Action-Conditioned World Models

Overview

Action-conditioned world models learn how observations or compact states evolve when an agent acts, helping agents anticipate consequences before acting in the real world. Approaches range from diffusion-based video simulators to latent JEPA dynamics models, often paired with model-predictive control, policy learning, or action generation. Research spans robot manipulation and navigation, autonomous driving, games, and other interactive settings, with methods using object-centric states, geometry, memory, and learned action representations. A central challenge is making imagined futures faithfully reflect commanded actions over long horizons: visual realism alone does not guarantee reliable planning or policy evaluation.

Latest papers

345 papers111 papers in the last four weeks, up 147% on the four weeks before. 0.6% of all new papers.

Mar 17, 2026

WorldCam: Interactive Autoregressive 3D Gaming Worlds with Camera Pose as a Unifying Geometric Representation

Recent advances in video diffusion transformers have enabled interactive gaming world models that allow users to explore generated environments over extended horizons. However, existing approaches struggle with precise action control and long-horizon 3D consistency. Most prior works treat user actions as abstract conditioning signals, overlooking the fundamental geometric coupling between actions and the 3D world, whereby actions induce relative camera motions that accumulate into a global camera pose within a 3D world. In this paper, we establish camera pose as a unifying geometric representation to jointly ground immediate action control and long-term 3D consistency. First, we define a physics-based continuous action space and represent user inputs in the Lie algebra to derive precise 6-DoF camera poses, which are injected into the generative model via a camera embedder to ensure accurate action alignment. Second, we use global camera poses as spatial indices to retrieve relevant past observations, enabling geometrically consistent revisiting of locations during long-horizon navigation. To support this research, we introduce a large-scale dataset comprising 3,000 minutes of authentic human gameplay annotated with camera trajectories and textual descriptions. Extensive experiments show that our approach substantially outperforms state-of-the-art interactive gaming world models in action controllability, long-horizon visual quality, and 3D spatial consistency.
Mar 16, 2026

NavThinker: Action-Conditioned World Models for Coupled Prediction and Planning in Social Navigation

Social navigation requires robots to act safely in dynamic human environments. Effective behavior demands thinking ahead: reasoning about how the scene and pedestrians evolve under different robot actions rather than reacting to current observations alone. This creates a coupled prediction-planning challenge, where robot actions and human motion mutually influence each other. To address this challenge, we propose NavThinker, a future-aware framework that couples an action-conditioned world model with on-policy reinforcement learning. The world model operates in the Depth Anything V2 patch feature space and performs autoregressive prediction of future scene geometry and human motion; multi-head decoders then produce future depth maps and human trajectories, yielding a future-aware state aligned with traversability and interaction risk. Crucially, we train the policy with DD-PPO while injecting world-model think-ahead signals via: (i) action-conditioned future features fused into the current observation embedding and (ii) social reward shaping from predicted human trajectories. Experiments on single- and multi-robot Social-HM3D show state-of-the-art navigation success, with zero-shot transfer to Social-MP3D and real-world deployment on a Unitree Go2, validating generalization and practical applicability. Webpage: https://hutslib.github.io/NavThinker.
Mar 10, 2026

RAE-NWM: Navigation World Model in Dense Visual Representation Space

Visual navigation requires agents to reach goals in complex environments through perception and planning. World models address this task by simulating action-conditioned state transitions to predict future observations. Current navigation world models typically learn state evolution under actions within the compressed latent space of a Variational Autoencoder, where spatial compression often discards fine-grained structural information and hinders precise control. To better understand the propagation characteristics of different representations, we conduct a linear dynamics probe and observe that dense DINOv2 features exhibit stronger linear predictability for action-conditioned transitions. Motivated by this observation, we propose the Representation Autoencoder-based Navigation World Model (RAE-NWM), which models navigation dynamics in a dense visual representation space. We employ a Conditional Diffusion Transformer with Decoupled Diffusion Transformer head (CDiT-DH) to model continuous transitions, and introduce a separate time-driven gating module for dynamics conditioning to regulate action injection strength during generation. Extensive evaluations show that modeling sequential rollouts in this space improves structural stability and action accuracy, benefiting downstream planning and navigation.
Mar 9, 2026

PlayWorld: Learning Robot World Models from Autonomous Play

Action-conditioned video models offer a promising path to building general-purpose robot simulators that can improve directly from data. Yet, despite training on large-scale robot datasets, current state-of-the-art video models still struggle to predict physically consistent robot-object interactions that are crucial in robotic manipulation. To close this gap, we present PlayWorld, a simple, scalable, and fully autonomous pipeline for training high-fidelity video world simulators from interaction experience. In contrast to prior approaches that rely on success-biased human demonstrations, PlayWorld is the first system capable of learning entirely from unsupervised robot self-play, enabling naturally scalable data collection while capturing complex, long-tailed physical interactions essential for modeling realistic object dynamics. Experiments across diverse manipulation tasks show that PlayWorld generates high-quality, physically consistent predictions for contact-rich interactions that are not captured by world models trained on human-collected data. We further demonstrate the versatility of PlayWorld in enabling fine-grained failure prediction and policy evaluation, with up to 40% improvements over human-collected data. Finally, we demonstrate how PlayWorld enables reinforcement learning in the world model, improving policy performance by 65% in success rates when deployed in the real world.
Mar 9, 2026

Interactive World Simulator for Robot Policy Training and Evaluation

Action-conditioned video prediction models (often referred to as world models) have shown strong potential for robotics applications, but existing approaches are often slow and struggle to capture physically consistent interactions over long horizons, limiting their usefulness for scalable robot policy training and evaluation. We present Interactive World Simulator, a framework for building interactive world models from a moderate-sized robot interaction dataset. Our approach leverages consistency models for both image decoding and latent-space dynamics prediction, enabling fast and stable simulation of physical interactions. In our experiments, the learned world models produce interaction-consistent pixel-level predictions and support stable long-horizon interactions for more than 10 minutes at 15 FPS on a single RTX 4090 GPU. Our framework enables scalable demonstration collection solely within the world models to train state-of-the-art imitation policies. Through extensive real-world evaluation across diverse tasks involving rigid objects, deformable objects, object piles, and their interactions, we find that policies trained on world-model-generated data perform comparably to those trained on the same amount of real-world data. Additionally, we evaluate policies both within the world models and in the real world across diverse tasks, and observe a strong correlation between simulated and real-world performance. Together, these results establish the Interactive World Simulator as a stable and physically consistent surrogate for scalable robotic data generation and faithful, reproducible policy evaluation.
Mar 8, 2026

MWM: Mobile World Models for Action-Conditioned Consistent Prediction

World models enable planning in imagined future predicted space, offering a promising framework for embodied navigation. However, existing navigation world models often lack action-conditioned consistency, so visually plausible predictions can still drift under multi-step rollout and degrade planning. Moreover, efficient deployment requires few-step diffusion inference, but existing distillation methods do not explicitly preserve rollout consistency, creating a training-inference mismatch. To address these challenges, we propose MWM, a mobile world model for planning-based image-goal navigation. Specifically, we introduce a two-stage training framework that combines structure pretraining with Action-Conditioned Consistency (ACC) post-training to improve action-conditioned rollout consistency. We further introduce Inference-Consistent State Distillation (ICSD) for few-step diffusion distillation with improved rollout consistency. Our experiments on benchmark and real-world tasks demonstrate consistent gains in visual fidelity, trajectory accuracy, planning success, and inference efficiency. Code: https://github.com/AIGeeksGroup/MWM. Website: https://aigeeksgroup.github.io/MWM.
Mar 5, 2026

Planning in 8 Tokens: A Compact Discrete Tokenizer for Latent World Model

World models provide a powerful framework for simulating environment dynamics conditioned on actions or instructions, enabling downstream tasks such as action planning or policy learning. Recent approaches leverage world models as learned simulators, but its application to decision-time planning remains computationally prohibitive for real-time control. A key bottleneck lies in latent representations: conventional tokenizers encode each observation into hundreds of tokens, making planning both slow and resource-intensive. To address this, we propose CompACT, a discrete tokenizer that compresses each observation into as few as 8 tokens, drastically reducing computational cost while preserving essential information for planning. An action-conditioned world model that occupies CompACT tokenizer achieves competitive planning performance with orders-of-magnitude faster planning, offering a practical step toward real-world deployment of world models.
Mar 2, 2026

Discrete World Models via Regularization

World models aim to capture the states and dynamics of an environment in a compact latent space. Moreover, using Boolean state representations is particularly useful for search heuristics and symbolic reasoning and planning. Existing approaches keep latents informative via decoder-based reconstruction, or instead via contrastive or reward signals. In this work, we introduce Discrete World Models via Regularization (DWMR): a reconstruction-free and contrastive-free method for unsupervised Boolean world-model learning. In particular, we introduce a novel world-modeling loss that couples latent prediction with specialized regularizers. Such regularizers maximize the entropy and independence of the representation bits through variance, correlation, and coskewness penalties, while simultaneously enforcing a locality prior for sparse action changes. To enable effective optimization, we also introduce a novel training scheme improving robustness to discrete roll-outs. Experiments on two benchmarks with underlying combinatorial structure show that DWMR learns more accurate representations and transitions than reconstruction-based alternatives. Finally, DWMR can also be paired with an auxiliary reconstruction decoder, and this combination yields additional gains.
Feb 28, 2026

COMBAT: Conditional World Models for Behavioral Agent Training

Recent advances in video generation have spurred the development of world models capable of simulating 3D-consistent environments and interactions with static objects. However, a significant limitation remains in their ability to model dynamic, reactive agents that can intelligently influence and interact with the world. To address this gap, we introduce COMBAT, a real-time, action-controlled world model trained on the complex 1v1 fighting game Tekken 3. Our work demonstrates that diffusion models can successfully simulate a dynamic opponent that reacts to player actions, learning its behavior implicitly. Our approach utilizes a 1.2 billion parameter Diffusion Transformer, conditioned on latent representations from a deep compression autoencoder. We employ state-of-the-art techniques, including causal distillation and diffusion forcing, to achieve real-time inference. Crucially, we observe the emergence of sophisticated agent behavior by training the model solely on single-player inputs, without any explicit supervision for the opponent's policy. Unlike traditional imitation learning methods, which require complete action labels, COMBAT learns effectively from partially observed data to generate responsive behaviors for a controllable Player 1. We present an extensive study and introduce novel evaluation methods to benchmark this emergent agent behavior, establishing a strong foundation for training interactive agents within diffusion-based world models.
Feb 25, 2026

Geometric Priors for Generalizable World Models via Vector Symbolic Architecture

A key challenge in artificial intelligence and neuroscience is understanding how neural systems learn representations that capture the underlying dynamics of the world. Most world models represent the transition function with unstructured neural networks, limiting interpretability, sample efficiency, and generalization to unseen states or action compositions. We address these issues with a generalizable world model grounded in Vector Symbolic Architecture (VSA) principles as geometric priors. Our approach utilizes learnable Fourier Holographic Reduced Representation (FHRR) encoders to map states and actions into a high dimensional complex vector space with learned group structure and models transitions with element-wise complex multiplication. We formalize the framework's group theoretic foundation and show how training such structured representations to be approximately invariant enables strong multi-step composition directly in latent space and generalization performances over various experiments. On a discrete grid world environment, our model achieves 87.5% zero shot accuracy to unseen state-action pairs, obtains 53.6% higher accuracy on 20-timestep horizon rollouts, and demonstrates 4x higher robustness to noise relative to an MLP baseline. These results highlight how training to have latent group structure yields generalizable, data-efficient, and interpretable world models, providing a principled pathway toward structured models for real-world planning and reasoning.
Feb 21, 2026

Neural Fields as World Models

Humans rehearse possible futures offline, as in mental practice and perhaps dreaming, suggesting that world models may support task learning away from the environment. Standard machine learning world models compress visual input into latent vectors, discarding the spatial structure that characterizes sensory cortex. We propose isomorphic world models: architectures that preserve sensory topology, so physics prediction becomes geometric propagation rather than abstract state transition. We implement this idea with motor-gated neural fields, where activity evolves through local lateral connectivity and motor commands multiplicatively modulate specific channels. Across three experiments, the same architecture learns ballistic prediction without ``teleporting,'' improves a catching policy offline by propagating task error through a frozen learned world model, and develops body-selective motor channels without body labels. These results provide preliminary evidence that physical prediction, offline task learning, and body-linked representation share a common computational substrate: action-conditional prediction within a spatial map.
Feb 16, 2026

World Models for Policy Refinement in StarCraft II

Large Language Models (LLMs) have recently shown strong reasoning capabilities, motivating their use in complex decision-making environments. StarCraft II (SC2), with its massive state-action space and partial observability, is a challenging testbed. However, existing LLM-based SC2 agents primarily focus on improving the policy itself, leaving the integration of a learnable, action-conditioned dynamics model into the decision loop largely unexplored. In this work, we propose StarWM and StarWM-Agent, and conduct the first systematic study of the learnability and decision utility of player-view, action-conditioned textual world models for SC2. StarWM predicts short-horizon future observations under partial observability. StarWM-Agent integrates StarWM into a lightweight Generate-Simulate-Refine loop for foresight-driven policy refinement. Extensive experiments show that StarWM substantially outperforms zero-shot baselines across multiple dimensions, while StarWM-Agent achieves consistent win-rate gains of 30%, 15%, and 30% against the SC2 built-in AI at Hard (LV5), Harder (LV6), and VeryHard (LV7), respectively. Additional analyses show that our method is complementary to existing history-summarization SC2-agent approaches, with their combination achieving the strongest online performance in our evaluation.
Feb 15, 2026

WoVR: World Models as Reliable Simulators for Post-Training VLA Policies with RL

Reinforcement learning (RL) promises to unlock capabilities beyond imitation learning for Vision--Language--Action (VLA) models, but its requirement for massive real-world interaction prevents direct deployment on physical robots. Recent work attempts to use learned world models as simulators for policy optimization, yet closed-loop imagined rollouts inevitably suffer from hallucination and long-horizon error accumulation. Such errors not only degrade visual fidelity, but also mislead policy optimization by providing unreliable learning signals. We propose WoVR, a reliable world-model-based RL framework for post-training VLA policies. Instead of assuming a faithful world model, WoVR explicitly regulates how RL interacts with imperfect imagined dynamics. It improves rollout stability through a controllable action-conditioned video world model, reshapes imagined interaction to reduce effective error depth via Keyframe-Initialized Rollouts, and maintains policy--simulator alignment through World Model-Policy co-evolution. Extensive experiments demonstrate that WoVR enables stable long-horizon imagined rollouts and effective policy optimization, achieving superior LIBERO performance and consistent real-world gains across multiple robotic platforms. These results show that world models can serve as practical simulators for RL when hallucination is explicitly controlled. Additional visualization results are available at https://wovr-corl.github.io.
Oct 31, 2025

Learning Robust Visuomotor Policies via Dynamics Alignment

Generative BC policies model expert action distributions well, but they do not explicitly reason about what scene a candidate action would produce, so they cannot tell whether it reaches a task-relevant state. We address this by coupling action generation with an action-conditioned dynamics model that predicts the future observations induced by actions. However, naively placing such a dynamics model inside a generative policy creates a circular dependency. Future observations are needed to guide action generation, yet those observations can only be predicted from the action samples being generated. We introduce Dynamics-Aligned Flow Matching Policy (DAP), where a flow matching policy and an action-conditioned flow matching dynamics model co-sample actions and future observations through flow extrapolation. At each step the two flows correct each other, and the samples converge to a self-consistent action and future pair on which the policy and dynamics model agree. Across four simulated tasks and three real-world tasks, DAP achieves the highest average success rate, with relative improvements of 56.5% in simulation and 33.3% in the real world over the strongest baseline in each setting. Moreover, when the future-observation estimate is corrupted at inference time, DAP recovers a self-consistent action-future pair through iterative refinement, whereas video-conditioned and post-hoc dynamics baselines, which use a fixed future surrogate, degrade or fail.
Aug 18, 2025

Matrix-game 2.0: An open-source, real-time, and streaming interactive world model

Recent advances in interactive video generations have demonstrated diffusion model's potential as world models by capturing complex physical dynamics and interactive behaviors. However, existing interactive world models depend on bidirectional attention and lengthy inference steps, severely limiting real-time performance. Consequently, they are hard to simulate real-world dynamics, where outcomes must update instantaneously based on historical context and current actions. To address this, we present Matrix-Game 2.0, an interactive world model generates long videos on-the-fly via few-step auto-regressive diffusion. Our framework consists of three key components: (1) A scalable data production pipeline for Unreal Engine and GTA5 environments to effectively produce massive amounts (about 1200 hours) of video data with diverse interaction annotations; (2) An action injection module that enables frame-level mouse and keyboard inputs as interactive conditions; (3) A few-step distillation based on the casual architecture for real-time and streaming video generation. Matrix Game 2.0 can generate high-quality minute-level videos across diverse scenes at an ultra-fast speed of 25 FPS. We open-source our model weights and codebase to advance research in interactive world modeling.