While interactive video world models require autoregressive generation, directly adapting pretrained bidirectional video diffusion models into autoregressive ones with teacher forcing can disrupt their visual priors and degrade autoregressive generation quality. In this paper, we introduce Mix Forcing, a causal pre-training paradigm for interactive video world models, implemented with the Mixture-of-Bidirectional-and-Autoregressive (MoBA) attention. Mix Forcing jointly trains a video diffusion model with both teacher forcing and bidirectional training, yielding a strong causal initialization for few-step post-training. In self-attention, Mix Forcing leverages teacher forcing to learn causal next-chunk prediction for autoregressive rollout, while using bidirectional attention to preserve pretrained visual priors. To support online text interaction, Mix Forcing further adopts a chunk-wise cross-attention design that conditions each video chunk on a shared environment prompt and its own local prompt, without exposing future instructions to the current chunk. Following causal pre-training on a 14B image-to-video model, we apply consistency and distribution matching distillation to obtain a four-step autoregressive generator. Experiments on our internal benchmark and public benchmarks, including WBench and SANA-WM-Bench, show that our model achieves state-of-the-art visual quality and timely event following with precise camera control. Notably, our model supports high-fidelity long-horizon generation without quality degradation even over one-hour rollouts. Project page is here: https://zelingao98.github.io/mixforcing
Figures & tables
Figure 1: Long-horizon interactive video rollout with camera control and memory. Top: a single one-hour autoregressive rollout generated by our model trained with Mix Forcing , following successive prompt updates under keyboard camera control. Bottom: a memory case, where the camera looks away and later returns, and previously observed regions (A: waterfall; B: red foliage) remain consistent when revisited.
Figure 2: Pipeline of our interactive video world model. Given an initial image and an environment prompt pe , an interactive world is simulated by our four-step causal video model. Based on the KV-cached history context and user inputs, including the camera pose ei and the local prompt pi , each latent chunk is generated autoregressively and decoded into a video clip by the VAE decoder.
Figure 3: MoBA attention block. For self-attention (left), each noisy TF chunk attends only to itself and its clean history, while the appended BID noisy latents attend only to one another bidirectionally. For cross-attention (right), TF chunks attend to the shared environment prompt pe and their corresponding local prompt pi , while BID chunks attend to the global prompt pg .
Method
Quality ↑
Event Following ↑
Camera Error ↓
AQ
IQ
TFlk
DD
HPSv3
Avg
EA
OT 1.0s
OT 1.5s
Rot
Trans
CMC
HY-WorldPlay
59.4
62.4
96.8
55.6
58.4
66.5
0.0
0.0
0.0
1.795
0.553
1.968
JoyAI-Echo-WM
62.7
62.5
95.4
74.6
62.2
71.5
45.2
5.6
26.2
0.928
0.463
1.126
Matrix-Game 3.0
60.6
65.2
95.3
87.3
60.7
73.8
0.0
0.0
0.0
0.441
0.329
0.694
SANA-WM-Streaming
61.0
56.9
96.6
79.4
59.1
70.6
41.3
4.8
23.0
2.022
0.466
2.067
LingBot-World-Fast
63.8
61.7
96.3
73.0
67.4
72.4
86.5
38.1
87.3
1.065
0.433
1.312
Table 1: Quantitative comparison on InBench. The quality, event-following, and camera-error groups are evaluated on the full InBench, the interactive subset, and the roaming subset, respectively. Metrics follow Sec. 4.1 , and Avg denotes the average of the quality metrics. EA denotes event adherence, and OT 1.0s and OT 1.5s denote on-time accuracy within 1.0 and 1.5 seconds. The best results are in bold, and the top three are highlighted from dark to light blue.
Table 2: Quantitative comparison on SANA-WM-Bench. 60-second generation under (a) simple and (b) hard camera trajectories. IQ0–10 and IQ50–60 denote imaging quality over the first and last 10 seconds. Other metrics follow Sec. 4.1 . The best results are in bold, and the top three are highlighted from dark to light blue.
Figure 4: Pairwise user study on InBench. Each bar compares our model with one baseline and shows the percentages of judgments preferring ours, rating a tie, and preferring the baseline.
Figure 5: Qualitative comparisons with state-of-the-art methods. (a) Camera-controlled roaming: our model preserves structure and fine details during viewpoint changes, whereas other methods suffer from blurring or distortion. (b) Online prompt interaction: our model follows each event prompt with a consistent scene, whereas other methods respond with delays or break scene consistency.
Attention Pattern
Chunk
Quality ↑
Temporal IQ ↑
Camera Error ↓
IQ0–2
IQ8–10
SIQ
Rot
Trans
CMC
TF
1
68.9
51.5
48.3
49.9
1.098
0.445
1.425
TF+DF
1
65.6
52.8
50.9
51.9
0.655
0.249
0.871
TF+DF+BID
1
67.7
52.1
48.8
50.5
0.751
0.258
0.986
TF+BID
1
70.8
55.9
61.0
58.4
0.449
0.231
0.647
TF+BID
4
69.1
55.2
58.8
57.0
0.884
0.323
1.165
Table 3: Ablation of MoBA self-attention design. Combinations of teacher forcing (TF), diffusion forcing (DF), and bidirectional (BID) training with different training chunk sizes. IQ0–2 and IQ8–10 denote imaging quality over the first and last 2 seconds. The best results are in bold, and the top three are highlighted from dark to light blue.
Prompt
Quality ↑
Event Following ↑
Camera Error ↓
EA
OT 1.5s
Rot
Trans
CMC
Global
70.8
23.4
18.3
0.449
0.231
0.647
Chunk-Wise
71.1
50.0
62.1
0.319
0.139
0.431
Table 4: Ablation of MoBA cross-attention design. Global versus chunk-wise prompt conditioning, both built on the best self-attention setting in Tab. 3 . Metrics follow Sec. 4.1 . The best results are in bold and highlighted in blue.
Pre-training
Post-training
Steps
Quality ↑"22
Event Following ↑
Camera Error ↓
EA
OT 1.5s
Rot
Trans
CMC
Mix Forcing
None
50
71.1
50.0
62.1
0.319
0.139
0.431
TF only
CD → DMD
4
64.1
33.7
19.8
1.077
0.446
1.331
Mix Forcing
CD → DMD
4
70.9
55.1
64.3
0.435
0.234
0.593
Table 5: Ablation of Mix Forcing for few-step post-training. Four-step models obtained from TF-only and Mix Forcing pre-training under the same CD and DMD pipeline, with the 50-step Mix Forcing model as a reference. Metrics follow Sec. 4.1 . The best results are in bold and highlighted in blue.
Appendix figures & tables16 assets
Supplementary material from the paper’s appendix.
Appendix
Figure S1: User-Study interface.
Method
Quality ↑
Setting ↑
Interaction ↑
AQ
IQ
TFlk
DD
HPSv3
Avg
Scene
Subject
Avg
Acc
Cons
Avg
HY-WorldPlay
63.8
67.0
93.7
66.5
71.8
72.6
56.5
89.7
73.1
83.0
91.5
87.2
JoyAI-Echo-WM
62.8
65.9
92.2
94.9
64.4
76.0
60.6
89.0
74.8
85.3
87.7
86.5
Matrix-Game 3.0
57.7
64.9
91.1
94.3
56.1
72.8
50.0
80.7
65.3
82.2
82.7
82.5
SANA-WM-Streaming
60.6
62.8
94.7
95.6
61.2
75.0
62.3
87.7
75.0
82.3
80.6
81.5
LingBot-World-Fast
60.1
63.1
92.4
98.7
61.9
75.3
70.2
90.1
80.2
83.2
79.6
81.4
Appendix
Table S1: Quantitative comparison on WBench Navi-158. The Setting group measures scene- and subject-level adherence, while the Interaction group reports navigation accuracy (Acc) and consistency (Cons). Avg denotes the mean within each group. Darker highlights indicate higher ranks among the three best averages.
Method
Quality ↑
AQ
IQ
TFlk
DD
HPSv3
Avg
Simple Trajectory Split (60s)
HY-WorldPlay
56.7
69.3
97.9
25.0
59.7
61.7
JoyAI-Echo-WM
55.4
69.5
96.3
66.3
59.6
69.4
Matrix-Game 3.0
50.4
68.4
93.1
97.5
42.8
70.4
SANA-WM-Streaming
51.1
63.5
97.7
90.0
46.1
69.7
Appendix
Table S2: Detailed quality results on SANA-WM-Bench. Quality metrics are evaluated on 60-second videos. Avg denotes their arithmetic mean; higher scores are better. Darker highlights indicate higher ranks among the three best averages within each split. Metric definitions are provided in Sec. B.1 .
Figure S2: Qualitative comparisons with state-of-the-art methods (1/9). Each group shows one case, with six methods evaluated at matched generated-video timestamps. Column headers summarize the active event instructions; “Scene” denotes environment-only conditioning. Pressed WASD/IJKL keys are shown with a light background according to the recorded keyboard inputs.
Figure S3: Qualitative comparisons with state-of-the-art methods (2/9). Each group shows one case, with six methods evaluated at matched generated-video timestamps. Column headers summarize the active event instructions; “Scene” denotes environment-only conditioning. Pressed WASD/IJKL keys are shown with a light background according to the recorded keyboard inputs.
Figure S4: Qualitative comparisons with state-of-the-art methods (3/9). Each group shows one case, with six methods evaluated at matched generated-video timestamps. Column headers summarize the active event instructions; “Scene” denotes environment-only conditioning. Pressed WASD/IJKL keys are shown with a light background according to the recorded keyboard inputs.
Figure S5: Qualitative comparisons with state-of-the-art methods (4/9). Each group shows one case, with six methods evaluated at matched generated-video timestamps. Column headers summarize the active event instructions; “Scene” denotes environment-only conditioning. Pressed WASD/IJKL keys are shown with a light background according to the recorded keyboard inputs.
Figure S6: Qualitative comparisons with state-of-the-art methods (5/9). Each group shows one case, with six methods evaluated at matched generated-video timestamps. Column headers summarize the active event instructions; “Scene” denotes environment-only conditioning. Pressed WASD/IJKL keys are shown with a light background according to the recorded keyboard inputs.
Figure S7: Qualitative comparisons with state-of-the-art methods (6/9). Each group shows one case, with six methods evaluated at matched generated-video timestamps. Column headers summarize the active event instructions; “Scene” denotes environment-only conditioning. Pressed WASD/IJKL keys are shown with a light background according to the recorded keyboard inputs.
Figure S8: Qualitative comparisons with state-of-the-art methods (7/9). Each group shows one case, with six methods evaluated at matched generated-video timestamps. Column headers summarize the active event instructions; “Scene” denotes environment-only conditioning. Pressed WASD/IJKL keys are shown with a light background according to the recorded keyboard inputs.
Figure S9: Qualitative comparisons with state-of-the-art methods (8/9). Each group shows one case, with six methods evaluated at matched generated-video timestamps. Column headers summarize the active event instructions; “Scene” denotes environment-only conditioning. Pressed WASD/IJKL keys are shown with a light background according to the recorded keyboard inputs.
Figure S10: Qualitative comparisons with state-of-the-art methods (9/9). Each group shows one case, with six methods evaluated at matched generated-video timestamps. Column headers summarize the active event instructions; “Scene” denotes environment-only conditioning. Pressed WASD/IJKL keys are shown with a light background according to the recorded keyboard inputs.
Figure S11: Qualitative results of causal pre-training. Top: comparisons with MAGI and HY-World 1.5 over 60-second rollouts, with the initial image and full prompt above each group. Bottom: a one-minute camera-controlled rollout from our causal checkpoint. All our results are generated before few-step post-training.
Figure S12: One-Hour autoregressive generation. Top: representative frames from a one-hour rollout of our interactive video world model. Bottom: mean Quality scores across one-hour rollouts, evaluated in consecutive five-minute intervals. The shaded region indicates the standard deviation across rollouts. Scores are on a 0–100 scale; higher is better.
Figure S13: Additional interactive results (1/2). (a) Magical effects around a wizard. (b) An office chair on ice, with aurora effects and the appearance of penguins. Each row shows six frames from a prompt interval in temporal order, with the prompt excerpt above. Rows follow the rollout sequence within each group.
Figure S14: Additional interactive results (2/2). (a) Character actions including casting magic, riding a horse, and running. (b) First-person exploration across the Egyptian pyramids, West Lake, the Eiffel Tower, Mount Fuji, and the Taj Mahal. Each row shows a prompt excerpt and six frames in temporal order, following the layout of Fig. S13 .