RAR: Rate-Adaptive Rollout for Time-Consistent Interactive World Models
Organizations: HKUST · HKUST(GZ) · LIGHTSPEED
Abstract
Video-based interactive world models aim to enable real-time, user-controllable environments. Yet most existing systems are trained and rolled out at a fixed temporal rate, limiting both runtime-rate adaptation and physical-horizon coverage -- a limitation we term temporal-rate coupling. Specifically, when runtime generation throughput differs from the learned temporal rate, the generated world evolves unintentionally more slowly or quickly. Moreover, using a single temporal rate imposes an inherent trade-off between temporal granularity and physical horizon: higher rates capture finer motion but cover a shorter duration under a fixed context window. To address both limitations, we introduce Rate-Adaptive Rollout (RAR), a framework that enables interactive world models to roll out at controllable temporal rates. At its core, Stride-RoPE aligns latent frames sampled at different rates on a shared physical-time coordinate, enabling consistent multi-rate rollout, unseen-rate generalization, and online rate switching without discarding history. Meanwhile, RAR uses multi-stride video sampling to enable joint learning of fine-grained dynamics and long-horizon evolution. Across action- and camera-controlled environments, RAR achieves temporally consistent multi-rate rollout and online rate switching while preserving high-rate generation quality and extending physical horizons under matched training budgets. RAR also transfers to pretrained world models while preserving perceptual quality.
Figures & tables
| Environment | FPS | Type | Horizon (s) | LPIPS | Drift | DOVER | |
|---|---|---|---|---|---|---|---|
| Doom | 14 | Train | 15.1 | 0.4279 | 1.17 | 0.3205 | 0.923 |
| 28 | Interp. | 7.6 | 0.4179 | 1.22 | 0.3269 | 1.003 | |
| 35 | Train | 6.1 | 0.3991 | 1.27 | 0.3153 | 0.999 | |
| 49 | Interp. | 4.3 | 0.4003 | 1.26 | 0.3156 | 0.986 | |
| 70 | Train | 3.0 | 0.3852 | 1.34 | 0.3049 | 1.082 | |
| CS2 | 16 | Train | 15.0 | 0.6489 | 1.52 | 0.3928 | 0.983 |
Appendix figures & tables8 assets
Supplementary material from the paper’s appendix.
Appendix
| Env. | Res. | Params. | Bid. | DF | SF | |||
|---|---|---|---|---|---|---|---|---|
| Doom | 360p | 1.8B | 70 | 213 | ||||
| CS2 | 360p | 1.8B | 64 | 241 | ||||
| FPV | 480p | 1.3B | 60 | 241 | ||||
| SANA-WM | 720p | 1.6B | 30 | 961 | — |
| FPS | Single | Embed | RAR |
|---|---|---|---|
| 14 | 0.106 | 0.921 | 0.923 |
| 28 † | 0.851 | 0.917 | 1.003 |
| 35 | 1.110 | 0.936 | 0.999 |
| 49 † | 2.483 | 1.395 | 0.986 |
| 70 | 3.818 | 0.925 | 1.082 |
| MAE (%) | 109.08 | 13.92 | 3.54 |
| Environment | FPS | Type | |
|---|---|---|---|
| Doom | 7 | Extrap. | 0.739 |
| 28 | Interp. | 1.003 | |
| 35 | Train | 0.999 | |
| 49 | Interp. | 0.986 | |
| 84 | Extrap. | 1.191 | |
| CS2 | 8 | Extrap. | 0.636 |
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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