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Jun 8

Towards World Simulator: Crafting Physical Commonsense-Based Benchmark for Video Generation

Text-to-video (T2V) models like Sora have made significant strides in visualizing complex prompts, which is increasingly viewed as a promising path towards constructing the universal world simulator. Cognitive psychologists believe that the foundation for achieving this goal is the ability to understand intuitive physics. However, the capacity of these models to accurately represent intuitive physics remains largely unexplored. To bridge this gap, we introduce PhyGenBench, a comprehensive Physics Generation Benchmark designed to evaluate physical commonsense correctness in T2V generation. PhyGenBench comprises 160 carefully crafted prompts across 27 distinct physical laws, spanning four fundamental domains, which could comprehensively assesses models' understanding of physical commonsense. Alongside PhyGenBench, we propose a novel evaluation framework called PhyGenEval. This framework employs a hierarchical evaluation structure utilizing appropriate advanced vision-language models and large language models to assess physical commonsense. Through PhyGenBench and PhyGenEval, we can conduct large-scale automated assessments of T2V models' understanding of physical commonsense, which align closely with human feedback. Our evaluation results and in-depth analysis demonstrate that current models struggle to generate videos that comply with physical commonsense. Moreover, simply scaling up models or employing prompt engineering techniques is insufficient to fully address the challenges presented by PhyGenBench (e.g., dynamic scenarios). We hope this study will inspire the community to prioritize the learning of physical commonsense in these models beyond entertainment applications. We will release the data and codes at https://github.com/OpenGVLab/PhyGenBench

  • 10 authors
·
Oct 7, 2024 3

WISA: World Simulator Assistant for Physics-Aware Text-to-Video Generation

Recent rapid advancements in text-to-video (T2V) generation, such as SoRA and Kling, have shown great potential for building world simulators. However, current T2V models struggle to grasp abstract physical principles and generate videos that adhere to physical laws. This challenge arises primarily from a lack of clear guidance on physical information due to a significant gap between abstract physical principles and generation models. To this end, we introduce the World Simulator Assistant (WISA), an effective framework for decomposing and incorporating physical principles into T2V models. Specifically, WISA decomposes physical principles into textual physical descriptions, qualitative physical categories, and quantitative physical properties. To effectively embed these physical attributes into the generation process, WISA incorporates several key designs, including Mixture-of-Physical-Experts Attention (MoPA) and a Physical Classifier, enhancing the model's physics awareness. Furthermore, most existing datasets feature videos where physical phenomena are either weakly represented or entangled with multiple co-occurring processes, limiting their suitability as dedicated resources for learning explicit physical principles. We propose a novel video dataset, WISA-32K, collected based on qualitative physical categories. It consists of 32,000 videos, representing 17 physical laws across three domains of physics: dynamics, thermodynamics, and optics. Experimental results demonstrate that WISA can effectively enhance the compatibility of T2V models with real-world physical laws, achieving a considerable improvement on the VideoPhy benchmark. The visual exhibitions of WISA and WISA-32K are available in the https://360cvgroup.github.io/WISA/.

  • 12 authors
·
Mar 11, 2025 2

Can World Simulators Reason? Gen-ViRe: A Generative Visual Reasoning Benchmark

While Chain-of-Thought (CoT) prompting enables sophisticated symbolic reasoning in LLMs, it remains confined to discrete text and cannot simulate the continuous, physics-governed dynamics of the real world. Recent video generation models have emerged as potential world simulators through Chain-of-Frames (CoF) reasoning -- materializing thought as frame-by-frame visual sequences, with each frame representing a physically-grounded reasoning step. Despite compelling demonstrations, a challenge persists: existing benchmarks, focusing on fidelity or alignment, do not assess CoF reasoning and thus cannot measure core cognitive abilities in multi-step planning, algorithmic logic, or abstract pattern extrapolation. This evaluation void prevents systematic understanding of model capabilities and principled guidance for improvement. We introduce Gen-ViRe (Generative Visual Reasoning Benchmark), a framework grounded in cognitive science and real-world AI applications, which decomposes CoF reasoning into six cognitive dimensions -- from perceptual logic to abstract planning -- and 24 subtasks. Through multi-source data curation, minimal prompting protocols, and hybrid VLM-assisted evaluation with detailed criteria, Gen-ViRe delivers the first quantitative assessment of video models as reasoners. Our experiments on SOTA systems reveal substantial discrepancies between impressive visual quality and actual reasoning depth, establishing baselines and diagnostic tools to advance genuine world simulators.

  • 5 authors
·
Nov 17, 2025 3

EgoSim: Egocentric World Simulator for Embodied Interaction Generation

We introduce EgoSim, a closed-loop egocentric world simulator that generates spatially consistent interaction videos and persistently updates the underlying 3D scene state for continuous simulation. Existing egocentric simulators either lack explicit 3D grounding, causing structural drift under viewpoint changes, or treat the scene as static, failing to update world states across multi-stage interactions. EgoSim addresses both limitations by modeling 3D scenes as updatable world states. We generate embodiment interactions via a Geometry-action-aware Observation Simulation model, with spatial consistency from an Interaction-aware State Updating module. To overcome the critical data bottleneck posed by the difficulty in acquiring densely aligned scene-interaction training pairs, we design a scalable pipeline that extracts static point clouds, camera trajectories, and embodiment actions from in-the-wild large-scale monocular egocentric videos. We further introduce EgoCap, a capture system that enables low-cost real-world data collection with uncalibrated smartphones. Extensive experiments demonstrate that EgoSim significantly outperforms existing methods in terms of visual quality, spatial consistency, and generalization to complex scenes and in-the-wild dexterous interactions, while supporting cross-embodiment transfer to robotic manipulation. Codes and datasets will be open soon. The project page is at egosimulator.github.io.

  • 8 authors
·
Mar 31 2

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

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

  • 17 authors
·
May 6, 2024

Learning Interactive Real-World Simulators

Generative models trained on internet data have revolutionized how text, image, and video content can be created. Perhaps the next milestone for generative models is to simulate realistic experience in response to actions taken by humans, robots, and other interactive agents. Applications of a real-world simulator range from controllable content creation in games and movies, to training embodied agents purely in simulation that can be directly deployed in the real world. We explore the possibility of learning a universal simulator (UniSim) of real-world interaction through generative modeling. We first make the important observation that natural datasets available for learning a real-world simulator are often rich along different axes (e.g., abundant objects in image data, densely sampled actions in robotics data, and diverse movements in navigation data). With careful orchestration of diverse datasets, each providing a different aspect of the overall experience, UniSim can emulate how humans and agents interact with the world by simulating the visual outcome of both high-level instructions such as "open the drawer" and low-level controls such as "move by x, y" from otherwise static scenes and objects. There are numerous use cases for such a real-world simulator. As an example, we use UniSim to train both high-level vision-language planners and low-level reinforcement learning policies, each of which exhibit zero-shot real-world transfer after training purely in a learned real-world simulator. We also show that other types of intelligence such as video captioning models can benefit from training with simulated experience in UniSim, opening up even wider applications. Video demos can be found at https://universal-simulator.github.io.

  • 6 authors
·
Oct 9, 2023

INSPATIO-WORLD: A Real-Time 4D World Simulator via Spatiotemporal Autoregressive Modeling

Building world models with spatial consistency and real-time interactivity remains a fundamental challenge in computer vision. Current video generation paradigms often struggle with a lack of spatial persistence and insufficient visual realism, making it difficult to support seamless navigation in complex environments. To address these challenges, we propose INSPATIO-WORLD, a novel real-time framework capable of recovering and generating high-fidelity, dynamic interactive scenes from a single reference video. At the core of our approach is a Spatiotemporal Autoregressive (STAR) architecture, which enables consistent and controllable scene evolution through two tightly coupled components: Implicit Spatiotemporal Cache aggregates reference and historical observations into a latent world representation, ensuring global consistency during long-horizon navigation; Explicit Spatial Constraint Module enforces geometric structure and translates user interactions into precise and physically plausible camera trajectories. Furthermore, we introduce Joint Distribution Matching Distillation (JDMD). By using real-world data distributions as a regularizing guide, JDMD effectively overcomes the fidelity degradation typically caused by over-reliance on synthetic data. Extensive experiments demonstrate that INSPATIO-WORLD significantly outperforms existing state-of-the-art (SOTA) models in spatial consistency and interaction precision, ranking first among real-time interactive methods on the WorldScore-Dynamic benchmark, and establishing a practical pipeline for navigating 4D environments reconstructed from monocular videos.

  • 23 authors
·
Apr 7 2

Evaluating Gemini Robotics Policies in a Veo World Simulator

Generative world models hold significant potential for simulating interactions with visuomotor policies in varied environments. Frontier video models can enable generation of realistic observations and environment interactions in a scalable and general manner. However, the use of video models in robotics has been limited primarily to in-distribution evaluations, i.e., scenarios that are similar to ones used to train the policy or fine-tune the base video model. In this report, we demonstrate that video models can be used for the entire spectrum of policy evaluation use cases in robotics: from assessing nominal performance to out-of-distribution (OOD) generalization, and probing physical and semantic safety. We introduce a generative evaluation system built upon a frontier video foundation model (Veo). The system is optimized to support robot action conditioning and multi-view consistency, while integrating generative image-editing and multi-view completion to synthesize realistic variations of real-world scenes along multiple axes of generalization. We demonstrate that the system preserves the base capabilities of the video model to enable accurate simulation of scenes that have been edited to include novel interaction objects, novel visual backgrounds, and novel distractor objects. This fidelity enables accurately predicting the relative performance of different policies in both nominal and OOD conditions, determining the relative impact of different axes of generalization on policy performance, and performing red teaming of policies to expose behaviors that violate physical or semantic safety constraints. We validate these capabilities through 1600+ real-world evaluations of eight Gemini Robotics policy checkpoints and five tasks for a bimanual manipulator.

deepmind Deepmind
·
Dec 11, 2025 2

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

GE-Sim 2.0: A Roadmap Towards Comprehensive Closed-loop Video World Simulators for Robotic Manipulation

We introduce GE-Sim 2.0 (Genie Envisioner World Simulator 2.0), a closed-loop video world simulator for robotic manipulation. Building on the action-conditioned video generation framework of Genie Envisioner, GE-Sim 2.0 is re-trained on thousands of hours of real-world robot data spanning teleoperation, contact-rich interaction, and on-robot policy deployment, substantially improving action-following fidelity and trajectory coverage. On top of this foundation, three new modules close the loop from video simulation to policy learning: a state expert that decodes proprioceptive state from video latents to support next-chunk prediction by downstream VLA policies; a world judge that scores generated rollouts against task instructions, yielding machine-verifiable success signals and rewards in place of manual inspection; and an acceleration framework that delivers a 25-frame rollout in 2.3 seconds on a single H100, with up to 4* frame skipping at inference for long-horizon evaluation. GE-Sim 2.0 tops the public WorldArena leaderboard at only 2B parameters, outperforming both dedicated robotic world models and closed-source general video generators, and policies trained against its rollouts and rewards translate into measurable real-world gains, establishing GE-Sim 2.0 as a practical platform for scalable evaluation and closed-loop learning of manipulation policies.

agibot-world AgiBot World
·
May 25 2

Thinking with Imagination: Agentic Visual Spatial Reasoning with World Simulators

While Vision-Language Models (VLMs) have shown strong visual reasoning capabilities, their spatial reasoning abilities remain largely constrained to the observed images and text-oriented chain-of-thought. They often struggle to infer unobserved layouts, maintain cross-view consistency, and reason from alternative viewpoints when only limited egocentric observations are available. In this work, we study this problem as thinking with imagination, where a VLM actively acquires imagined visual evidence by interacting with a world simulator during reasoning. We propose Astra, an agentic spatial reasoning framework that empowers VLMs with action-conditioned visual imagination. Specifically, Astra couples Astra-VL, an RL-trained VLM policy, with Astra-WM, a Bagel-based world simulator that generates novel-view observations from context images and natural-language camera motions. To provide reliable imagined evidence, Astra-WM is trained with view consistency tuning to improve pose and content consistency across views. In the RL stage, we propose a world-simulator-in-the-loop two-phase RL curriculum to stabilize tool-use exploration and advance the model's ability to invoke the simulator only when imagined observations improve over direct answering. Experiments demonstrate that both the world simulator and the agentic policy are necessary: Astra-WM improves simulator-augmented Gemini-3-Flash on MMSI-Bench from 45.1 to 49.5, while Astra-VL improves the Qwen3-VL backbone from 29.8 to 38.8 on MMSI-Bench and from 36.8 to 42.7 on MindCube. These results show that imagined observations can provide useful spatial evidence, but effective world-model-augmented reasoning requires learning when, where, and how to imagine.

WorldSimBench: Towards Video Generation Models as World Simulators

Recent advancements in predictive models have demonstrated exceptional capabilities in predicting the future state of objects and scenes. However, the lack of categorization based on inherent characteristics continues to hinder the progress of predictive model development. Additionally, existing benchmarks are unable to effectively evaluate higher-capability, highly embodied predictive models from an embodied perspective. In this work, we classify the functionalities of predictive models into a hierarchy and take the first step in evaluating World Simulators by proposing a dual evaluation framework called WorldSimBench. WorldSimBench includes Explicit Perceptual Evaluation and Implicit Manipulative Evaluation, encompassing human preference assessments from the visual perspective and action-level evaluations in embodied tasks, covering three representative embodied scenarios: Open-Ended Embodied Environment, Autonomous, Driving, and Robot Manipulation. In the Explicit Perceptual Evaluation, we introduce the HF-Embodied Dataset, a video assessment dataset based on fine-grained human feedback, which we use to train a Human Preference Evaluator that aligns with human perception and explicitly assesses the visual fidelity of World Simulators. In the Implicit Manipulative Evaluation, we assess the video-action consistency of World Simulators by evaluating whether the generated situation-aware video can be accurately translated into the correct control signals in dynamic environments. Our comprehensive evaluation offers key insights that can drive further innovation in video generation models, positioning World Simulators as a pivotal advancement toward embodied artificial intelligence.

  • 13 authors
·
Oct 23, 2024 2

PhyWorld: Physics-Faithful World Model for Video Generation

World simulators can provide safe and scalable environments for training Physical AI systems before real-world deployment. Large video generation models are emerging as a promising basis for such simulators because they can generate diverse and realistic visual futures. However, using them as world simulators requires physically faithful video continuations, namely, generated videos that preserve the physical state implied by the conditioning input, and evolve in ways consistent with basic physical principles. We propose PhyWorld, a video generation world model designed to produce temporally coherent and physically faithful scene continuations through two-stage post-training. In the first stage, we improve video-to-video continuation with flow matching fine-tuning, encouraging stable visual attributes and coherent motion dynamics across frames. In the second stage, we align generated dynamics with physical principles using Direct Preference Optimization (DPO) over physics preference pairs, guiding the model toward outputs with higher physical plausibility. To evaluate PhyWorld, we use both standard video-quality benchmarks and a dedicated physical-faithfulness benchmark with per-law scoring. Experiments show that PhyWorld improves video consistency, achieving an average score of 0.769 on VBench compared with 0.756 or below for state-of-the-art baselines. PhyWorld also improves physical plausibility, reaching an average score of 3.09 on our physical-faithfulness benchmark compared with 2.99 for the strongest baseline. These results suggest that post-training large video generation models with continuation and physics-preference signals can make them more effective world simulators for Physical AI.

  • 13 authors
·
May 18

World-Env: Leveraging World Model as a Virtual Environment for VLA Post-Training

Vision-Language-Action (VLA) models trained via imitation learning suffer from significant performance degradation in data-scarce scenarios due to their reliance on large-scale demonstration datasets. Although reinforcement learning (RL)-based post-training has proven effective in addressing data scarcity, its application to VLA models is hindered by the non-resettable nature of real-world environments. This limitation is particularly critical in high-risk domains such as industrial automation, where interactions often induce state changes that are costly or infeasible to revert. Furthermore, existing VLA approaches lack a reliable mechanism for detecting task completion, leading to redundant actions that reduce overall task success rates. To address these challenges, we propose World-Env, an RL-based post-training framework that replaces physical interaction with a low-cost, world model-based virtual simulator. World-Env consists of two key components: (1) a video-based world simulator that generates temporally consistent future visual observations, and (2) a vision-language model (VLM)-guided instant reflector that provides continuous reward signals and predicts action termination. This simulated environment enables VLA models to safely explore and generalize beyond their initial imitation learning distribution. Our method achieves notable performance gains with as few as five expert demonstrations per task. Experiments on complex robotic manipulation tasks demonstrate that World-Env effectively overcomes the data inefficiency, safety constraints, and inefficient execution of conventional VLA models that rely on real-world interaction, offering a practical and scalable solution for post-training in resource-constrained settings.

  • 8 authors
·
Sep 29, 2025

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

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

SimWorld-AI SimWorld
·
Nov 30, 2025 3

Open-World Skill Discovery from Unsegmented Demonstrations

Learning skills in open-world environments is essential for developing agents capable of handling a variety of tasks by combining basic skills. Online demonstration videos are typically long but unsegmented, making them difficult to segment and label with skill identifiers. Unlike existing methods that rely on sequence sampling or human labeling, we have developed a self-supervised learning-based approach to segment these long videos into a series of semantic-aware and skill-consistent segments. Drawing inspiration from human cognitive event segmentation theory, we introduce Skill Boundary Detection (SBD), an annotation-free temporal video segmentation algorithm. SBD detects skill boundaries in a video by leveraging prediction errors from a pretrained unconditional action-prediction model. This approach is based on the assumption that a significant increase in prediction error indicates a shift in the skill being executed. We evaluated our method in Minecraft, a rich open-world simulator with extensive gameplay videos available online. Our SBD-generated segments improved the average performance of conditioned policies by 63.7% and 52.1% on short-term atomic skill tasks, and their corresponding hierarchical agents by 11.3% and 20.8% on long-horizon tasks. Our method can leverage the diverse YouTube videos to train instruction-following agents. The project page can be found in https://craftjarvis.github.io/SkillDiscovery.

  • 5 authors
·
Mar 11, 2025 3

ProPhy: Progressive Physical Alignment for Dynamic World Simulation

Recent advances in video generation have shown remarkable potential for constructing world simulators. However, current models still struggle to produce physically consistent results, particularly when handling large-scale or complex dynamics. This limitation arises primarily because existing approaches respond isotropically to physical prompts and neglect the fine-grained alignment between generated content and localized physical cues. To address these challenges, we propose ProPhy, a Progressive Physical Alignment Framework that enables explicit physics-aware conditioning and anisotropic generation. ProPhy employs a two-stage Mixture-of-Physics-Experts (MoPE) mechanism for discriminative physical prior extraction, where Semantic Experts infer semantic-level physical principles from textual descriptions, and Refinement Experts capture token-level physical dynamics. This mechanism allows the model to learn fine-grained, physics-aware video representations that better reflect underlying physical laws. Furthermore, we introduce a physical alignment strategy that transfers the physical reasoning capabilities of vision-language models (VLMs) into the Refinement Experts, facilitating a more accurate representation of dynamic physical phenomena. Extensive experiments on physics-aware video generation benchmarks demonstrate that ProPhy produces more realistic, dynamic, and physically coherent results than existing state-of-the-art methods.

  • 10 authors
·
Dec 5, 2025 2

Can World Models Benefit VLMs for World Dynamics?

Trained on internet-scale video data, generative world models are increasingly recognized as powerful world simulators that can generate consistent and plausible dynamics over structure, motion, and physics. This raises a natural question: with the advent of strong video foundational models, might they supplant conventional vision encoder paradigms for general-purpose multimodal understanding? While recent studies have begun to explore the potential of world models on common vision tasks, these explorations typically lack a systematic investigation of generic, multimodal tasks. In this work, we strive to investigate the capabilities when world model priors are transferred into Vision-Language Models: we re-purpose a video diffusion model as a generative encoder to perform a single denoising step and treat the resulting latents as a set of visual embedding. We empirically investigate this class of models, which we refer to as World-Language Models (WorldLMs), and we find that generative encoders can capture latents useful for downstream understanding that show distinctions from conventional encoders. Naming our best-performing variant Dynamic Vision Aligner (DyVA), we further discover that this method significantly enhances spatial reasoning abilities and enables single-image models to perform multi-frame reasoning. Through the curation of a suite of visual reasoning tasks, we find DyVA to surpass both open-source and proprietary baselines, achieving state-of-the-art or comparable performance. We attribute these gains to WorldLM's inherited motion-consistency internalization from video pre-training. Finally, we systematically explore extensive model designs to highlight promising directions for future work. We hope our study can pave the way for a new family of VLMs that leverage priors from world models and are on a promising path towards generalist vision learners.

PekingUniversity Peking University
·
Oct 1, 2025

dWorldEval: Scalable Robotic Policy Evaluation via Discrete Diffusion World Model

Evaluating robotics policies across thousands of environments and thousands of tasks is infeasible with existing approaches. This motivates the need for a new methodology for scalable robotics policy evaluation. In this paper, we propose dWorldEval, which uses a discrete diffusion world model as a scalable evaluation proxy for robotics policies. Specifically, dWorldEval maps all modalities - including vision, language, and robotic actions - into a unified token space, modeling them via a single transformer-based denoising network. In this paper, we propose dWorldEval, using a discrete diffusion world model as a scalable evaluation proxy for robotics policy. Specifically, it maps all modalities, including vision, language, and robotics action into a unified token space, then denoises them with a single transformer network. Building on this architecture, we employ a sparse keyframe memory to maintain spatiotemporal consistency. We also introduce a progress token that indicates the degree of task completion. At inference, the model jointly predicts future observations and progress token, allowing automatically determine success when the progress reaches 1. Extensive experiments demonstrate that dWorldEval significantly outperforms previous approaches, i.e., WorldEval, Ctrl-World, and WorldGym, on LIBERO, RoboTwin, and multiple real-robot tasks. It paves the way for a new architectural paradigm in building world simulators for robotics evaluation at scale.

  • 5 authors
·
Apr 23 1

The Trinity of Consistency as a Defining Principle for General World Models

The construction of World Models capable of learning, simulating, and reasoning about objective physical laws constitutes a foundational challenge in the pursuit of Artificial General Intelligence. Recent advancements represented by video generation models like Sora have demonstrated the potential of data-driven scaling laws to approximate physical dynamics, while the emerging Unified Multimodal Model (UMM) offers a promising architectural paradigm for integrating perception, language, and reasoning. Despite these advances, the field still lacks a principled theoretical framework that defines the essential properties requisite for a General World Model. In this paper, we propose that a World Model must be grounded in the Trinity of Consistency: Modal Consistency as the semantic interface, Spatial Consistency as the geometric basis, and Temporal Consistency as the causal engine. Through this tripartite lens, we systematically review the evolution of multimodal learning, revealing a trajectory from loosely coupled specialized modules toward unified architectures that enable the synergistic emergence of internal world simulators. To complement this conceptual framework, we introduce CoW-Bench, a benchmark centered on multi-frame reasoning and generation scenarios. CoW-Bench evaluates both video generation models and UMMs under a unified evaluation protocol. Our work establishes a principled pathway toward general world models, clarifying both the limitations of current systems and the architectural requirements for future progress.

opendatalab OpenDataLab
·
Feb 26 5

WorldReasonBench: Human-Aligned Stress Testing of Video Generators as Future World-State Predictors

Commercial video generation systems such as Seedance2.0 and Veo3.1 have rapidly improved, strengthening the view that video generators may be evolving into "world simulators." Yet the community still lacks a benchmark that directly tests whether a model can reason about how an observed world should evolve over time. We introduce WorldReasonBench, which reframes video generation evaluation as world-state prediction: given an initial state and an action, can a model generate a future video whose state evolution remains physically, socially, logically, and informationally consistent? WorldReasonBench contains 436 curated test cases with structured ground-truth QA annotations spanning four reasoning dimensions and 22 subcategories. We evaluate generated videos with a human-aligned two-part methodology: Process-aware Reasoning Verification uses structured QA and reasoning-phase diagnostics to detect temporal and causal failures, while Multi-dimensional Quality Assessment scores reasoning quality, temporal consistency, and visual aesthetics for ranking and reward modeling. We further introduce WorldRewardBench, a preference benchmark with approximately 6K expert-annotated pairs over 1.4K videos, supporting pair-wise and point-wise reward-model evaluation. Across modern video generators, our results expose a persistent gap between visual plausibility and world reasoning: videos can look convincing while failing dynamics, causality, or information preservation. We will release our benchmarks and evaluation toolkit to support community research on genuinely world-aware video generation at https://github.com/UniX-AI-Lab/WorldReasonBench/.

UniX-Lab UniX Lab
·
May 10 1

Physion-Eval: Evaluating Physical Realism in Generated Video via Human Reasoning

Video generation models are increasingly used as world simulators for storytelling, simulation, and embodied AI. As these models advance, a key question arises: do generated videos obey the physical laws of the real world? Existing evaluations largely rely on automated metrics or coarse human judgments such as preferences or rubric-based checks. While useful for assessing perceptual quality, these methods provide limited insight into when and why generated dynamics violate real-world physical constraints. We introduce Physion-Eval, a large-scale benchmark of expert human reasoning for diagnosing physical realism failures in videos generated by five state-of-the-art models across egocentric and exocentric views, containing 10,990 expert reasoning traces spanning 22 fine-grained physical categories. Each generated video is derived from a corresponding real-world reference video depicting a clear physical process, and annotated with temporally localized glitches, structured failure categories, and natural-language explanations of the violated physical behavior. Using this dataset, we reveal a striking limitation of current video generation models: in physics-critical scenarios, 83.3% of exocentric and 93.5% of egocentric generated videos exhibit at least one human-identifiable physical glitch. We hope Physion-Eval will set a new standard for physical realism evaluation and guide the development of physics-grounded video generation. The benchmark is publicly available at https://huggingface.co/datasets/PhysionLabs/Physion-Eval.

  • 10 authors
·
Mar 19

MarS: a Financial Market Simulation Engine Powered by Generative Foundation Model

Generative models aim to simulate realistic effects of various actions across different contexts, from text generation to visual effects. Despite significant efforts to build real-world simulators, the application of generative models to virtual worlds, like financial markets, remains under-explored. In financial markets, generative models can simulate complex market effects of participants with various behaviors, enabling interaction under different market conditions, and training strategies without financial risk. This simulation relies on the finest structured data in financial market like orders thus building the finest realistic simulation. We propose Large Market Model (LMM), an order-level generative foundation model, for financial market simulation, akin to language modeling in the digital world. Our financial Market Simulation engine (MarS), powered by LMM, addresses the domain-specific need for realistic, interactive and controllable order generation. Key observations include LMM's strong scalability across data size and model complexity, and MarS's robust and practicable realism in controlled generation with market impact. We showcase MarS as a forecast tool, detection system, analysis platform, and agent training environment, thus demonstrating MarS's "paradigm shift" potential for a variety of financial applications. We release the code of MarS at https://github.com/microsoft/MarS/.

  • 7 authors
·
Sep 4, 2024 2

Dimension-Reduction Attack! Video Generative Models are Experts on Controllable Image Synthesis

Video generative models can be regarded as world simulators due to their ability to capture dynamic, continuous changes inherent in real-world environments. These models integrate high-dimensional information across visual, temporal, spatial, and causal dimensions, enabling predictions of subjects in various status. A natural and valuable research direction is to explore whether a fully trained video generative model in high-dimensional space can effectively support lower-dimensional tasks such as controllable image generation. In this work, we propose a paradigm for video-to-image knowledge compression and task adaptation, termed Dimension-Reduction Attack (DRA-Ctrl), which utilizes the strengths of video models, including long-range context modeling and flatten full-attention, to perform various generation tasks. Specially, to address the challenging gap between continuous video frames and discrete image generation, we introduce a mixup-based transition strategy that ensures smooth adaptation. Moreover, we redesign the attention structure with a tailored masking mechanism to better align text prompts with image-level control. Experiments across diverse image generation tasks, such as subject-driven and spatially conditioned generation, show that repurposed video models outperform those trained directly on images. These results highlight the untapped potential of large-scale video generators for broader visual applications. DRA-Ctrl provides new insights into reusing resource-intensive video models and lays foundation for future unified generative models across visual modalities. The project page is https://dra-ctrl-2025.github.io/DRA-Ctrl/.

  • 7 authors
·
May 29, 2025

Consistency-diversity-realism Pareto fronts of conditional image generative models

Building world models that accurately and comprehensively represent the real world is the utmost aspiration for conditional image generative models as it would enable their use as world simulators. For these models to be successful world models, they should not only excel at image quality and prompt-image consistency but also ensure high representation diversity. However, current research in generative models mostly focuses on creative applications that are predominantly concerned with human preferences of image quality and aesthetics. We note that generative models have inference time mechanisms - or knobs - that allow the control of generation consistency, quality, and diversity. In this paper, we use state-of-the-art text-to-image and image-and-text-to-image models and their knobs to draw consistency-diversity-realism Pareto fronts that provide a holistic view on consistency-diversity-realism multi-objective. Our experiments suggest that realism and consistency can both be improved simultaneously; however there exists a clear tradeoff between realism/consistency and diversity. By looking at Pareto optimal points, we note that earlier models are better at representation diversity and worse in consistency/realism, and more recent models excel in consistency/realism while decreasing significantly the representation diversity. By computing Pareto fronts on a geodiverse dataset, we find that the first version of latent diffusion models tends to perform better than more recent models in all axes of evaluation, and there exist pronounced consistency-diversity-realism disparities between geographical regions. Overall, our analysis clearly shows that there is no best model and the choice of model should be determined by the downstream application. With this analysis, we invite the research community to consider Pareto fronts as an analytical tool to measure progress towards world models.

  • 8 authors
·
Jun 14, 2024

EgoTL: Egocentric Think-Aloud Chains for Long-Horizon Tasks

Large foundation models have made significant advances in embodied intelligence, enabling synthesis and reasoning over egocentric input for household tasks. However, VLM-based auto-labeling is often noisy because the primary data sources lack accurate human action labels, chain-of-thought (CoT), and spatial annotations; these errors are amplified during long-horizon spatial instruction following. These issues stem from insufficient coverage of minute-long, daily household planning tasks and from inaccurate spatial grounding. As a result, VLM reasoning chains and world-model synthesis can hallucinate objects, skip steps, or fail to respect real-world physical attributes. To address these gaps, we introduce EgoTL. EgoTL builds a think-aloud capture pipeline for egocentric data. It uses a say-before-act protocol to record step-by-step goals and spoken reasoning with word-level timestamps, then calibrates physical properties with metric-scale spatial estimators, a memory-bank walkthrough for scene context, and clip-level tags for navigation instructions and detailed manipulation actions. With EgoTL, we are able to benchmark VLMs and World Models on six task dimensions from three layers and long-horizon generation over minute-long sequences across over 100 daily household tasks. We find that foundation models still fall short as egocentric assistants or open-world simulators. Finally, we finetune foundation models with human CoT aligned with metric labels on the training split of EgoTL, which improves long-horizon planning and reasoning, step-wise reasoning, instruction following, and spatial grounding.

  • 11 authors
·
Apr 9

MMGR: Multi-Modal Generative Reasoning

Video foundation models generate visually realistic and temporally coherent content, but their reliability as world simulators depends on whether they capture physical, logical, and spatial constraints. Existing metrics such as Frechet Video Distance (FVD) emphasize perceptual quality and overlook reasoning failures, including violations of causality, physics, and global consistency. We introduce MMGR (Multi-Modal Generative Reasoning Evaluation and Benchmark), a principled evaluation framework based on five reasoning abilities: Physical, Logical, 3D Spatial, 2D Spatial, and Temporal. MMGR evaluates generative reasoning across three domains: Abstract Reasoning (ARC-AGI, Sudoku), Embodied Navigation (real-world 3D navigation and localization), and Physical Commonsense (sports and compositional interactions). MMGR applies fine-grained metrics that require holistic correctness across both video and image generation. We benchmark leading video models (Veo-3, Sora-2, Wan-2.2) and image models (Nano-banana, Nano-banana Pro, GPT-4o-image, Qwen-image), revealing strong performance gaps across domains. Models show moderate success on Physical Commonsense tasks but perform poorly on Abstract Reasoning (below 10 percent accuracy on ARC-AGI) and struggle with long-horizon spatial planning in embodied settings. Our analysis highlights key limitations in current models, including overreliance on perceptual data, weak global state consistency, and objectives that reward visual plausibility over causal correctness. MMGR offers a unified diagnostic benchmark and a path toward reasoning-aware generative world models.

  • 12 authors
·
Dec 16, 2025 3

Robobench: A Comprehensive Evaluation Benchmark for Multimodal Large Language Models as Embodied Brain

Building robots that can perceive, reason, and act in dynamic, unstructured environments remains a core challenge. Recent embodied systems often adopt a dual-system paradigm, where System 2 handles high-level reasoning while System 1 executes low-level control. In this work, we refer to System 2 as the embodied brain, emphasizing its role as the cognitive core for reasoning and decision-making in manipulation tasks. Given this role, systematic evaluation of the embodied brain is essential. Yet existing benchmarks emphasize execution success, or when targeting high-level reasoning, suffer from incomplete dimensions and limited task realism, offering only a partial picture of cognitive capability. To bridge this gap, we introduce RoboBench, a benchmark that systematically evaluates multimodal large language models (MLLMs) as embodied brains. Motivated by the critical roles across the full manipulation pipeline, RoboBench defines five dimensions-instruction comprehension, perception reasoning, generalized planning, affordance prediction, and failure analysis-spanning 14 capabilities, 25 tasks, and 6092 QA pairs. To ensure realism, we curate datasets across diverse embodiments, attribute-rich objects, and multi-view scenes, drawing from large-scale real robotic data. For planning, RoboBench introduces an evaluation framework, MLLM-as-world-simulator. It evaluate embodied feasibility by simulating whether predicted plans can achieve critical object-state changes. Experiments on 14 MLLMs reveal fundamental limitations: difficulties with implicit instruction comprehension, spatiotemporal reasoning, cross-scenario planning, fine-grained affordance understanding, and execution failure diagnosis. RoboBench provides a comprehensive scaffold to quantify high-level cognition, and guide the development of next-generation embodied MLLMs. The project page is in https://robo-bench.github.io.

  • 21 authors
·
Oct 20, 2025

Learning to Generate Object Interactions with Physics-Guided Video Diffusion

Recent models for video generation have achieved remarkable progress and are now deployed in film, social media production, and advertising. Beyond their creative potential, such models also hold promise as world simulators for robotics and embodied decision making. Despite strong advances, however, current approaches still struggle to generate physically plausible object interactions and lack physics-grounded control mechanisms. To address this limitation, we introduce KineMask, an approach for physics-guided video generation that enables realistic rigid body control, interactions, and effects. Given a single image and a specified object velocity, our method generates videos with inferred motions and future object interactions. We propose a two-stage training strategy that gradually removes future motion supervision via object masks. Using this strategy we train video diffusion models (VDMs) on synthetic scenes of simple interactions and demonstrate significant improvements of object interactions in real scenes. Furthermore, KineMask integrates low-level motion control with high-level textual conditioning via predictive scene descriptions, leading to effective support for synthesis of complex dynamical phenomena. Extensive experiments show that KineMask achieves strong improvements over recent models of comparable size. Ablation studies further highlight the complementary roles of low- and high-level conditioning in VDMs. Our code, model, and data will be made publicly available.

  • 5 authors
·
Oct 2, 2025

Towards Physically Plausible Video Generation via VLM Planning

Video diffusion models (VDMs) have advanced significantly in recent years, enabling the generation of highly realistic videos and drawing the attention of the community in their potential as world simulators. However, despite their capabilities, VDMs often fail to produce physically plausible videos due to an inherent lack of understanding of physics, resulting in incorrect dynamics and event sequences. To address this limitation, we propose a novel two-stage image-to-video generation framework that explicitly incorporates physics. In the first stage, we employ a Vision Language Model (VLM) as a coarse-grained motion planner, integrating chain-of-thought and physics-aware reasoning to predict a rough motion trajectories/changes that approximate real-world physical dynamics while ensuring the inter-frame consistency. In the second stage, we use the predicted motion trajectories/changes to guide the video generation of a VDM. As the predicted motion trajectories/changes are rough, noise is added during inference to provide freedom to the VDM in generating motion with more fine details. Extensive experimental results demonstrate that our framework can produce physically plausible motion, and comparative evaluations highlight the notable superiority of our approach over existing methods. More video results are available on our Project Page: https://madaoer.github.io/projects/physically_plausible_video_generation.

  • 11 authors
·
Mar 30, 2025 3

Vidu4D: Single Generated Video to High-Fidelity 4D Reconstruction with Dynamic Gaussian Surfels

Video generative models are receiving particular attention given their ability to generate realistic and imaginative frames. Besides, these models are also observed to exhibit strong 3D consistency, significantly enhancing their potential to act as world simulators. In this work, we present Vidu4D, a novel reconstruction model that excels in accurately reconstructing 4D (i.e., sequential 3D) representations from single generated videos, addressing challenges associated with non-rigidity and frame distortion. This capability is pivotal for creating high-fidelity virtual contents that maintain both spatial and temporal coherence. At the core of Vidu4D is our proposed Dynamic Gaussian Surfels (DGS) technique. DGS optimizes time-varying warping functions to transform Gaussian surfels (surface elements) from a static state to a dynamically warped state. This transformation enables a precise depiction of motion and deformation over time. To preserve the structural integrity of surface-aligned Gaussian surfels, we design the warped-state geometric regularization based on continuous warping fields for estimating normals. Additionally, we learn refinements on rotation and scaling parameters of Gaussian surfels, which greatly alleviates texture flickering during the warping process and enhances the capture of fine-grained appearance details. Vidu4D also contains a novel initialization state that provides a proper start for the warping fields in DGS. Equipping Vidu4D with an existing video generative model, the overall framework demonstrates high-fidelity text-to-4D generation in both appearance and geometry.

  • 6 authors
·
May 27, 2024 3

VideoPhy-2: A Challenging Action-Centric Physical Commonsense Evaluation in Video Generation

Large-scale video generative models, capable of creating realistic videos of diverse visual concepts, are strong candidates for general-purpose physical world simulators. However, their adherence to physical commonsense across real-world actions remains unclear (e.g., playing tennis, backflip). Existing benchmarks suffer from limitations such as limited size, lack of human evaluation, sim-to-real gaps, and absence of fine-grained physical rule analysis. To address this, we introduce VideoPhy-2, an action-centric dataset for evaluating physical commonsense in generated videos. We curate 200 diverse actions and detailed prompts for video synthesis from modern generative models. We perform human evaluation that assesses semantic adherence, physical commonsense, and grounding of physical rules in the generated videos. Our findings reveal major shortcomings, with even the best model achieving only 22% joint performance (i.e., high semantic and physical commonsense adherence) on the hard subset of VideoPhy-2. We find that the models particularly struggle with conservation laws like mass and momentum. Finally, we also train VideoPhy-AutoEval, an automatic evaluator for fast, reliable assessment on our dataset. Overall, VideoPhy-2 serves as a rigorous benchmark, exposing critical gaps in video generative models and guiding future research in physically-grounded video generation. The data and code is available at https://videophy2.github.io/.

  • 6 authors
·
Mar 8, 2025

Generative Physical AI in Vision: A Survey

Generative Artificial Intelligence (AI) has rapidly advanced the field of computer vision by enabling machines to create and interpret visual data with unprecedented sophistication. This transformation builds upon a foundation of generative models to produce realistic images, videos, and 3D/4D content. Conventional generative models primarily focus on visual fidelity while often neglecting the physical plausibility of the generated content. This gap limits their effectiveness in applications that require adherence to real-world physical laws, such as robotics, autonomous systems, and scientific simulations. As generative models evolve to increasingly integrate physical realism and dynamic simulation, their potential to function as "world simulators" expands. Therefore, the field of physics-aware generation in computer vision is rapidly growing, calling for a comprehensive survey to provide a structured analysis of current efforts. To serve this purpose, the survey presents a systematic review, categorizing methods based on how they incorporate physical knowledge, either through explicit simulation or implicit learning. It also analyzes key paradigms, discusses evaluation protocols, and identifies future research directions. By offering a comprehensive overview, this survey aims to help future developments in physically grounded generation for computer vision. The reviewed papers are summarized at https://tinyurl.com/Physics-Aware-Generation.

  • 8 authors
·
Jan 18, 2025

Overcome the Fear Of Missing Out: Active Sensing UAV Scanning for Precision Agriculture

This paper deals with the problem of informative path planning for a UAV deployed for precision agriculture applications. First, we observe that the ``fear of missing out'' data lead to uniform, conservative scanning policies over the whole agricultural field. Consequently, employing a non-uniform scanning approach can mitigate the expenditure of time in areas with minimal or negligible real value, while ensuring heightened precision in information-dense regions. Turning to the available informative path planning methodologies, we discern that certain methods entail intensive computational requirements, while others necessitate training on an ideal world simulator. To address the aforementioned issues, we propose an active sensing coverage path planning approach, named OverFOMO, that regulates the speed of the UAV in accordance with both the relative quantity of the identified classes, i.e. crops and weeds, and the confidence level of such detections. To identify these instances, a robust Deep Learning segmentation model is deployed. The computational needs of the proposed algorithm are independent of the size of the agricultural field, rendering its applicability on modern UAVs quite straightforward. The proposed algorithm was evaluated with a simu-realistic pipeline, combining data from real UAV missions and the high-fidelity dynamics of AirSim simulator, showcasing its performance improvements over the established state of affairs for this type of missions. An open-source implementation of the algorithm and the evaluation pipeline is also available: https://github.com/emmarapt/OverFOMO.

  • 6 authors
·
Dec 15, 2023

WoVR: World Models as Reliable Simulators for Post-Training VLA Policies with RL

Reinforcement learning (RL) promises to unlock capabilities beyond imitation learning for Vision-Language-Action (VLA) models, but its requirement for massive real-world interaction prevents direct deployment on physical robots. Recent work attempts to use learned world models as simulators for policy optimization, yet closed-loop imagined rollouts inevitably suffer from hallucination and long-horizon error accumulation. Such errors do not merely degrade visual fidelity; they corrupt the optimization signal, encouraging policies to exploit model inaccuracies rather than genuine task progress. We propose WoVR, a reliable world-model-based reinforcement learning framework for post-training VLA policies. Instead of assuming a faithful world model, WoVR explicitly regulates how RL interacts with imperfect imagined dynamics. It improves rollout stability through a controllable action-conditioned video world model, reshapes imagined interaction to reduce effective error depth via Keyframe-Initialized Rollouts, and maintains policy-simulator alignment through World Model-Policy co-evolution. Extensive experiments on LIBERO benchmarks and real-world robotic manipulation demonstrate that WoVR enables stable long-horizon imagined rollouts and effective policy optimization, improving average LIBERO success from 39.95% to 69.2% (+29.3 points) and real-robot success from 61.7% to 91.7% (+30.0 points). These results show that learned world models can serve as practical simulators for reinforcement learning when hallucination is explicitly controlled.

RLinf RLinf
·
Feb 14

Sword: Style-Robust World Models as Simulators via Dynamic Latent Bootstrapping for VLA Policy Post-Training

The integration of Vision-Language-Action (VLA) models with World Models has gained increasing attention. One representative approach treats learned World Models as generative simulators, enabling policy optimization entirely within "imagination." However, when deployed as simulators for specific environments such as the LIBERO benchmark, existing World Models often suffer from poor generalization and long-horizon error accumulation. During closed-loop rollouts, these models are highly sensitive to initial-state perturbations; minor changes in color, illumination, and other visual factors can trigger cascading hallucinations, leading to severe blurriness or overexposure. Moreover, long-horizon error accumulation further degrades the quality and fidelity of predicted future states. These issues limit the reliability of World Models as simulators. To mitigate these problems, we propose Sword, a robust World Model framework. Our method introduces Structure-Guided Style Augmentation to disentangle the visual textures of interactive environments from task-relevant dynamics, thereby improving generalization. We further propose Dynamic Latent Bootstrapping, which maintains consistency between training and inference while keeping memory consumption low. Extensive experiments on the LIBERO benchmark show that our method significantly outperforms the baseline WoVR in terms of generalization, generation quality, robustness, fidelity, and the success rate of reinforcement-learning post-training for VLA models.

  • 8 authors
·
May 7

DrivingGen: A Comprehensive Benchmark for Generative Video World Models in Autonomous Driving

Video generation models, as one form of world models, have emerged as one of the most exciting frontiers in AI, promising agents the ability to imagine the future by modeling the temporal evolution of complex scenes. In autonomous driving, this vision gives rise to driving world models: generative simulators that imagine ego and agent futures, enabling scalable simulation, safe testing of corner cases, and rich synthetic data generation. Yet, despite fast-growing research activity, the field lacks a rigorous benchmark to measure progress and guide priorities. Existing evaluations remain limited: generic video metrics overlook safety-critical imaging factors; trajectory plausibility is rarely quantified; temporal and agent-level consistency is neglected; and controllability with respect to ego conditioning is ignored. Moreover, current datasets fail to cover the diversity of conditions required for real-world deployment. To address these gaps, we present DrivingGen, the first comprehensive benchmark for generative driving world models. DrivingGen combines a diverse evaluation dataset curated from both driving datasets and internet-scale video sources, spanning varied weather, time of day, geographic regions, and complex maneuvers, with a suite of new metrics that jointly assess visual realism, trajectory plausibility, temporal coherence, and controllability. Benchmarking 14 state-of-the-art models reveals clear trade-offs: general models look better but break physics, while driving-specific ones capture motion realistically but lag in visual quality. DrivingGen offers a unified evaluation framework to foster reliable, controllable, and deployable driving world models, enabling scalable simulation, planning, and data-driven decision-making.

SimWorld: A Unified Benchmark for Simulator-Conditioned Scene Generation via World Model

With the rapid advancement of autonomous driving technology, a lack of data has become a major obstacle to enhancing perception model accuracy. Researchers are now exploring controllable data generation using world models to diversify datasets. However, previous work has been limited to studying image generation quality on specific public datasets. There is still relatively little research on how to build data generation engines for real-world application scenes to achieve large-scale data generation for challenging scenes. In this paper, a simulator-conditioned scene generation engine based on world model is proposed. By constructing a simulation system consistent with real-world scenes, simulation data and labels, which serve as the conditions for data generation in the world model, for any scenes can be collected. It is a novel data generation pipeline by combining the powerful scene simulation capabilities of the simulation engine with the robust data generation capabilities of the world model. In addition, a benchmark with proportionally constructed virtual and real data, is provided for exploring the capabilities of world models in real-world scenes. Quantitative results show that these generated images significantly improve downstream perception models performance. Finally, we explored the generative performance of the world model in urban autonomous driving scenarios. All the data and code will be available at https://github.com/Li-Zn-H/SimWorld.

  • 6 authors
·
Mar 18, 2025

Sim2Rec: A Simulator-based Decision-making Approach to Optimize Real-World Long-term User Engagement in Sequential Recommender Systems

Long-term user engagement (LTE) optimization in sequential recommender systems (SRS) is shown to be suited by reinforcement learning (RL) which finds a policy to maximize long-term rewards. Meanwhile, RL has its shortcomings, particularly requiring a large number of online samples for exploration, which is risky in real-world applications. One of the appealing ways to avoid the risk is to build a simulator and learn the optimal recommendation policy in the simulator. In LTE optimization, the simulator is to simulate multiple users' daily feedback for given recommendations. However, building a user simulator with no reality-gap, i.e., can predict user's feedback exactly, is unrealistic because the users' reaction patterns are complex and historical logs for each user are limited, which might mislead the simulator-based recommendation policy. In this paper, we present a practical simulator-based recommender policy training approach, Simulation-to-Recommendation (Sim2Rec) to handle the reality-gap problem for LTE optimization. Specifically, Sim2Rec introduces a simulator set to generate various possibilities of user behavior patterns, then trains an environment-parameter extractor to recognize users' behavior patterns in the simulators. Finally, a context-aware policy is trained to make the optimal decisions on all of the variants of the users based on the inferred environment-parameters. The policy is transferable to unseen environments (e.g., the real world) directly as it has learned to recognize all various user behavior patterns and to make the correct decisions based on the inferred environment-parameters. Experiments are conducted in synthetic environments and a real-world large-scale ride-hailing platform, DidiChuxing. The results show that Sim2Rec achieves significant performance improvement, and produces robust recommendations in unseen environments.

  • 8 authors
·
May 3, 2023

Inferix: A Block-Diffusion based Next-Generation Inference Engine for World Simulation

World models serve as core simulators for fields such as agentic AI, embodied AI, and gaming, capable of generating long, physically realistic, and interactive high-quality videos. Moreover, scaling these models could unlock emergent capabilities in visual perception, understanding, and reasoning, paving the way for a new paradigm that moves beyond current LLM-centric vision foundation models. A key breakthrough empowering them is the semi-autoregressive (block-diffusion) decoding paradigm, which merges the strengths of diffusion and autoregressive methods by generating video tokens in block-applying diffusion within each block while conditioning on previous ones, resulting in more coherent and stable video sequences. Crucially, it overcomes limitations of standard video diffusion by reintroducing LLM-style KV Cache management, enabling efficient, variable-length, and high-quality generation. Therefore, Inferix is specifically designed as a next-generation inference engine to enable immersive world synthesis through optimized semi-autoregressive decoding processes. This dedicated focus on world simulation distinctly sets it apart from systems engineered for high-concurrency scenarios (like vLLM or SGLang) and from classic video diffusion models (such as xDiTs). Inferix further enhances its offering with interactive video streaming and profiling, enabling real-time interaction and realistic simulation to accurately model world dynamics. Additionally, it supports efficient benchmarking through seamless integration of LV-Bench, a new fine-grained evaluation benchmark tailored for minute-long video generation scenarios. We hope the community will work together to advance Inferix and foster world model exploration.

Alibaba-DAMO-Academy DAMO Academy
·
Nov 24, 2025 2

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

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

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

  • 2 authors
·
Sep 16, 2021

OccuBench: Evaluating AI Agents on Real-World Professional Tasks via Language World Models

AI agents are expected to perform professional work across hundreds of occupational domains (from emergency department triage to nuclear reactor safety monitoring to customs import processing), yet existing benchmarks can only evaluate agents in the few domains where public environments exist. We introduce OccuBench, a benchmark covering 100 real-world professional task scenarios across 10 industry categories and 65 specialized domains, enabled by Language World Models (LWMs) that simulate domain-specific environments through LLM-driven tool response generation. Our multi-agent synthesis pipeline automatically produces evaluation instances with guaranteed solvability, calibrated difficulty, and document-grounded diversity. OccuBench evaluates agents along two complementary dimensions: task completion across professional domains and environmental robustness under controlled fault injection (explicit errors, implicit data degradation, and mixed faults). We evaluate 15 frontier models across 8 model families and find that: (1) no single model dominates all industries, as each has a distinct occupational capability profile; (2) implicit faults (truncated data, missing fields) are harder than both explicit errors (timeouts, 500s) and mixed faults, because they lack overt error signals and require the agent to independently detect data degradation; (3) larger models, newer generations, and higher reasoning effort consistently improve performance. GPT-5.2 improves by 27.5 points from minimal to maximum reasoning effort; and (4) strong agents are not necessarily strong environment simulators. Simulator quality is critical for LWM-based evaluation reliability. OccuBench provides the first systematic cross-industry evaluation of AI agents on professional occupational tasks.

Qwen Qwen
·
Apr 12 3

ManipArena: Comprehensive Real-world Evaluation of Reasoning-Oriented Generalist Robot Manipulation

Vision-Language-Action (VLA) models and world models have recently emerged as promising paradigms for general-purpose robotic intelligence, yet their progress is hindered by the lack of reliable evaluation protocols that reflect real-world deployment. Existing benchmarks are largely simulator-centric, which provide controllability but fail to capture the reality gap caused by perception noise, complex contact dynamics, hardware constraints, and system latency. Moreover, fragmented real-world evaluations across different robot platforms prevent fair and reproducible comparison. To address these challenges, we introduce ManipArena, a standardized evaluation framework designed to bridge simulation and real-world execution. ManipArena comprises 20 diverse tasks across 10,812 expert trajectories emphasizing reasoning-oriented manipulation tasks requiring semantic and spatial reasoning, supports multi-level generalization through controlled out-of-distribution settings, and incorporates long-horizon mobile manipulation beyond tabletop scenarios. The framework further provides rich sensory diagnostics, including low-level motor signals, and synchronized real-to-sim environments constructed via high-quality 3D scanning. Together, these features enable fair, realistic, and reproducible evaluation for both VLA and world model approaches, providing a scalable foundation for diagnosing and advancing embodied intelligence systems.

  • 18 authors
·
Mar 30

SWoMo: Neuro-Symbolic World Model for Cataract Surgery Simulation

Realistic surgical simulation plays a crucial role in training novice surgeons and in the development of autonomous agents. World models can scale such simulation environments to realistic and diverse procedures by predicting future patient states conditioned on current observations and surgical actions. However, current state-of-the-art approaches often fail to satisfy key criteria required for clinical applicability, including visual realism, physically grounded interactions, and the ability to simulate scenarios beyond the training distribution. Hence, we introduce SWoMo, a neuro-symbolic world model for cataract surgery simulation that decouples motion generation from visual realism. The symbolic component, consisting of a rule-based simulator and scene graph representations, models motion dynamics and tool-tissue interactions, while a diffusion model produces realistic visual appearance, including textures and tissue deformations. We propose an inverse pairing strategy that reconstructs real surgical videos in the simulator to obtain paired simulated and real videos, which are then used to train our video diffusion model for the reverse objective of sim-to-real translation. Our experiments show both qualitative and quantitative improvements over prior work. We demonstrate that our simulator further satisfies the key criteria, including generalisation to unseen interaction geometries, improvements in downstream phase detection, and unsupervised video style transfer. The code, data, and model weights are available at: https://ssharvienkumar.github.io/SWoMo/

  • 6 authors
·
May 14

BrickSim: A Physics-Based Simulator for Manipulating Interlocking Brick Assemblies

Interlocking brick assemblies provide a standardized yet challenging testbed for contact-rich and long-horizon robotic manipulation, but existing rigid-body simulators do not faithfully capture snap-fit mechanics. We present BrickSim, the first real-time physics-based simulator for interlocking brick assemblies. BrickSim introduces a compact force-based mechanics model for snap-fit connections and solves the resulting internal force distribution using a structured convex quadratic program. Combined with a hybrid architecture that delegates rigid-body dynamics to the underlying physics engine while handling snap-fit mechanics separately, BrickSim enables real-time, high-fidelity simulation of assembly, disassembly, and structural collapse. On 150 real-world assemblies, BrickSim achieves 100% accuracy in static stability prediction with an average solve time of 5 ms. In dynamic drop tests, it also faithfully reproduces real-world structural collapse, precisely mirroring both the occurrence of breakage and the specific breakage locations. Built on Isaac Sim, BrickSim further supports seamless integration with a wide variety of robots and existing pipelines. We demonstrate robotic construction of brick assemblies using BrickSim, highlighting its potential as a foundation for research in dexterous, long-horizon robotic manipulation. BrickSim is open-source, and the code is available at https://github.com/intelligent-control-lab/BrickSim.

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

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
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Mar 17 4

When to Trust Your Simulator: Dynamics-Aware Hybrid Offline-and-Online Reinforcement Learning

Learning effective reinforcement learning (RL) policies to solve real-world complex tasks can be quite challenging without a high-fidelity simulation environment. In most cases, we are only given imperfect simulators with simplified dynamics, which inevitably lead to severe sim-to-real gaps in RL policy learning. The recently emerged field of offline RL provides another possibility to learn policies directly from pre-collected historical data. However, to achieve reasonable performance, existing offline RL algorithms need impractically large offline data with sufficient state-action space coverage for training. This brings up a new question: is it possible to combine learning from limited real data in offline RL and unrestricted exploration through imperfect simulators in online RL to address the drawbacks of both approaches? In this study, we propose the Dynamics-Aware Hybrid Offline-and-Online Reinforcement Learning (H2O) framework to provide an affirmative answer to this question. H2O introduces a dynamics-aware policy evaluation scheme, which adaptively penalizes the Q function learning on simulated state-action pairs with large dynamics gaps, while also simultaneously allowing learning from a fixed real-world dataset. Through extensive simulation and real-world tasks, as well as theoretical analysis, we demonstrate the superior performance of H2O against other cross-domain online and offline RL algorithms. H2O provides a brand new hybrid offline-and-online RL paradigm, which can potentially shed light on future RL algorithm design for solving practical real-world tasks.

  • 7 authors
·
Jun 27, 2022

World-VLA-Loop: Closed-Loop Learning of Video World Model and VLA Policy

Recent progress in robotic world models has leveraged video diffusion transformers to predict future observations conditioned on historical states and actions. While these models can simulate realistic visual outcomes, they often exhibit poor action-following precision, hindering their utility for downstream robotic learning. In this work, we introduce World-VLA-Loop, a closed-loop framework for the joint refinement of world models and Vision-Language-Action (VLA) policies. We propose a state-aware video world model that functions as a high-fidelity interactive simulator by jointly predicting future observations and reward signals. To enhance reliability, we introduce the SANS dataset, which incorporates near-success trajectories to improve action-outcome alignment within the world model. This framework enables a closed-loop for reinforcement learning (RL) post-training of VLA policies entirely within a virtual environment. Crucially, our approach facilitates a co-evolving cycle: failure rollouts generated by the VLA policy are iteratively fed back to refine the world model precision, which in turn enhances subsequent RL optimization. Evaluations across simulation and real-world tasks demonstrate that our framework significantly boosts VLA performance with minimal physical interaction, establishing a mutually beneficial relationship between world modeling and policy learning for general-purpose robotics. Project page: https://showlab.github.io/World-VLA-Loop/.

  • 5 authors
·
Feb 6

NVIDIA OmniDreams: Real-Time Generative World Model for Closed-Loop Autonomous Vehicle Simulation

As autonomous vehicle capabilities advance, the safe evaluation of driving policies in long-tail scenarios remains a critical bottleneck. In closed-loop simulation, the driving policy model actively interacts with the environment, where its actions dynamically update the simulator state and directly influence the next set of generated sensor observations. While recent reconstruction-based neural simulators offer photorealism, they are fundamentally constrained by their initial captured data and struggle to generalize to highly dynamic or novel scenes. To overcome these limitations, we introduce OmniDreams, a foundation generative world model mid- and post-trained from the Cosmos diffusion model to autoregressively generate action-conditioned videos in real time. By leveraging the rich visual priors of Cosmos and mid- and post-training on 21k hours of driving scenarios, OmniDreams synthesizes complex, unobserved phenomena that are hard for traditional simulators to capture, such as extreme weather and unpredictable dynamic agent behaviors. Crucially, it autoregressively conditions its photorealistic sensor generation on past frames, the current simulator state, and immediate driving actions. Deployed in a closed-loop system with the Alpamayo 1 policy model and AlpaSim orchestrator, OmniDreams acts as a highly responsive, reactive environment, providing a scalable and comprehensive solution for training and evaluating next-generation autonomous driving policies. We additionally show preliminary results indicating that a world-action model (WAM) post-trained from OmniDreams achieves strong performance on the Physical AI Autonomous Vehicles NuRec dataset, surpassing the VLA-based Alpamayo 1.5 research policy model while using only 1/5 the total parameters. These results highlight the potential for a real-time world model like OmniDreams to also serve as a backbone for policy architectures.

nvidia NVIDIA
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Jun 1 1

SIM1: Physics-Aligned Simulator as Zero-Shot Data Scaler in Deformable Worlds

Robotic manipulation with deformable objects represents a data-intensive regime in embodied learning, where shape, contact, and topology co-evolve in ways that far exceed the variability of rigids. Although simulation promises relief from the cost of real-world data acquisition, prevailing sim-to-real pipelines remain rooted in rigid-body abstractions, producing mismatched geometry, fragile soft dynamics, and motion primitives poorly suited for cloth interaction. We posit that simulation fails not for being synthetic, but for being ungrounded. To address this, we introduce SIM1, a physics-aligned real-to-sim-to-real data engine that grounds simulation in the physical world. Given limited demonstrations, the system digitizes scenes into metric-consistent twins, calibrates deformable dynamics through elastic modeling, and expands behaviors via diffusion-based trajectory generation with quality filtering. This pipeline transforms sparse observations into scaled synthetic supervision with near-demonstration fidelity. Experiments show that policies trained on purely synthetic data achieve parity with real-data baselines at a 1:15 equivalence ratio, while delivering 90% zero-shot success and 50% generalization gains in real-world deployment. These results validate physics-aligned simulation as scalable supervision for deformable manipulation and a practical pathway for data-efficient policy learning.

Real-is-Sim: Bridging the Sim-to-Real Gap with a Dynamic Digital Twin for Real-World Robot Policy Evaluation

Recent advancements in behavior cloning have enabled robots to perform complex manipulation tasks. However, accurately assessing training performance remains challenging, particularly for real-world applications, as behavior cloning losses often correlate poorly with actual task success. Consequently, researchers resort to success rate metrics derived from costly and time-consuming real-world evaluations, making the identification of optimal policies and detection of overfitting or underfitting impractical. To address these issues, we propose real-is-sim, a novel behavior cloning framework that incorporates a dynamic digital twin (based on Embodied Gaussians) throughout the entire policy development pipeline: data collection, training, and deployment. By continuously aligning the simulated world with the physical world, demonstrations can be collected in the real world with states extracted from the simulator. The simulator enables flexible state representations by rendering image inputs from any viewpoint or extracting low-level state information from objects embodied within the scene. During training, policies can be directly evaluated within the simulator in an offline and highly parallelizable manner. Finally, during deployment, policies are run within the simulator where the real robot directly tracks the simulated robot's joints, effectively decoupling policy execution from real hardware and mitigating traditional domain-transfer challenges. We validate real-is-sim on the PushT manipulation task, demonstrating strong correlation between success rates obtained in the simulator and real-world evaluations. Videos of our system can be found at https://realissim.rai-inst.com.

  • 7 authors
·
Apr 4, 2025 2

Think2Drive: Efficient Reinforcement Learning by Thinking in Latent World Model for Quasi-Realistic Autonomous Driving (in CARLA-v2)

Real-world autonomous driving (AD) especially urban driving involves many corner cases. The lately released AD simulator CARLA v2 adds 39 common events in the driving scene, and provide more quasi-realistic testbed compared to CARLA v1. It poses new challenge to the community and so far no literature has reported any success on the new scenarios in V2 as existing works mostly have to rely on specific rules for planning yet they cannot cover the more complex cases in CARLA v2. In this work, we take the initiative of directly training a planner and the hope is to handle the corner cases flexibly and effectively, which we believe is also the future of AD. To our best knowledge, we develop the first model-based RL method named Think2Drive for AD, with a world model to learn the transitions of the environment, and then it acts as a neural simulator to train the planner. This paradigm significantly boosts the training efficiency due to the low dimensional state space and parallel computing of tensors in the world model. As a result, Think2Drive is able to run in an expert-level proficiency in CARLA v2 within 3 days of training on a single A6000 GPU, and to our best knowledge, so far there is no reported success (100\% route completion)on CARLA v2. We also propose CornerCase-Repository, a benchmark that supports the evaluation of driving models by scenarios. Additionally, we propose a new and balanced metric to evaluate the performance by route completion, infraction number, and scenario density, so that the driving score could give more information about the actual driving performance.

  • 4 authors
·
Feb 26, 2024

Language Models Meet World Models: Embodied Experiences Enhance Language Models

While large language models (LMs) have shown remarkable capabilities across numerous tasks, they often struggle with simple reasoning and planning in physical environments, such as understanding object permanence or planning household activities. The limitation arises from the fact that LMs are trained only on written text and miss essential embodied knowledge and skills. In this paper, we propose a new paradigm of enhancing LMs by finetuning them with world models, to gain diverse embodied knowledge while retaining their general language capabilities. Our approach deploys an embodied agent in a world model, particularly a simulator of the physical world (VirtualHome), and acquires a diverse set of embodied experiences through both goal-oriented planning and random exploration. These experiences are then used to finetune LMs to teach diverse abilities of reasoning and acting in the physical world, e.g., planning and completing goals, object permanence and tracking, etc. Moreover, it is desirable to preserve the generality of LMs during finetuning, which facilitates generalizing the embodied knowledge across tasks rather than being tied to specific simulations. We thus further introduce the classical elastic weight consolidation (EWC) for selective weight updates, combined with low-rank adapters (LoRA) for training efficiency. Extensive experiments show our approach substantially improves base LMs on 18 downstream tasks by 64.28% on average. In particular, the small LMs (1.3B and 6B) enhanced by our approach match or even outperform much larger LMs (e.g., ChatGPT).

  • 7 authors
·
May 17, 2023

CARLA-Air: Fly Drones Inside a CARLA World -- A Unified Infrastructure for Air-Ground Embodied Intelligence

The convergence of low-altitude economies, embodied intelligence, and air-ground cooperative systems creates growing demand for simulation infrastructure capable of jointly modeling aerial and ground agents within a single physically coherent environment. Existing open-source platforms remain domain-segregated: driving simulators lack aerial dynamics, while multirotor simulators lack realistic ground scenes. Bridge-based co-simulation introduces synchronization overhead and cannot guarantee strict spatial-temporal consistency. We present CARLA-Air, an open-source infrastructure that unifies high-fidelity urban driving and physics-accurate multirotor flight within a single Unreal Engine process. The platform preserves both CARLA and AirSim native Python APIs and ROS 2 interfaces, enabling zero-modification code reuse. Within a shared physics tick and rendering pipeline, CARLA-Air delivers photorealistic environments with rule-compliant traffic, socially-aware pedestrians, and aerodynamically consistent UAV dynamics, synchronously capturing up to 18 sensor modalities across all platforms at each tick. The platform supports representative air-ground embodied intelligence workloads spanning cooperation, embodied navigation and vision-language action, multi-modal perception and dataset construction, and reinforcement-learning-based policy training. An extensible asset pipeline allows integration of custom robot platforms into the shared world. By inheriting AirSim's aerial capabilities -- whose upstream development has been archived -- CARLA-Air ensures this widely adopted flight stack continues to evolve within a modern infrastructure. Released with prebuilt binaries and full source: https://github.com/louiszengCN/CarlaAir

  • 4 authors
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Mar 30 4

Agent2World: Learning to Generate Symbolic World Models via Adaptive Multi-Agent Feedback

Symbolic world models (e.g., PDDL domains or executable simulators) are central to model-based planning, but training LLMs to generate such world models is limited by the lack of large-scale verifiable supervision. Current approaches rely primarily on static validation methods that fail to catch behavior-level errors arising from interactive execution. In this paper, we propose Agent2World, a tool-augmented multi-agent framework that achieves strong inference-time world-model generation and also serves as a data engine for supervised fine-tuning, by grounding generation in multi-agent feedback. Agent2World follows a three-stage pipeline: (i) A Deep Researcher agent performs knowledge synthesis by web searching to address specification gaps; (ii) A Model Developer agent implements executable world models; And (iii) a specialized Testing Team conducts adaptive unit testing and simulation-based validation. Agent2World demonstrates superior inference-time performance across three benchmarks spanning both Planning Domain Definition Language (PDDL) and executable code representations, achieving consistent state-of-the-art results. Beyond inference, Testing Team serves as an interactive environment for the Model Developer, providing behavior-aware adaptive feedback that yields multi-turn training trajectories. The model fine-tuned on these trajectories substantially improves world-model generation, yielding an average relative gain of 30.95% over the same model before training. Project page: https://agent2world.github.io.

  • 12 authors
·
Dec 26, 2025

Habitat-GS: A High-Fidelity Navigation Simulator with Dynamic Gaussian Splatting

Training embodied AI agents depends critically on the visual fidelity of simulation environments and the ability to model dynamic humans. Current simulators rely on mesh-based rasterization with limited visual realism, and their support for dynamic human avatars, where available, is constrained to mesh representations, hindering agent generalization to human-populated real-world scenarios. We present Habitat-GS, a navigation-centric embodied AI simulator extended from Habitat-Sim that integrates 3D Gaussian Splatting scene rendering and drivable gaussian avatars while maintaining full compatibility with the Habitat ecosystem. Our system implements a 3DGS renderer for real-time photorealistic rendering and supports scalable 3DGS asset import from diverse sources. For dynamic human modeling, we introduce a gaussian avatar module that enables each avatar to simultaneously serve as a photorealistic visual entity and an effective navigation obstacle, allowing agents to learn human-aware behaviors in realistic settings. Experiments on point-goal navigation demonstrate that agents trained on 3DGS scenes achieve stronger cross-domain generalization, with mixed-domain training being the most effective strategy. Evaluations on avatar-aware navigation further confirm that gaussian avatars enable effective human-aware navigation. Finally, performance benchmarks validate the system's scalability across varying scene complexity and avatar counts.

  • 12 authors
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Apr 13 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

$τ$-Voice: Benchmarking Full-Duplex Voice Agents on Real-World Domains

Full-duplex voice agents--systems that listen and speak simultaneously--are rapidly moving from research to production. However, existing evaluations address conversational dynamics and task completion in isolation. We introduce τ-voice, a benchmark for evaluating voice agents on grounded tasks with real-world complexity: agents must navigate complex multi-turn conversations, adhere to domain policies, and interact with the environment. The framework extends τ^2-bench into a novel voice agent benchmark combining verifiable completion of complex grounded tasks, full-duplex interaction, and realistic audio--enabling direct comparison between voice and text performance. A controllable and realistic voice user simulator provides diverse accents, realistic audio environments, and rich turn-taking dynamics; by decoupling simulation from wall-clock time, the user simulator can use the most capable LLM without real-time constraints. We evaluate task completion (pass@1) and voice interaction quality across 278 tasks: while GPT-5 (reasoning) achieves 85%, voice agents reach only 31--51% under clean conditions and 26--38% under realistic conditions with noise and diverse accents--retaining only 30--45% of text capability; qualitative analysis confirms 79--90% of failures stem from agent behavior, suggesting that observed failures primarily reflect agent behavior under our evaluation setup. τ-voice provides a reproducible testbed for measuring progress toward voice agents that are natural, conversational, and reliable.

  • 4 authors
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Mar 13

World-Gymnast: Training Robots with Reinforcement Learning in a World Model

Robot learning from interacting with the physical world is fundamentally bottlenecked by the cost of physical interaction. The two alternatives, supervised finetuning (SFT) from expert demonstrations and reinforcement learning (RL) in a software-based simulator, are limited by the amount of expert data available and the sim-to-real gap for manipulation. With the recent emergence of world models learned from real-world video-action data, we ask the question of whether training a policy in a world model can be more effective than supervised learning or software simulation in achieving better real-robot performance. We propose World-Gymnast, which performs RL finetuning of a vision-language-action (VLA) policy by rolling out the policy in an action-conditioned video world model and rewarding the rollouts with a vision-language model (VLM). On the Bridge robot setup, World-Gymnast outperforms SFT by as much as 18x and outperforms software simulator by as much as 2x. More importantly, World-Gymnast demonstrates intriguing capabilities of RL with a world model, including training on diverse language instructions and novel scenes from the world model, test-time training in a novel scene, and online iterative world model and policy improvement. Our results suggest learning a world model and training robot policies in the cloud could be the key to bridging the gap between robots that work in demonstrations and robots that can work in anyone's household.

  • 6 authors
·
Feb 2

MagicTime: Time-lapse Video Generation Models as Metamorphic Simulators

Recent advances in Text-to-Video generation (T2V) have achieved remarkable success in synthesizing high-quality general videos from textual descriptions. A largely overlooked problem in T2V is that existing models have not adequately encoded physical knowledge of the real world, thus generated videos tend to have limited motion and poor variations. In this paper, we propose MagicTime, a metamorphic time-lapse video generation model, which learns real-world physics knowledge from time-lapse videos and implements metamorphic generation. First, we design a MagicAdapter scheme to decouple spatial and temporal training, encode more physical knowledge from metamorphic videos, and transform pre-trained T2V models to generate metamorphic videos. Second, we introduce a Dynamic Frames Extraction strategy to adapt to metamorphic time-lapse videos, which have a wider variation range and cover dramatic object metamorphic processes, thus embodying more physical knowledge than general videos. Finally, we introduce a Magic Text-Encoder to improve the understanding of metamorphic video prompts. Furthermore, we create a time-lapse video-text dataset called ChronoMagic, specifically curated to unlock the metamorphic video generation ability. Extensive experiments demonstrate the superiority and effectiveness of MagicTime for generating high-quality and dynamic metamorphic videos, suggesting time-lapse video generation is a promising path toward building metamorphic simulators of the physical world.

  • 9 authors
·
Apr 7, 2024 2

PhyGround: Benchmarking Physical Reasoning in Generative World Models

Generative world models are increasingly used for video generation, where learned simulators are expected to capture the physical rules that govern real-world dynamics. However, evaluating whether generated videos actually follow these rules remains challenging. Existing physics-focused video benchmarks have made important progress, but they still face three key challenges, including the coarse evaluation frameworks that hide law-specific failures, response biases and fatigue that undermine the validity of annotation judgments, and automated evaluators that are insufficiently physics-aware or difficult to audit. To address those challenges, we introduce PhyGround, a criteria-grounded benchmark for evaluating physical reasoning in video generation. The benchmark contains 250 curated prompts, each augmented with an expected physical outcome, and a taxonomy of 13 physical laws across solid-body mechanics, fluid dynamics, and optics. Each law is operationalized through observable sub-questions to enable per-law diagnostics. We evaluate eight modern video generation models through a large-scale, quality-controlled human study, grounded on social science lab experiment design. A total of 459 annotators provided 5,796 complete annotations and over 37.4K fine-grained labels; after quality control, the retained annotations exhibited high split-half model-ranking correlations (Spearman's rho > 0.90). To support reproducible automated evaluation, we release PhyJudge-9B, an open physics-specialized VLM judge. PhyJudge-9B achieves substantially lower aggregate relative bias than Gemini-3.1-Pro (3.3% vs. 16.6%). We release prompts, human annotations, model checkpoints, and evaluation code on the project page https://phyground.github.io/.

Learning Physics from Pretrained Video Models: A Multimodal Continuous and Sequential World Interaction Models for Robotic Manipulation

The scarcity of large-scale robotic data has motivated the repurposing of foundation models from other modalities for policy learning. In this work, we introduce PhysGen (Learning Physics from Pretrained Video Generation Models), a scalable continuous and sequential world interaction framework that leverages autoregressive video generation to solve robotic manipulation tasks. By treating the pretrained video model as a proxy for a physics simulator, PhysGen models the dynamic interplay between the external environment and robot actions. We introduce a multimodal continuous representation that unifies video and action into shared physical tokens, bridging the gap between discrete video generation and continuous robotic control. This approach enables the seamless transfer of implicit physical knowledge-such as object permanence and dynamics-from video pretraining to downstream manipulation.To ensure efficient convergence, we incorporate causal masking, inverse kinematics, Lookahead Multi-Token Prediction (L-MTP), and key-value (KV) caching. Experimental results on the Libero and ManiSkill benchmarks demonstrate that PhysGen consistently outperforms robust baselines, surpassing OpenVLA and WorldVLA by margins of 13.8% and 8.8%, respectively. Notably, in real-world scenarios, PhysGen matches the performance of large-scale action-pretrained models like π_0 without requiring prior action-specific pretraining, demonstrating superior capability in physically complex tasks such as grasping transparent objects. These findings validate the potential of extracting physical intuition from pretrained video generators to facilitate generalizable robotic manipulation.

  • 7 authors
·
Feb 18

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

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

  • 6 authors
·
Dec 19, 2024