Interactive video world models aim to follow user actions while maintaining scene consistency over extended interactions. History-based methods reuse generated latents to preserve scene content, but three limitations of this reuse contribute to error recirculation. 1) The latent generated at each interaction is retained as history, potentially containing blurred details, geometric distortions, or semantic drift. 2) Although retrieved historical content matches the current scene, it can still contain errors that are carried into the next chunk. 3) New outputs then become history for later interactions, potentially reinforcing the same errors through repeated reuse. To limit this cycle, we aim to predict the future scene state from the current generated latent and the next action before generating the next interaction's video chunk. This future-state prior provides guidance for the next chunk, with the aim of reducing the errors carried forward from history. To this end, we propose a plug-and-play Causal Next-Chunk Predictor (C-NCP) with cross-model adaptability and prediction-guided modulation. We integrate C-NCP into four base generators and evaluate the augmented models across three benchmarks for interactive long-video generation and action-conditioned world modeling. Extensive experiments demonstrate reduced error accumulation and improved long-horizon consistency across diverse generation settings. The project page is at https://GuangYuanKK.github.io/futureworld.
Figures & tables
Figure 1: Improving long-horizon consistency through explicit next-state prediction. (a) Reusing generated history can carry existing errors into subsequent generations, allowing scene distortions and semantic drift to accumulate across interactions (red dashed boxes). (b) Our plug-in predictor estimates the next latent state from the current generated latent and the next action. This future-state prior guides the autoregressive video DiT through feature modulation, helping preserve scene structure and semantic consistency as interactions proceed (green dashed boxes).
Figure 2: Overview of FutureWorld. Panel a presents the Causal Next-Chunk Predictor, which combines VAE-specific adapters, action conditioning, and a causal spatiotemporal backbone to predict the complete next latent chunk. Panel b illustrates next-chunk prediction training, where the predictor learns to forecast subsequent latent chunks from input chunks and control conditions under supervision from corresponding ground-truth chunks. Panel c shows autoregressive inference, where the predicted future state guides a frozen autoregressive video DiT through modulation to generate the next latent chunk.
Method
T.F. ↑
M.S. ↑
S.C. ↑
B.C. ↑
A.Q. ↑
I.Q. ↑
Avg. ↑
YUME 1.5
0.9127
0.9151
0.6928
0.9036
0.4128
0.7132
0.7584
FantasyWorld
0.9149
0.9128
0.6975
0.9020
0.4149
0.7104
0.7588
Infinite-World
0.9112
0.9170
0.6902
0.9067
0.4116
0.7160
0.7588
SANA-WM
0.9246
0.9764
0.7994
0.9034
0.5050
0.7401
0.8081
SANA-WM + Ours
0.9366
0.9867
0.8437
0.9202
0.5192
0.7532
0.8266
Matrix-game-3.0
0.9241
0.9748
0.7946
0.9042
0.5025
0.7740
0.8124
Table 1: Quantitative comparison on RealEstate10K-test using VBench. All videos are 60 seconds long. Higher is better for every metric. Bold rows denote base generators augmented with our predictor. T.F.: Temporal Flickering; M.S.: Motion Smoothness; S.C.: Subject Consistency; B.C.: Background Consistency; A.Q.: Aesthetic Quality; I.Q.: Imaging Quality; Avg.: Average.
Figure 3: Qualitative comparisons over 60-second interactive rollouts with four base generators. Each pair shows the original generator above and its predictor-augmented counterpart below, with six frames ordered from left to right. Action controls appear in the lower-left corners, and cyan dashed boxes highlight subjects and scene regions for comparison. The examples show improved preservation of subject appearance and scene layout with our predictor.
Figure 4: The upper panel compares the generator’s main latent before and after modulation, with the predicted future state shown in blue. The lower panel compares main latents obtained with historical retrieval and predictor-guided modulation.
Variant
Causal
Cond.
Temp.
Concat
Mod.
T.F. ↑
M.S. ↑
S.C. ↑
B.C. ↑
A.Q. ↑
I.Q. ↑
Avg. ↑
Baseline
×
×
×
×
×
0.9241
0.9748
0.7946
0.9042
0.5025
0.7740
0.8124
Bidirectional Predictor
×
✓
✓
×
✓
0.9307
0.9823
0.8189
0.9134
0.5103
0.7815
0.8229
w/o Condition
✓
×
✓
×
✓
0.9295
0.9789
0.8144
0.9113
0.5103
0.7809
0.8209
w/o Temporal Loss
✓
✓
×
×
✓
0.9283
0.9789
0.8312
0.9180
0.5139
0.7850
0.8259
Direct Concat
✓
✓
✓
✓
×
0.9332
0.9850
0.8300
0.9180
0.5110
0.7848
0.8270
Full Ours
✓
✓
✓
×
✓
0.9361
0.9884
0.8387
0.9210
0.5167
0.7877
0.8314
Table 2: Component ablation of the predictor with Matrix-game-3.0 as the base generator on RealEstate10K-test using VBench. All videos are 60 seconds long. Higher is better for every metric. The full method is highlighted in bold. Causal: causal prediction; Cond.: control conditioning; Temp.: temporal loss; Concat: direct concatenation; Mod.: modulation.
Metric
Baseline
w/ Predictor
Total (s)
26.707
29.174
Avg. (s/interaction)
6.677
7.294
Extra (s/interaction)
–
0.617
Overhead
–
9.24%
Table 3: Inference-time comparison of Matrix-game-3.0 with and without the predictor when generating four 720P video chunks on an A800 GPU. Avg. denotes the time per interaction.
Appendix figures & tables5 assets
Supplementary material from the paper’s appendix.
Appendix
Method
T.F. ↑
M.S. ↑
S.C. ↑
B.C. ↑
A.Q. ↑
I.Q. ↑
Avg. ↑
YUME 1.5
0.9002
0.9321
0.7115
0.8921
0.4270
0.6877
0.7584
FantasyWorld
0.9024
0.9298
0.7162
0.8905
0.4291
0.6849
0.7588
Infinite-World
0.8987
0.9340
0.7089
0.8952
0.4258
0.6905
0.7588
SANA-WM
0.9413
0.9713
0.7364
0.9119
0.4522
0.7237
0.7895
SANA-WM + Ours
0.9534
0.9850
0.7804
0.9288
0.4743
0.7371
0.8098
Matrix-game-3.0
0.9360
0.9708
0.7600
0.9104
0.4535
0.7555
0.7977
Appendix
Table A1: Quantitative comparison on Sekai-val using VBench. All videos are 60 seconds long. Higher is better for every metric. Bold rows denote base generators augmented with our predictor. T.F.: Temporal Flickering; M.S.: Motion Smoothness; S.C.: Subject Consistency; B.C.: Background Consistency; A.Q.: Aesthetic Quality; I.Q.: Imaging Quality; Avg.: Average.
Method
Qual. ↑
Set. ↑
Inter. ↑
Cons. ↑
Phys. ↑
Avg. ↑
YUME 1.5
77.6
72.4
72.0
80.1
65.2
73.5
FantasyWorld
72.4
71.3
72.1
86.4
66.8
73.8
Infinite-World
77.0
69.3
75.9
80.0
62.1
72.9
DreamX-World
77.5
80.8
78.4
74.9
63.3
75.0
SANA-WM
79.3
76.1
82.1
80.7
61.9
76.0
SANA-WM + Ours
80.3
77.1
83.7
85.2
63.1
77.9
Appendix
Table A2: Quantitative comparison on the official WBench test set using 60-second videos. Higher is better for every metric. Bold rows denote base generators augmented with our predictor. Qual.: Quality; Set.: Setting; Inter.: Interaction; Cons.: Consistency; Phys.: Physical; Avg.: Average.
Variant
Stage I Input
Stage II Input
T.F. ↑
M.S. ↑
S.C. ↑
B.C. ↑
A.Q. ↑
I.Q. ↑
Avg. ↑
One-stage Pred
Pred
–
0.9290
0.9785
0.8110
0.9110
0.5050
0.7831
0.8196
One-stage GT
GT
–
0.9315
0.9825
0.8205
0.9145
0.5090
0.7840
0.8237
One-stage Pred+GT
Pred+GT
–
0.9330
0.9842
0.8268
0.9168
0.5118
0.7846
0.8262
Two-stage GT → Pred
GT
Pred
0.9345
0.9860
0.8320
0.9185
0.5135
0.7860
0.8284
Full Ours
Pred+GT
Pred
0.9361
0.9884
0.8387
0.9210
0.5167
0.7877
0.8314
Appendix
Table A3: Training-strategy ablation with Matrix-game-3.0 on RealEstate10K-test using VBench. All videos are 60 seconds long. Stage inputs specify inter-chunk feedback; Pred+GT denotes element-wise addition. Higher is better for every metric, and the full method is highlighted in bold. T.F.: Temporal Flickering; M.S.: Motion Smoothness; S.C.: Subject Consistency; B.C.: Background Consistency; A.Q.: Aesthetic Quality; I.Q.: Imaging Quality; Avg.: Average.
Figure 5: Additional qualitative comparisons over 60-second interactive rollouts in desert and coastal scenes. Each pair shows the base generator above and its predictor-augmented counterpart below, with six snapshots ordered from left to right. Action controls appear in the lower-left corners, and cyan dashed boxes highlight the camel in the desert example.
Figure 6: User-study preferences across four base generators on scene consistency, action adherence, temporal consistency, visual quality, and overall preference. Blue and red bars show the preference percentages for the base model and its predictor-augmented counterpart, respectively. The dashed line marks equal preference at 50%.