the pretrained embedding space as a semantic scaffold rather than as the final state space: TC-WM linearly projects high-dimensional visual embeddings into a compact latent as the dynamic space, aligns a subspace with the agent's physical state via contrastive learning, and reconstructs embeddings to preserve useful visual structure. This combines the generality of foundation features with the controllability of task-centric dynamics. Theoretically, we show that TC-WM suffices to identify the underlying task-centric latent factors up to a simple transformation. Empirically, TC-WM enables test-time planning across diverse environments (e.g., Robomimic and D4RL), achieving better world-modeling quality and more precise control than state-of-the-art approaches.

  • 4 authors
·
May 25

Pre-Trained Video Generative Models as World Simulators

Video generative models pre-trained on large-scale internet datasets have achieved remarkable success, excelling at producing realistic synthetic videos. However, they often generate clips based on static prompts (e.g., text or images), limiting their ability to model interactive and dynamic scenarios. In this paper, we propose Dynamic World Simulation (DWS), a novel approach to transform pre-trained video generative models into controllable world simulators capable of executing specified action trajectories. To achieve precise alignment between conditioned actions and generated visual changes, we introduce a lightweight, universal action-conditioned module that seamlessly integrates into any existing model. Instead of focusing on complex visual details, we demonstrate that consistent dynamic transition modeling is the key to building powerful world simulators. Building upon this insight, we further introduce a motion-reinforced loss that enhances action controllability by compelling the model to capture dynamic changes more effectively. Experiments demonstrate that DWS can be versatilely applied to both diffusion and autoregressive transformer models, achieving significant improvements in generating action-controllable, dynamically consistent videos across games and robotics domains. Moreover, to facilitate the applications of the learned world simulator in downstream tasks such as model-based reinforcement learning, we propose prioritized imagination to improve sample efficiency, demonstrating competitive performance compared with state-of-the-art methods.

  • 5 authors
·
Feb 10, 2025

World Tokens: Enhancing Embodied Policies with Training-Time World Modeling

Vision-language-action (VLA) models are a widely adopted paradigm for embodied policies. They excel at efficient closed-loop control but do not explicitly model how physical scenes evolve as a task unfolds. Recently emerging world-action models (WAMs) leverage pretrained video world models to capture spatiotemporal evolution, yet retaining future generation or a large video backbone in the control loop substantially increases inference cost. We introduce World Tokens, an embodied policy architecture built around a World Adapter that bridges visual-language understanding, world-dynamics modeling, and action generation. It uses world modeling during training to enhance the action policy while preserving efficient deployment. Specifically, the World Adapter transforms VLM features into a fixed set of world tokens, which condition a jointly fine-tuned future-video denoiser and simultaneously serve as the action expert's sole visual-language context. This shared conditioning allows gradients from future-video denoising to directly shape the representation used for action prediction, while exclusive routing prevents the policy from bypassing that representation. At deployment, the world-model branch is removed, leaving only the VLM, World Adapter, and action expert, with no online video-model inference. With a 2B backbone and no embodied action pretraining, World Tokens is highly competitive on LIBERO, attains the best reported averages on SIMPLER, substantially improves real-world R1 Pro success over a matched action-only baseline, and generates each action chunk at VLA-level latency.

  • 6 authors
·
Aug 9

AHA-WAM:Asynchronous Horizon-Adaptive World-Action Modeling with Observation-Guided Context Routing

World-action models have emerged as a promising paradigm for robot manipulation, jointly modeling visual scene dynamics and actions to inject physical priors into policy learning. However, existing world-action models couple world prediction and action execution at the same temporal resolution, forcing the world branch to model near-term frame variations that are redundant and weakly informative. We posit that strictly binding world prediction and action execution to the same temporal rhythm may underutilize the potential of the video branch for embodied control. Therefore, we propose AHA-WAM, an Asynchronous Horizon-Adaptive World-Action Model built on a dual Diffusion Transformer (DiT) architecture that reorganizes world-action modeling around this temporal asymmetry. AHA-WAM instantiates the video DiT as a low-frequency world planner that maintains rolling key-value memory over past observations and exposes reusable layerwise latent context encoding long-horizon scene evolution, while a high-frequency action DiT executes short action chunks in closed loop by querying this context through layerwise joint attention. To support asynchronous execution, we introduce horizon-adaptive offset training and Observation-Guided Video-Context Routing (OVCR), which together let the action expert exploit long-horizon world context while remaining responsive to real-time execution state without rerunning the video DiT. Experiments on RoboTwin and real-world manipulation tasks show that AHA-WAM achieves state-of-the-art performance without any robot-data pretraining, attaining 92.80% average success on RoboTwin and 78.3% success across 4 real-world tasks, while reaching 24.17 Hz closed-loop control with a 4.59x speedup over Fast-WAM.

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
·
Oct 19, 2025

WorldScape Policy 2.0: Empowering Steerable World Action Modeling with Reasoning-Augmented Memory

World Action Models (WAMs) offer a promising paradigm for robotic manipulation by jointly modeling visual state transitions and robot actions. However, existing WAMs are constrained by limited temporal context, coarse episode-level language supervision, and predominantly text-only conditioning, which hinder task-progress tracking and fine-grained language-video-action grounding while limiting visual-context reasoning and cross-embodiment transfer. In this paper, we introduce WorldScape Policy 2.0, a controllable WAM with reasoning-augmented long short-term memory. Its causal short-term visual memory supplies recent observations as DiT prefill to preserve local interaction dynamics, while its long short-term event memory organizes historical VLM outputs into global-history, local-active, and event-boundary representations for progress-aware retrieval. The retrieved history augments perception and autoregressively generated planning tokens, yielding an implicit subgoal condition for autonomous planning; semantic forcing further transfers event-level instruction semantics into this latent planning pathway. To establish fine-grained multimodal controllability, we construct ManipEvent-5M, an event-grounded embodied pretraining dataset containing nearly 5 million event segments with aligned action trajectories, episode-level task instructions, segment-level subtask captions, goal images, and video demonstrations. These designs provide a unified interface for autonomous planning from high-level instructions and controllable execution from fine-grained text, goal-image, or video-context prompts. Experiments in both simulation and real-world platforms demonstrate superior capabilities in long-horizon autonomous planning, fine-grained instruction following and in-context adaptation.

  • 16 authors
·
Jul 20

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/.

ΔWAM: Distilling Action Tangent Fields into World Action Models

World Action Models (WAM) improve robot policies by augmenting sparse action supervision with dense future prediction. However, much of the predictable future is dominated by appearance and scene persistence rather than action-dependent dynamics. We observe that several recent WAM designs, including optical flow, motion-centric representations, and latent actions, can be understood from a common perspective in which world supervision becomes more efficient as it contains a higher proportion of action-relevant variation. Based on this insight, we introduce Action Tangent Fields, which reformulate world supervision through a local Taylor expansion of how actions induce changes in future dynamics. We represent future dynamics in Residual-VAE space, where the future latent remains recoverable from the current latent and its residual, and use a strong action-conditioned world model (ACWM) to probe the local correspondence between action variations and residual-world variations. This local first-order structure is distilled into the WAM to guide its denoising supervision toward dynamics that are more tightly coupled to action, rather than merely predictable from appearance. Across LIBERO-Plus, RoboTwin, and RoboTwin2.0-Plus, our method consistently improves robustness to lighting, background, camera, layout, and other environmental perturbations. Despite using no large-scale embodied pretraining, it achieves stronger robustness under several distribution shifts than pretrained policies. We further distill multi-step VideoDiT denoising into a single step for efficient inference. Our results suggest that effective WAM supervision should remain information-rich while concentrating its predictive capacity on the directions along which actions change the future.

  • 9 authors
·
Oct 6

World Models with Configurable Perception

Real-world observations are noisy and often contain excessive task-irrelevant information. Effective world modeling and planning need to abstract observations into world state representations while filtering out irrelevant information. However, encoders in existing world models are typically non-adaptive, leading to state representations that are easily distracted by task-irrelevant information. As a result, the model may not selectively filter observations to cater to different task demands. To address this problem, we introduce ConfigWM, which realizes configurable perception through task-conditioned state extraction. Given a language description of the task at hand, ConfigWM uses it as a configuration signal to steer how visual embeddings are mapped into a task-specific state space, selectively preserving information relevant to the current task while suppressing task-irrelevant variations. Action-conditioned dynamics are then learned in this task-specific state space for planning. We evaluate ConfigWM in environments with increasing levels of distraction. While existing methods exhibit substantial declines in planning success rate as the environments become increasingly noisy, ConfigWM remains comparatively stable and outperforms the strongest competing method by 22.3% on average across diverse environments. Consistent gains in physical-quantity probing (+0.365 Pearson r) and distracted-to-clean retrieval (+75.5%) further indicate that ConfigWM learns states that preserve task-relevant information while remaining robust to distractors, supporting reliable world modeling and planning in noisy worlds. Project Page: https://configwm.github.io

  • 5 authors
·
Oct 19 2

ActionRoPE: action as coordinates for spatially consistent control in planar-camera game world models

Game world models have made rapid progress toward real-time interactive generation. Yet action control is still predominantly implemented as feature conditioning, leaving the model to learn from training data how each action should move the visual world. This formulation is poorly matched to a broad class of planar-camera worlds, such as top-down and isometric games. In these worlds, player motion induces a geometrically well-defined planar camera displacement. We observe that the key to spatially consistent control in such worlds is to represent the effect of each action directly in world coordinates. To this end, we introduce ActionRoPE, a parameter-free action interface that converts action-driven camera displacement into world-coordinate rotary positions. As a result, tokens corresponding to the same world location retain the same positional address across time. These world coordinates further expose a spatial asymmetry in generation: regions covered by the initial observation are geometrically known, while newly revealed regions remain to be synthesized. We therefore propose Coordinate-Conditioned Noise Scheduling (CNS), which assigns token-wise denoising schedules according to this known-new structure. It allows observed regions to stabilize earlier, while new content is generated with reference to them. Compared with four representative action-conditioning mechanisms, our approach follows the commanded motion more faithfully and reduces the revisit drift by 66% over the strongest baseline. The same interface transfers across video backbones from 1.3B to 33B parameters and to out-of-distribution scenes. Project Page: https://teawhite.cn/ActionRoPE/

  • 4 authors
·
Oct 18 3

Reinforcement Learning with Inverse Rewards for World Model Post-training

World models simulate dynamic environments, enabling agents to interact with diverse input modalities. Although recent advances have improved the visual quality and temporal consistency of video world models, their ability of accurately modeling human-specified actions remains under-explored. Reinforcement learning presents a promising approach for directly improving the suboptimal action-following capability of pre-trained models, assuming that an appropriate reward function can be defined. However, transferring reinforcement learning post-training methods to world model is impractical due to the prohibitive cost of large-scale preference annotations and the infeasibility of constructing rule-based video verifiers. To address this gap, we propose Reinforcement Learning with Inverse Rewards (RLIR), a post-training framework that derives verifiable reward signals by recovering input actions from generated videos using an Inverse Dynamics Model. By mapping high-dimensional video modality to a low-dimensional action space, RLIR provides an objective and verifiable reward for optimization via Group Relative Policy Optimization. Experiments across autoregressive and diffusion paradigms demonstrate 5-10% gains in action-following, up to 10% improvements in visual quality, and higher human preference scores, establishing RLIR as the first post-training method specifically designed to enhance action-following in video world models.

  • 4 authors
·
Sep 28, 2025

ABot-World-0: Infinite Interactive World Rollout on a Single Desktop GPU

We present ABot-World-0, an action-conditioned video world model for real-time, long-horizon closed-loop interaction, supported by a multi-source data infrastructure spanning AAA games, simulation engines, and internet videos to learn controllable world dynamics. WorldExplorer performs agent-driven collection guided by training feedback, while a unified pipeline applies 14 deterministic quality checks, VLM-based assessment, and synchronized action and text annotation. We progressively distill a bidirectional action-conditioned teacher into a causal student through teacher forcing and ODE distillation, and introduce LongForcing to align long student self-rollouts with an extended-horizon teacher, mitigating accumulated distribution shift and autoregressive drift. Raw keyboard actions provide a unified control interface for scene roaming and third-person character interaction, while reference-character memory provides persistent appearance cues for identity consistency during third-person rollouts. For deployment, we co-design a streaming inference stack with a lightweight VAE decoder, efficient attention, memory-aware scheduling, and low-bit DiT inference. Across optimized low-bit configurations, ABot-World-0 streams 720P video at up to 16 FPS on a single NVIDIA RTX 5090 desktop GPU, with 1.2s action-to-first-frame latency and approximately 19GiB peak VRAM. Experiments on WorldRoamBench and extended interactive rollouts demonstrate competitive controllability and coherent long-horizon world evolution.

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
·
Jul 3

OpenWAM: An Open, Modular Exploration Towards Systematic World-Action Model Pretraining

World-Action Models inherit world knowledge from video-generative priors, and channel it into executable control signals through embodied experience. Existing systems, however, are monolithic: the generative backbone, visual representation, architecture, information flow, inference procedure, and training data are tightly coupled, obscuring which design choices matter and why. We introduce OpenWAM, an open research stack that turns world-action pretraining into a controlled experimental program. OpenWAM-Infra factorizes the WAM design space into composable modules with unified training, inference, deployment, and evaluation. On this substrate, OpenWAM-Study examines three questions through controlled experiments: what to inherit, how world and action learning interact, and how their synergy scales; and distills three principles: upstream knowledge transfers through a sufficiently capable generative backbone and a compact, information-rich latent space; world-action synergy requires dedicated action capacity, explicit world-to-action information flow, and synchronized joint denoising; and embodied pretraining principally improves out-of-domain generalization, with one-stage co-training over egocentric and robot data integrating world coverage and action grounding. Composing these principles, we build OpenWAM-α, an open WAM pretrained on roughly 6,400 hours of egocentric human and robot data and evaluated across simulation and real-world benchmarks. Across the eight simulation benchmarks and the real-robot experiments, which together span embodiments from single-arm and bimanual manipulation to dexterous hands, OpenWAM-α delivers consistently excellent performance, sustaining its top-tier standing from simulation to the physical world. We release the full stack, including infrastructure, evaluation protocols, pretrained models, and data recipes, to facilitate future research.

OpenWAM OpenWAM
·
Sep 6 2

From World Action Models to Embodied Brains: A Roadmap for Open-World Physical Intelligence

Artificial general intelligence ultimately requires agents that can reason and act in the physical world. Action models, vision-language-action policies, and world models have advanced this goal, while World Action Models (WAMs) are particularly promising because they connect candidate interventions with predicted consequences. However, progress remains fragmented: models use incompatible action spaces and prediction targets, datasets and tasks follow different conventions, and runtime systems expose limited interfaces for reuse and evaluation. We review the evolution toward WAMs and organize these limitations into three coupled gaps: model roles and representations, objectives and standardization, and system composition. Building on this analysis, we propose a co-evolution roadmap for physical intelligence centered on the embodied brain, a long-term model target for integrating multimodal context, comparing candidate interventions, and issuing state-transition or capability requests rather than direct actuator commands. WAMs provide promising prototypes for its predictive functions, while a physical harness grounds model outputs through tools, controllers, verification, and trace logging. Shared contracts align heterogeneous models, data, tasks, and embodiments, and closed-loop post-training converts verified interaction into reusable experience. Together, these components define a modular physical-intelligence stack for adaptive and self-improving embodied agents.

  • 5 authors
·
Jul 12

Walk through Paintings: Egocentric World Models from Internet Priors

What if a video generation model could not only imagine a plausible future, but the correct one, accurately reflecting how the world changes with each action? We address this question by presenting the Egocentric World Model (EgoWM), a simple, architecture-agnostic method that transforms any pretrained video diffusion model into an action-conditioned world model, enabling controllable future prediction. Rather than training from scratch, we repurpose the rich world priors of Internet-scale video models and inject motor commands through lightweight conditioning layers. This allows the model to follow actions faithfully while preserving realism and strong generalization. Our approach scales naturally across embodiments and action spaces, ranging from 3-DoF mobile robots to 25-DoF humanoids, where predicting egocentric joint-angle-driven dynamics is substantially more challenging. The model produces coherent rollouts for both navigation and manipulation tasks, requiring only modest fine-tuning. To evaluate physical correctness independently of visual appearance, we introduce the Structural Consistency Score (SCS), which measures whether stable scene elements evolve consistently with the provided actions. EgoWM improves SCS by up to 80 percent over prior state-of-the-art navigation world models, while achieving up to six times lower inference latency and robust generalization to unseen environments, including navigation inside paintings.

  • 6 authors
·
Jan 21

WorldAgen: Unified State-Action Prediction with Test-Time World Model Training

How can vision-language-action (VLA) models adapt to new environments where world dynamics shift? While recent research has combined world modeling and action prediction to improve VLA performance, existing methods largely rely on pretraining on static datasets, without mechanisms for active adaptation at deployment time. As a result, these models often fail to generalize when deployed in unseen scenarios with novel object configurations or dynamics. We present WorldAgen, a unified framework that jointly learns world modeling and action prediction while enabling Test-Time Training (TTT) to adapt to new environments. WorldAgen employs a shared Transformer backbone with two heads: (1) a world model head that predicts future states from past state-action trajectories, and (2) an agent model head that predicts actions conditioned on task instructions. We design a Mixed Unidirectional Attention Mask to separate these two models. During test time, WorldAgen samples exploratory actions, collects ground-truth state transitions, and performs lightweight TTT updates to refine its world model. This adaptation improves the model's understanding of the environment and leads to more accurate action predictions. Experiments on the CALVIN and LIBERO benchmarks demonstrate that our baseline model achieves comparable, and in some cases superior, performance to current state-of-the-art approaches. Moreover, with TTT on a small number of samples, our method surpasses existing state-of-the-art models, highlighting the effectiveness of adapting world models at inference time.

  • 5 authors
·
Sep 7

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
·
Sep 30

WorldPrediction: A Benchmark for High-level World Modeling and Long-horizon Procedural Planning

Humans are known to have an internal "world model" that enables us to carry out action planning based on world states. AI agents need to have such a world model for action planning as well. It is not clear how current AI models, especially generative models, are able to learn such world models and carry out procedural planning in diverse environments. We introduce WorldPrediction, a video-based benchmark for evaluating world modeling and procedural planning capabilities of different AI models. In contrast to prior benchmarks that focus primarily on low-level world modeling and robotic motion planning, WorldPrediction is the first benchmark that emphasizes actions with temporal and semantic abstraction. Given initial and final world states, the task is to distinguish the proper action (WorldPrediction-WM) or the properly ordered sequence of actions (WorldPrediction-PP) from a set of counterfactual distractors. This discriminative task setup enable us to evaluate different types of world models and planners and realize a thorough comparison across different hypothesis. The benchmark represents states and actions using visual observations. In order to prevent models from exploiting low-level continuity cues in background scenes, we provide "action equivalents" - identical actions observed in different contexts - as candidates for selection. This benchmark is grounded in a formal framework of partially observable semi-MDP, ensuring better reliability and robustness of the evaluation. We conduct extensive human filtering and validation on our benchmark and show that current frontier models barely achieve 57% accuracy on WorldPrediction-WM and 38% on WorldPrediction-PP whereas humans are able to solve both tasks perfectly.

  • 5 authors
·
Jun 4, 2025

ResWM: Residual-Action World Model for Visual RL

Learning predictive world models from raw visual observations is a central challenge in reinforcement learning (RL), especially for robotics and continuous control. Conventional model-based RL frameworks directly condition future predictions on absolute actions, which makes optimization unstable: the optimal action distributions are task-dependent, unknown a priori, and often lead to oscillatory or inefficient control. To address this, we introduce the Residual-Action World Model (ResWM), a new framework that reformulates the control variable from absolute actions to residual actions -- incremental adjustments relative to the previous step. This design aligns with the inherent smoothness of real-world control, reduces the effective search space, and stabilizes long-horizon planning. To further strengthen the representation, we propose an Observation Difference Encoder that explicitly models the changes between adjacent frames, yielding compact latent dynamics that are naturally coupled with residual actions. ResWM is integrated into a Dreamer-style latent dynamics model with minimal modifications and no extra hyperparameters. Both imagination rollouts and policy optimization are conducted in the residual-action space, enabling smoother exploration, lower control variance, and more reliable planning. Empirical results on the DeepMind Control Suite demonstrate that ResWM achieves consistent improvements in sample efficiency, asymptotic returns, and control smoothness, significantly surpassing strong baselines such as Dreamer and TD-MPC. Beyond performance, ResWM produces more stable and energy-efficient action trajectories, a property critical for robotic systems deployed in real-world environments. These findings suggest that residual action modeling provides a simple yet powerful principle for bridging algorithmic advances in RL with the practical requirements of robotics.

  • 4 authors
·
Mar 10

DriveDreamer-Policy: A Geometry-Grounded World-Action Model for Unified Generation and Planning

Recently, world-action models (WAM) have emerged to bridge vision-language-action (VLA) models and world models, unifying their reasoning and instruction-following capabilities and spatio-temporal world modeling. However, existing WAM approaches often focus on modeling 2D appearance or latent representations, with limited geometric grounding-an essential element for embodied systems operating in the physical world. We present DriveDreamer-Policy, a unified driving world-action model that integrates depth generation, future video generation, and motion planning within a single modular architecture. The model employs a large language model to process language instructions, multi-view images, and actions, followed by three lightweight generators that produce depth, future video, and actions. By learning a geometry-aware world representation and using it to guide both future prediction and planning within a unified framework, the proposed model produces more coherent imagined futures and more informed driving actions, while maintaining modularity and controllable latency. Experiments on the Navsim v1 and v2 benchmarks demonstrate that DriveDreamer-Policy achieves strong performance on both closed-loop planning and world generation tasks. In particular, our model reaches 89.2 PDMS on Navsim v1 and 88.7 EPDMS on Navsim v2, outperforming existing world-model-based approaches while producing higher-quality future video and depth predictions. Ablation studies further show that explicit depth learning provides complementary benefits to video imagination and improves planning robustness.

MARS: Systematic Multi-Level Acceleration for World Action Models

World Action Models (WAMs) have emerged as a promising alternative for embodied intelligence by jointly predicting future world states and robot actions. However, their heavy visual encoding and iterative generative inference incur substantial latency, limiting their applicability to high-frequency closed-loop control. Existing training-free acceleration methods typically optimize a single stage, yielding limited speedups or degraded control under aggressive reuse. In this work, we systematically profile the inference overhead of WAMs and observe abundant redundancy across Transformer computation, diffusion denoising, and consecutive policy queries. However, the safe removal of such redundancy depends strongly on its impact on action prediction and control sensitivity. Based on these observations, we introduce MARS, a training-free and plug-and-play framework for multi-level WAM acceleration. MARS selectively removes low-impact attention computation, adaptively accelerates diffusion inference according to motion granularity, and speculatively reuses predicted future visual representations across consecutive queries with online verification. Together, these complementary mechanisms provide remarkable acceleration while limiting approximation error. Extensive experiments across LIBERO, LIBERO-PRO, and RoboCasa show that MARS achieves up to 4.00times, 3.94times, and 2.10times end-to-end speedups, respectively, while maintaining task success rate close to the original policy. Moreover, MARS generalizes across different model backbones and across simulation and real-robot experiments, substantially improving the efficiency--performance trade-off of WAM inference. Our code is available at https://github.com/PKU-VaLuE-Lab/MARS.

  • 7 authors
·
Oct 11

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

UNITAS: A 3D-Native World Action Model for Embodied Manipulation

World action models (WAMs) aim to answer a coupled physical question: given a task instruction, what motion should the robot execute, and how will that motion change the surrounding world? Most existing WAMs build on pretrained video generators and represent world evolution through images or visual latents. Robotic interaction, however, takes place in metric three-dimensional space, while images are view-dependent projections whose pixel distances do not directly encode physical distances. We introduce UNITAS, to our knowledge the first 3D-native world action model that unifies observations, actions, and scene dynamics in a shared metric 3D frame within each interaction, using a common representation across robot embodiments and human hands. Action flow represents human hands and robot grippers as 3D point trajectories, while scene flow describes scene-point displacements conditioned on these trajectories. World-aligned 3D positional embeddings ground visual tokens with or without depth input, and a physical-time trajectory tokenizer encodes each point trajectory as one token anchored at its current 3D position. This interface supports both direct action execution and action-conditioned scene prediction. With 1.7B parameters, UNITAS achieves the best action-conditioned scene prediction on RoboTwin among the compared methods, with up to 49% lower displacement errors than PointWorld, and state-of-the-art manipulation success, including 99.8% on LIBERO and an average of 85% across real-world tasks. The code is available at https://github.com/DexForce/UNITAS.