Learning world models across diverse domains calls for a unified control space, yet ac- tion interfaces vary across domains and action annotations are often scarce. Latent ac- tions learned directly from videos offer a promising way to establish such a space without explicit action supervision. However, learning shared latent actions across domains re- mains challenging, as variations in appearance, embodiment, and dynamics can entangle domain-specific visual cues with transferable transition structure. To this end, we intro- duce OneLA, a simple framework that learns continuous latent actions through a shared orthogonal dictionary and a common predictive objective, without task-specific designs or cross-domain alignment losses during latent action pretraining. These latent actions pro- vide a shared conditioning interface for world models, with lightweight adapters mapping native control commands into the same space. Conditioned on latent actions and the cur- rent visual state, the world model predicts context-dependent transitions for controllable rollout. OneLA improves action readout across domains and reduces action cycle-transfer rotation error by 24.8% over the strongest evaluated baseline. A joint-training comparison further shows a 20.5% improvement in Human Preference Score v3 (HPSv3) for real- scene generation. These results suggest a path toward general-purpose world models that learn from diverse videos and support flexible control through latent action space.
Figures & tables
Figure 1: OneLA across many worlds. A shared latent action interface connects video prediction to the different control signals of driving, robotics, games, and navigation. The inset boxes at the bottom of each panel show frames from model-generated rollouts.
Figure 2: Video distribution for latent action pretraining. (a) Clip counts grouped by video category. (b) Example frame pairs from games, navigation, driving, and robotics.
Figure 3: Overview of OneLA . (a) Orthogonal latent action learning from frame pairs. (b) Joint video and action prediction conditioned on inferred latent actions or mapped native controls.
(a) Linear probe (all dimensions)
Method
Game
Sekai
MIND
nuScenes
RT-1
AgiBot
OLaF [ 35 ]
61.78
53.84
81.41
87.22
60.02
48.90
AdaWorld [ 23 ]
58.95
50.63
79.68
80.84
61.58
45.41
OLaF w/o align (VAE) [ 35 ]
56.43
48.02
75.57
78.39
58.59
43.87
DiLA [ 66 ]
40.55
34.90
57.94
59.05
56.32
46.53
RLA-WM [ 67 ]
45.26
26.33
64.48
49.58
52.20
39.09
Table 1: Action information in frozen LAM representations. Macro-F1 (%, ↑ ) for the three readout settings. Boldface and underlining indicate the best and second-best scores.
nuScenes
RT-1
Method
PSNR ↑
SSIM ↑
LPIPS ↓
PSNR ↑
SSIM ↑
LPIPS ↓
OLaF [ 35 ]
15.92
0.601
0.525
18.78
0.785
0.321
AdaWorld [ 23 ]
10.08
0.208
0.801
17.16
0.743
0.367
DiLA [ 66 ]
15.49
0.604
0.538
17.28
0.734
0.370
OneLA
16.13
0.625
0.533
17.78
0.771
0.338
Table 2: Video prediction and action cycle transfer. Video prediction uses mapped native commands; cycle transfer uses video-derived latent actions. SSIM [ 57 ] and LPIPS [ 65 ] measure fidelity; IQ is MUSIQ-SPAQ [ 36 ] ; RPE denotes translation ( t ) and rotation ( r , degrees) error. Boldface and underlining indicate the best and second-best scores.
Figure 4: Cross-domain action prototypes with and without QR. Cosine similarity between action-conditioned posterior means, across MIND viewpoints (left) and AgiBot/RT-1 robots (right). Rows and columns denote action classes.
Figure 5: World-model training comparisons. (a–c) With identical data and training procedures, w/ and w/o latent action use LAM-inferred and zero action vectors for unlabeled videos, respectively. Real-scene HPSv3 averages 16 generated frames per video over 30 scenes with fixed per-case target-scene text captions. (d) Latent-action prediction loss, with 50 cases per setting.
Layers
Params (M)
Game
nuScenes
RT-1
6
180.9
55.94
71.29
57.81
12
357.2
62.38
81.59
59.16
24
709.8
65.35
84.02
60.05
Table 3: Model size and data amount. Linear-probe macro-F1 (%, ↑ ). Data amount denotes cumulative sampled frame pairs. Boldface and underlining mark best and second-best scores.
Training sources
Evaluation datasets
G Games
V Real videos
D Driving
R Robotics
Game
Sekai
MIND
nuScenes
RT-1
AgiBot
✓
×
×
×
58.41
44.60
71.16
73.64
58.79
39.18
✓
✓
×
×
64.82
54.44
82.49
83.84
58.76
49.79
✓
✓
✓
×
65.14
55.60
83.74
84.93
58.89
50.79
✓
✓
✓
✓
66.34
53.87
84.58
87.49
61.08
54.42
Table 4: Training-data composition. Linear-probe macro-F1 (%, ↑ ). Boldface and underlining indicate the best and second-best scores.
Figure 6: Reference-based action transfer. Source (top) and Transfer (bottom) show matched relative frame indices; each transfer rollout starts from its first displayed frame.
Figure 7: Qualitative rollouts across four domains. Each row shows an input frame followed by five generated frames.
Appendix figures & tables11 assets
Supplementary material from the paper’s appendix.
Appendix
Category
Source
Retained (%)
Clips
Share (%)
Egocentric
Ego4D
100
242,712
13.53
EgoDex
100
7,136
0.40
Daily activities
5
159,833
8.91
In the wild
100
15,203
0.85
Games
ABot-World
100
333,201
18.58
Driving
NVIDIA driving
100
306,912
17.11
Appendix
Table 5: Latent action pretraining video composition. Retained clips and their shares after source-specific subsampling.
Source
Sample count
Labeled count
ABot-World
42,422
8,484
AgiBot
16,204
3,241
nuScenes
1,250
250
RT-1
4,490
898
DL3DV
1,674
0
EgoDex
2,548
0
Appendix
Table 6: World-model training data and native-label usage. Expected sample counts over 6,000 updates with batch size 16, rounded to integers. Labeled counts are before action dropout.
Dataset
Fit
Test
Action labels
Game
800
1,600
8 binary keyboard controls
Sekai
607
1,222
6 evaluated motion labels
MIND
1,500
1,500
8 actions; first-/third-person views
nuScenes
2,342
2,441
4 binary motion directions
RT-1
1,640
1,650
14 signed motion/gripper labels
AgiBot
1,600
1,600
28 signed labels across two arms
Appendix
Table 7: Frozen-representation evaluation sets. Counts refer to frame pairs. Binary labels are predicted independently. Sekai macro-F1 averages the six labels with positive test examples; I/K have no positive examples.
Figure 8: Additional OneLA scene-control rollouts. Six frames per case illustrate motion under the indicated keyboard controls.
Figure 9: Additional OneLA scene-control rollouts in natural and built environments. Each row follows the indicated keyboard control.
Figure 10: Additional OneLA rollouts in games. Examples include first- and third-person views, with six frames sampled from each rollout.
Figure 11: Additional OneLA driving rollouts. Examples cover vehicle following, open roads, a road bend, and an industrial passage.
Figure 12: Additional OneLA navigation rollouts. Examples show camera motion through outdoor and indoor scenes.
Figure 13: Additional OneLA robot rollouts. Examples show interactions with a drawer, a can, a snack bag, and a sponge.
Figure 14: Additional OneLA reference-action transfer results. Each case pairs a source video (top) with a generated rollout in a different scene (bottom). Columns show matched temporal positions.
Figure 15: Enlarged view of Figure 4 . Diagonal annotations give the cosine similarity between prototypes with matching action labels.