ReWorld: An Interactive World Model with Long-Horizon Memory
Organizations: HKUST(GZ) · ATH, Alibaba
Abstract
An interactive world model must follow the user's actions, remember the places it has shown, and stream in real time. The tension is structural: control wants a short horizon, memory wants an unbounded one. ReWorld separates the two during training and bounds them at inference. Mixed per-head attention windows confine most heads to the recent past while a small set of global heads attends over the entire history, and random head routing keeps either capability from binding to particular heads; random chunk dropping makes sparse histories in-distribution. At inference the whole past lives under a fixed budget: a bounded KV cache backed by a pose-indexed landmark bank, from which the model retrieves the landmarks nearest the current pose. A metric-scale-aligned data engine places eight sources -- Unreal-rendered fly-throughs, game roaming, and real-world footage -- on one physical action scale, so the same key press moves the camera the same distance in every source, and palindrome trajectories supply the revisit evidence that memory training needs. Distribution-matching distillation confined to a LoRA adapter then compresses sampling to four steps: one backbone serves both a high-fidelity multi-step mode and a real-time interactive one, streaming 704x1280 video across photorealistic, game-style, and stylized worlds. Under a three-axis protocol covering action following, long-horizon recall, and video quality, against six recent interactive world models it attains the best control fidelity ( rotation error and the best camera-motion consistency) and the best generation quality; and on minute-long out-and-back rollouts (,s, latents), its fixed 12-chunk cache still regenerates the starting view -- at rollout lengths where a sliding window has long evicted the evidence and full-KV attention runs out of memory.
Figures & tables
| Design | Attention index | Where pose enters | Attn. passes | Extra cost |
|---|---|---|---|---|
| Temporal RoPE | time & space | — | 1 | — |
| HY-World 1.5 (two-pass) [ 30 ] | time projective pose | separate camera-aware pass, fused | 2 | attention FLOPs |
| E-PRoPE [ 7 ] | time projective pose | separate reduced-token camera pass, added back | 2 | one reduced pass ( fewer tokens) |
| MRoPE (ours) | time, space & pose | Q/K phase zero-init V/O residuals | 1 | 1 small MLP 2 linears |
| Source | #Clips | Duration | Pose | Caption |
|---|---|---|---|---|
| UE control (ours) | s | engine GT (c2w, cm) | pipeline-generated | |
| UE expansion (ours) | – s | engine GT (c2w, cm) | scene summary + camera | |
| DL3DV | s | VIPE | Qwen-VL | |
| RealEstate10K | s | VIPE (re-estimated) | pre-computed | |
| Sekai real-walking-hq | s | MegaSaM (c2w) | official CSV | |
| Game roaming ( games) | s | VIPE (metric) | Qwen-VL |
| Overall | RotErr ∘ per trajectory | ||||||||
|---|---|---|---|---|---|---|---|---|---|
| Method | RotErr ∘ | TransErr | CamMC | dolly | strafe | arc_yaw | arc_pitch | s_curve | palindrome |
| SANA-WM [ 48 ] | 13.02 | 0.123 | 0.388 | 4.95 | 1.51 | 32.01 | 21.33 | 17.54 | 0.80 |
| DreamX [ 7 ] | 13.10 | 0.114 | 0.381 | 2.50 | 1.21 | 33.00 | 20.71 | 18.06 | 3.13 |
| HY-WorldPlay [ 30 ] | 14.66 | 0.114 | 0.427 | 0.26 | 0.24 | 43.53 | 22.00 | 21.73 | 0.20 |
| Matrix-Game 3.0 [ 35 ] | 15.45 | 0.075 | 0.394 | 8.19 | 1.00 | 39.93 | 20.59 | 17.75 | 5.24 |
| LingBot-World [ 29 ] | 12.59 | 0.107 | 0.354 | 3.10 | 6.01 | 26.21 | 26.83 | 12.23 | 1.16 |
| ( 8 s) | ( 16 s) | |||||||||
| Method | Path Length | SSIM | LPIPS | DINO | ORB | Path Length | SSIM | LPIPS | DINO | ORB |
| SANA-WM [ 48 ] | 296 | 0.318 | 0.433 | 0.810 | 0.174 | 499 | 0.313 | 0.528 | 0.700 | 0.161 |
| DreamX [ 7 ] | 279 | 0.214 | 0.553 | 0.740 | 0.180 | 454 | 0.194 | 0.627 | 0.603 | 0.159 |
| HY-WorldPlay [ 30 ] | 113 † | 0.448 | 0.163 | 0.969 | 0.464 | 210 † | 0.427 | 0.247 | 0.942 | 0.460 |
| Matrix-Game 3.0 [ 35 ] | 312 | 0.318 | 0.369 | 0.891 | 0.292 | 724 | 0.275 | 0.478 | 0.850 | 0.247 |
| LingBot-World [ 29 ] | 352 | 0.274 | 0.557 | 0.663 | 0.177 | 834 | 0.251 | 0.635 | 0.509 | 0.162 |
| Method | Mean | Imaging | Aesthetic | Subject Cons. | Background Cons. | Temporal Flick. | Dynamic Degree | Motion Smooth. |
|---|---|---|---|---|---|---|---|---|
| SANA-WM [ 48 ] | 0.835 | 0.668 | 0.537 | 0.908 | 0.919 | 0.942 | 0.900 | 0.969 |
| DreamX [ 7 ] | 0.828 | 0.670 | 0.542 | 0.880 | 0.904 | 0.909 | 0.946 | 0.946 |
| HY-WorldPlay [ 30 ] | 0.842 | 0.670 | 0.601 | 0.976 | 0.957 | 0.973 | 0.733 | 0.987 |
| Matrix-Game 3.0 [ 35 ] | 0.836 | 0.713 | 0.461 | 0.894 | 0.919 | 0.921 | 0.983 | 0.962 |
| LingBot-World [ 29 ] | 0.841 | 0.692 | 0.577 | 0.905 | 0.915 | 0.918 | 0.933 | 0.947 |
| Yume-1.5 [ 26 ] | 0.844 | 0.669 | 0.565 | 0.878 | 0.911 | 0.934 | 0.988 | 0.964 |
| Revisit SSIM | ||||
| Method | ||||
| Training recipe (consolidation arm) | ||||
| base | 0.4019 | 0.3747 | 0.3698 | 0.3387 |
| + CD | 0.4043 | 0.3941 | 0.3846 | 0.3463 |
| + RH | 0.4319 | 0.3787 | 0.3836 | 0.3565 |
| + CD + RH (ours) | 0.4358 | 0.3929 | 0.3943 | 0.3752 |
Interactive World Models
Interactive world models predict and generate how environments change in response to actions, supporting simulation, planning, and control.
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