Interactive World Models

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13 papers in the last four weeks, up 30% on the four weeks before. 0.1% of all new papers.

Jul 13Week of Sep 28

Latest papers 86

Oct 8, 2026cs.CV

WorldCast: Distributed Multiplayer World Models

Multiplayer world models must generate independently controlled views with consistent representations of both players and their shared environment. Most existing approaches coordinate multiple players through joint multi-view generation, whose cost grows with each additional player. We present WorldCast, a distributed multiplayer world model in which each player runs a local client comprising a video generator and a state model. Using recorded player positions and map geometry during training, the state model estimates the player's position from generated video and control inputs. Clients exchange player states and project them into camera-aligned player state fields that guide where and how other players are rendered. Shared scene state enables clients to reuse one another's generated observations to maintain consistent scene appearance across views. Experiments on Counter-Strike 2 demonstrate WorldCast's consistency, real-time performance, and distributed scalability. The camera-aligned player state field improves player rendering rates by over an order of magnitude over joint-generation methods, while shared scene state improves visual consistency over whole rounds. Each client runs in real time and exchanges only player and scene states, enabling scalable multiplayer generation without a centralized computational bottleneck. Image quality remains stable over hour-long rollouts.
Oct 8, 2026cs.AI

MultiWorldBench: Do Independently Controlled Views Describe One Shared World?

Multiplayer world models must ensure that independently controlled views remain consistent with one shared and persistent world. We introduce MultiWorldBench, a diagnostic Minecraft benchmark containing 495 case configurations across seven task suites and ten capabilities, including independent control, cross-view motion, shared-state synchronization, persistence, structural reasoning, concurrent interaction, and delayed revisit. We evaluate Solaris, Gamma-World, and MineWorld, using Engine GT as a reference. Gamma-World achieves the highest ten-capability average among the generated systems at 21.39, followed by Solaris at 20.88 and MineWorld at 1.89, while Engine GT reaches 91.69. Gamma-World performs better on several control, shared-state, and revisit capabilities, whereas Solaris leads in cross-view motion and race-condition consistency. Nevertheless, all generated systems score at most 8.00 on state persistence and 1.33 on structural consistency, and none succeeds in spatial reasoning or building-identity preservation. Human preferences produce the same overall ranking and show strong alignment with the automatic evaluation, with a mean dimension-level Spearman correlation of 0.96. These results show that plausible individual views do not yet constitute a coherent multiplayer world.
Oct 7, 2026cs.CV

UltraWorld: Learning Interactive Ultrasound World Models from Untracked Clinical Videos with Acoustic Sampling Map

World models can enable autonomous ultrasound scanning by predicting the outcomes of probe motions from local observations. Learning this action--observation relationship typically relies on synchronized video--pose pairs, which are costly to collect at scale and largely unavailable in routine clinical recordings. Reliable action following further requires modeling ultrasound's cross-sectional sampling geometry. We present UltraWorld, a self-distillation recipe that transfers priors from clinical ultrasound videos into interactive world models without real action annotations. Starting from clinical videos, we adapt a video foundation model into an ultrasound generator conditioned on reference images and anatomical masks. Anatomical masks sampled along programmable trajectories through 3D anatomy provide spatial guidance for synthesizing action--video pairs. We then use these synthetic pairs to self-distill the generator into a world model that predicts future observations from local observations and actions, without requiring anatomical masks or other 3D assets at inference time. To further improve action following, we introduce the Acoustic Sampling Map (AsMap), which represents probe poses and imaging settings as pixel-wise 3D sampling positions, beam directions, and depths. Experiments demonstrate improved prediction fidelity and action following. Across nine simulated closed-loop local planning episodes, UltraWorld reduces the mean final distance to the goal and orientation error by 29% and 38%, respectively, compared with visual servoing. Project Page: https://ultraworld-project.github.io/.
Oct 5, 2026cs.CL

From Traces to Agentic Worlds: Agentic Language World Models for Interactive Environment Simulation

Realistic environment replicas are increasingly valuable for training and evaluating LLM agents, yet the original systems may be inaccessible or impractical to reproduce. We explore agentic language world modeling: rather than rebuilding an executable environment, a world model agent serves as the environment for a task agent and supports faithful and stateful simulation. We instantiate this paradigm with Trace2Env, a learning-free framework for settings where the original system is unavailable but historical interaction traces remain accessible. Trace2Env reconstructs these traces into a reusable environment worldbook containing environment schemas, grounded evidence, and induced behavioral knowledge. At runtime, the world model agent actively consults the worldbook together with persistent episodic state to infer each action's observation and lasting state effects. Across nine environments, Trace2Env improves both next-observation fidelity and long-horizon interaction consistency over conventional prompt-based LWMs. In multi-turn interaction, task agent actions generated against Trace2Env remain valid more often when replayed in the real environment, indicating that its simulated dynamics better preserve the consequences of earlier actions across successive turns. These results establish agentic language world modeling as an alternative direction for building realistic environment replicas without reconstructing the original executable system.
Oct 3, 2026cs.CV

Video2World: Benchmarking Coding Agents for Interactive World Modeling from Embodied Videos

Building interactive simulators from real-world observations is a promising way to scale embodied data, but current pipelines still rely heavily on manual environment construction and calibration. We study whether frontier foundation models and coding agents can automate this process end to end. We formulate \emph{autonomous video-to-simulation} as a software engineering task in which an agent observes an embodied video, constructs the corresponding simulated environment and robot behavior, and iteratively refines the result through execution feedback. To evaluate this capability, we introduce \textbf{Video2World}, a benchmark comprising 222 reconstruction instances derived from 189 robot and human demonstration videos. Video2World measures reconstructed worlds along geometric fidelity, dynamic fidelity, and functional correctness, capturing spatial perception, physical reasoning, and executable interaction. Evaluating 9 frontier coding-agent systems reveals a sharp improvement in Task success beginning with Claude Opus 5, rising from below 5% to over 15%, while substantial gaps to human-assisted reconstruction remain. We further find that worlds that look better could work worse: better visual fidelity does not always lead to higher task success. This echoes the broader gap between perceptual realism and factual correctness observed in generative models.
Oct 1, 2026cs.CV

Oneira: From Open-Ended Generation to Open-World Interaction in Video World Models

Generative video world models can now synthesize open-ended environments that agents can navigate and interact with in simple ways. Yet open-ended generation does not imply full interaction: as a generated world expands, newly created content through navigation should expand what the agent can act upon, and as the agent changes the world, those changes should become persistent parts of the environment rather than transient visual effects. We characterize these two requirements as Open-World Interactivity, where newly generated or encountered entities are incorporated into the actionable world, and Persistent State, where interaction outcomes are committed to the world state and continue to influence subsequent observations and interactions. We present Oneira, an interactive video world model that closes the loop between generation and interaction through an explicit, extensible world state managed by a coding agent. Given the current observation and an action or high-level goal, the agent reads the world state, grounds the relevant entities, plans the interaction, and writes its outcome back into a world state table. When exploration reveals new objects, the agent incorporates them from generated observations, allowing the interaction space to expand with the generated world. Meanwhile, previously induced state changes are carried across video segments, making the consequences of interaction persistent parts of subsequent world evolution. The updated world state is rendered along the camera action trajectory into a coarse conditioning video, from which a video generator fills in the appearance, motion, and interaction details not represented in the state. Experiments show that Oneira enables direct and consistent interaction with newly generated objects, while preserving the effects of prior interactions over long horizons. Project page: https://madaoer.github.io/projects/oneira
Sep 30, 2026cs.RO

ReWAM: Reciprocal World Action Models for Interactive Autonomous Driving

In interactive scenarios, an autonomous driving system is required to generate ego actions under the influence of other agents' behaviors. Existing World Action Models (WAMs) typically model other agents as components of the world model rather than as decision-makers that fundamentally shape the action of the ego agent, which impairs their performance in dense interaction scenarios. We introduce Reciprocal World Action Models (ReWAM), a game-theoretic world action modeling framework that captures the reciprocal influence between the ego agent and other agents by representing them as conditional responders whose actions are mutually influenced. We instantiate this framework with a Level-kk response hierarchy, where role-specific ego and other action DiTs exchange compact strategy tokens through cross-agent attention while remaining grounded in a shared representation of the future driving world. To learn the response policy of the ego agent from demonstrations, we formulate expert actions as samples from the best response distribution and jointly optimize the entire hierarchy using conditional flow matching. Our framework is evaluated on the NAVSIM dataset and achieves state-of-the-art performance compared to baselines. The improvement is particularly significant in interactive scenarios, validating that modeling reciprocal responses provides a more effective foundation for interaction-aware world action generation.
Sep 29, 2026cs.CV

HelixWorld: A Real-time Interactive Audio-Visual World Model

World simulation is inherently multisensory, demanding synchronized visual and acoustic dynamics in real time. Yet prevailing interactive world models remain strictly silent, focusing exclusively on visual rendering and control while overlooking the acoustic dimension. We present HelixWorld, a real-time interactive audio-visual world model where visual scenes and camera-grounded spatial stereo sound co-evolve natively under user interaction. We curate a high-fidelity spatial audio-visual dataset with true stereo acoustics and metric camera poses, upon which we pre-train a bidirectional teacher conditioned on 6-DoF camera trajectories and user actions. To enable low-latency causal interaction, we distill the teacher into a few-step streaming student via an online trajectory distillation loss, sustaining drift-free joint audio-visual rollouts at 24 FPS on a single GPU. Furthermore, we formalize spatial-acoustic consistency and introduce HelixBench to evaluate whether synthesized sound fields faithfully track dynamic viewpoint motion. Extensive experiments demonstrate that HelixWorld matches state-of-the-art silent world models in visual fidelity and responsiveness, while significantly surpassing existing baselines in camera-aligned spatial-acoustic immersion.
Sep 29, 2026cs.CV

Waypoint-1.5: A Real-Time Video World Model for Consumer Hardware

We present Waypoint 1.5, a real-time diffusion world model for interactive video generation on consumer-grade hardware. Unlike general video diffusion models, interactive world models (iWMs) must respond to dense user controls under strict latency and throughput constraints. Waypoint 1.5 is pre-trained on 100,000 hours of diverse, control-aligned video game data across hundreds of games, and generates playable video conditioned on full keyboard and mouse input. The model includes two resolution variants that run across a wide spectrum of consumer hardware. To characterize this unique setting, we distinguish rendered FPS, latent FPS, and control rate. We describe the data pipeline, architecture, training methodology, and runtime system behind Waypoint 1.5. We evaluate interactivity through latency and throughput. Finally, we discuss the safety and ethics considerations unique to iWMs.
Sep 28, 2026cs.CV

WorldPlay2: Extending Real-Time Interactive World Models in Control and Horizon

Interactive world models require responding in real time to versatile controls and maintaining long-horizon consistency. However, modeling heterogeneous controls remains difficult, while explosive contexts and unstable distillation impede achieving both long-horizon consistency and real-time responsiveness. In this paper, we present WorldPlay2, an interactive world model that couples a factorized hybrid control interface with a co-design of compressed memory and stable distillation. 1) Our factorized hybrid control interface integrates frame-aligned action control with structured semantic control that explicitly disentangles scene appearance, character identity, and dynamic semantic events, thereby facilitating effective control learning. 2) To achieve efficient long-horizon modeling, we compress historical contexts into compact memory tokens shared by the autoregressive student and the bidirectional teacher. This design enables clip-wise, memory-conditioned score evaluation instead of jointly processing an entire long rollout, substantially reducing distillation overhead. 3) We further propose Stable Forcing, which initializes the autoregressive student via a few-step strategy and leverages full-rollout replay to preserve the quality of long-horizon rollouts, ensuring robust and stable distillation. Extensive experiments demonstrate the strong generalizability of our model and its superior performance compared to existing methods.
Sep 28, 2026cs.CV

Precise Editing and Flexible Referencing for Interactable Worlds

We present EditWorld, a video world model for precise editing and flexible referencing in interactable worlds. Existing video world models primarily focus on navigation, letting users explore generated worlds but offering limited control over how existing world content is modified. EditWorld extends world modeling from exploration to precise modification by streaming editing instructions and reference images during autoregressive generation. To support these capabilities, EditWorld introduces Gated Causal Attention for temporally varying editing conditions and reference images, together with a Sparse Context mechanism that maintains a bounded historical context for long-horizon inference. We further adopt joint autoregressive and bidirectional training with annealed self-resampling, and construct a dedicated data synthesis and annotation pipeline that provides supervision for world editing. We also present WBench-Editing to systematically evaluate streaming world editing capabilities. EditWorld achieves the best overall performance on WBench-Editing with an overall score of 73.8 and an editing score of 80.0, substantially outperforming existing methods on editing-related metrics. https://github.com/leoisufa/EditWorld
Sep 28, 2026cs.CV

CAST: Reconstruction-Coupled Acceleration of Interactive World Models

Interactive world models must respond quickly to controls while preserving scene consistency. Existing acceleration methods can miss heterogeneous control responses and spatial transport when recovering skipped features. We observe that interaction-induced feature changes correlate with approximation error, while low-frequency interpolation errors are phase-sensitive and show more predictable phase progression. These findings motivate CAST, a reconstruction-coupled inference framework. CAST selects anchors by interaction sensitivity and cross-layer coverage, reconstructs skipped residuals with frequency- and confidence-aware Phase-Aware Reconstruction (PAR), and coordinates historical KV routing according to downstream reconstruction responsibility. On Matrix-Game 3.0 and HY-World 1.5, CAST achieves 2.15x and 3.48x speedups, respectively, while maintaining visual quality close to Native (Figure 1). It also attains the highest VBench scores among compared methods and leads non-native baselines on seven and six of thirteen WorldMark dimensions, demonstrating a balance of generation speed, visual quality, and interactive responsiveness under real-time control. Code is available at https://github.com/lokiniuniu/CAST.
Sep 21, 2026cs.CV

HappyWorld-Bench

Evaluating world models requires assessing both the quality of the worlds they generate and their consistency and responsiveness under exploration, interaction, and modification. We introduce HappyWorld-Bench, a comprehensive benchmark that evaluates whether generated worlds remain reliable as agents interact with them. Our design is built on a hierarchical capability framework of six world capabilities (W1-W6), from generative construction to unified world modeling, instantiated across three independent evaluation tracks: video world models, spatial world models, and embodied world models. HappyWorld-Bench comprises 1,138 video prompts, 300 spatial scenes, and 254 embodied test cases. Across all three tracks, we build and operate HappyWorld-Arena to organize human A/B comparisons and derive model-level Elo ratings, which complement newly designed automated metrics that capture behavioral correctness. We evaluate 14 video world models, 9 spatial systems, and 8 embodied candidates under this unified framework. Results reveal remaining reliability gaps across all three tracks: video models exhibit reduced consistency during extended rollouts and revisits, spatial models achieve at best 70.14% placement accuracy and 73.33% edit execution, and embodied models struggle to preserve state across multi-step actions and respond precisely to altered action conditions and physical rules. These findings highlight the need to evaluate world models not only by visual quality, but also by state consistency and the correctness of their responses to actions and interventions.
Sep 17, 2026cs.AI

Continual Enterprise World Model Discovery in Dynamic Systems

In an enterprise system, updating one field can set another, create a record, or start an approval. These effects are produced by business rules that are not built into the platform but written by each organization and revised over time. An agent working in such a system cannot predict the result of its own actions without knowing these rules. We study continual enterprise world model discovery, where an agent starts without knowledge of these business rules and discovers them by interacting with records and observing the outcomes. From those observations it builds a world model, which it revises as the rules change. To evaluate this, we introduce EnterpriseWorldShift, built on a live ServiceNow environment with nine tables, 25 hidden rules and 600 evaluation actions. It presents four versions of the same enterprise world, with the tables and records held fixed while a rule is modified, then added, then removed, so that discovery, revision, extension and retirement are each tested in turn. Our Continual Discovery Agent (CDA) builds such a model and carries it from one world to the next. It predicts the effects of the hidden rules more accurately than looking them up for each question, the approach taken by prior work, by up to 8.98 IoU points, and it answers from its own model without querying the running system.
Sep 15, 2026cs.CV

Zing-0.5: Toward Playable Worlds with Real-Time Joint Action and Text Control

We introduce Zing-0.5, a 5B autoregressive world model designed for playability: users can explore generated worlds, influence unfolding events, and respond to the resulting feedback through joint keyboard and online text control. Our approach brings together three technical contributions: (1) Unified action and text conditioning, combining magnitude-aware keyboard inputs with temporally aligned text instructions and jointly annotated videos to learn navigation and event control within the same sequence; (2) Event-scale supervision for incremental generation, using a segment-level teacher trained on connected multi-prompt videos to supervise a block-level causal student through distribution-matching distillation; and (3) Low-cost real-time interaction, combining four-step generation with context-preserving streaming to support 832 x 480 inference at 24 FPS at an estimated server rental cost of approximately USD 0.009 per stream-minute. Zing-0.5 achieves an overall score of 81.0 and a consistency score of 88.5 across 158 WBench Navigation cases. A joint-control demonstration shows a text-directed event change during continued navigation without restarting generation. We release the model weights, inference code, and Zing-SGLang serving implementation to support further work on playable generated worlds.
Sep 9, 2026cs.CV

Programmable World Model

Recent video world models generate increasingly realistic and interactive visual experiences, yet lack reliable mechanisms for maintaining persistent world state and enforcing programmable rules over extended interactions. We introduce Programmable World Model, a framework that decouples world-state evolution from visual observation generation. An agent translates natural-language instructions into executable programs that specify entity states and state-transition rules, enabling direct control over individual entities and their interactions. A lightweight engine executes these programs to update and maintain an explicit, persistent global world state, including off-screen entities and non-visual attributes. To connect world state with visual generation, we introduce state-augmented 3D oriented bounding boxes (OBBs) as an intermediate representation. This representation, together with the target camera trajectory, is deterministically compiled into pixel-aligned spatiotemporal conditioning signals for a pretrained video model serving as the generative renderer. This design allows users to create playable games with predefined mechanics, direct control over individual entities, and persistent world state throughout gameplay. We further introduce CombatStateBench, a benchmark for evaluating programmable world models. On CombatStateBench, our method achieves 94% Count Accuracy and 98% State Accuracy, substantially outperforming existing interactive video world models while supporting coherent long-horizon generation. These results demonstrate the effectiveness of separating explicit state evolution from generative rendering for building persistent, programmable worlds.
Sep 8, 2026cs.CV

ActionSplice: In-Flight Action Editing for Interactive World Models

Chunk-autoregressive video world models typically condition each generated chunk on one action. An action received during sampling must therefore wait for the next chunk, condition future solver evaluations on a state produced under the previous action, or trigger rollback that repeats completed evaluations. We introduce ActionSplice, an inference framework that formulates this problem as Counterfactual State Transport (CST). A lightweight corrector transports the interrupted backbone-native representation toward the matched state induced by the revised action at the same solver step. The world model and sampler remain frozen, and sampling resumes without replaying completed evaluations. The retargeting variant CST∗R\mathrm{CST}*{R} updates the entire active chunk, while the temporal-splicing variant CST∗T\mathrm{CST}*{T} preserves a temporal prefix and updates only the suffix. Across minWM-Wan Action2V and HY-WM1.5, CST∗R\mathrm{CST}*{R} reduces rollback-relative LPIPS by 61.5% and 75.9% relative to direct condition swapping. CST∗T\mathrm{CST}*{T} reduces suffix LPIPS by 56.1% and 77.5%, respectively, while providing 2.73×2.73\times and 1.69×1.69\times pixel-ready speedups over waiting. Under the HY-WorldPlay protocol, CSTR\mathrm{CST}_{R} obtains a PSNR of 25.66 dB, an SSIM of 0.6902, and an LPIPS of 0.1337 against the original rollout.
Sep 3, 2026cs.RO

Long-Horizon Consistent and Interaction-Aware World Models for Multi-Style End-to-End Driving

End-to-end autonomous driving has increasingly adopted world model-based reinforcement learning frameworks to improve learning efficiency through \textit{imagined rollouts}. However, existing world models suffer from three key limitations: temporal inconsistency in long-horizon imagined rollouts, inadequate modeling of ego-environment interactions, and limited adaptability to diverse driving styles. To address these challenges, we propose \textit{StyleDrive}, a world-model-based learning framework that jointly enforces long-horizon consistency, explicitly disentangles interactive traffic states, and supports multi-style policy optimization within a unified learning paradigm. First, we introduce a temporal consistency regularization that integrates historical latent states through gated cross-attention, stabilizing long-horizon imagined rollouts and mitigating error accumulation. Second, we design an explicit state disentanglement module that separates ego-relevant from ego-irrelevant interactive states, enabling more interpretable and efficient decision-making in complex traffic scenarios. Third, we enable multi-style driving behaviors through Group Relative Policy Optimization, which replaces per-step reward optimization with trajectory-wise relative advantages, reducing reward variance and supporting diverse driving styles without retraining. We evaluate StyleDrive on the Bench2Drive closed-loop driving benchmark, achieving a driving score of 88.44 (+17.08 over the previous best world model-based method) and a success rate of 66.82 (+16.58). Furthermore, we deploy StyleDrive on a real automated guided vehicle platform and demonstrate promising sim-to-real transfer capability in dynamic driving scenarios.
Sep 1, 2026cs.CV

Solaris: Towards Interfaces That Are Generated, Not Coded

Digital interfaces are traditionally implemented through intermediate representations such as code, requiring their appearance and behavior to be specified in advance. We introduce Solaris, an interface world model that instead generates an interactive UI directly, frame by frame, in response to user actions. Solaris treats mouse interactions as conditioning signals and autoregressively synthesizes the resulting visual state at interactive speeds. To enable real-time generation while maintaining visual coherence over extended interactions, we combine autoregressive frame generation with few-step distillation and training on the model's own outputs. A language model complements the visual world model by interpreting user intent and specifying how interactions should affect the generated environment, separating high-level reasoning from visual rendering. By generating both the appearance and behavior of an interface dynamically, Solaris enables open-ended interactions that need not be explicitly programmed in advance. We view interface world models as a step toward a new paradigm for software, where interfaces are generated and adapted continuously around user intent rather than implemented as fixed collections of predefined states and
Aug 31, 2026cs.AI

IMPACT: Attention Is the Interaction Map for Scalable Interaction-Aware World Model Training

World models have made remarkable progress in action-conditioned future prediction for embodied agents, yet still struggle to model physically plausible interactions. Existing approaches address this limitation by constraining the generation process with external representations encoding motion, geometry, or semantics. Obtaining these spatiotemporally dense representations typically requires auxiliary estimators or manual annotations, limiting training scalability. We instead revisit the training objective and identify a supervision-allocation mismatch under the globally averaged mean squared error (MSE) denoising objective: prevalent static content dominates the optimization signal, leaving sparse dynamic-object regions critical to interaction generation disproportionately under-supervised. Motivated by this observation, we introduce IMPACT, a scalable Interaction-aware Model training framework with Prior-guided Attention Calibration and Targeting. IMPACT uses cross-attention associated with manipulated-object tokens as an internal spatiotemporal prior for action-conditioned changes. It samples candidate regions from this prior, calibrates them with detached local prediction errors to construct an interaction map, and uses the map to reweight denoising supervision, requiring neither external representations nor inference-time modifications. Extensive experiments on robot-arm and human-hand manipulation, spanning diverse control modalities and DiT backbones, show that IMPACT consistently outperforms the corresponding MSE-trained baselines, improving interaction fidelity, physical plausibility, and visual quality.
Aug 31, 2026cs.CL

WebWorld: The Browser as a World Model for Self-Improving Web Code

VLM-driven self-improvement of web code has a structural flaw: the model that proposes the repair is the model that judges it, and visual plausibility under that judge is a poor proxy for whether the page actually works. What the loop is missing is a counterparty the VLM cannot fool, and the browser already is that counterparty: a deterministic, executable simulator of how an HTML artifact behaves under user actions, and in everything but name a world model for web code. We present WebWorld, the interface that lets a VLM prior interact with this browser-as-world-model autonomously and decides which interactions become supervision. Each round, the VLM emits a critique that the planner compiles into a typed interaction contract; the browser re-executes the candidate and issues an acceptance certificate only when both target progress and preservation of every previously verified capability hold; certified transitions accumulate as a quality ratchet that is the only thing the SFT export ever sees. Under matched training, WebWorld-27B improves Raw-27B by 5.3 points on HTMLBench-400 and 14.9 points on MiniAppBench-Val, and reaches the level of strong frontier systems such as Kimi-K2.6 and GPT-5.4 on interactive HTML generation. Equal-size ablations show that browser-backed admission carries the gain: without the certificate, the matched 9B lift nearly disappears.
Aug 30, 2026cs.CV

Matrix-Game 3.5: Enhancing Real-Time Streaming Interactive World Models with Patch Memory

Interactive world models extend video generation from offline clip synthesis toward persistent simulation of interactive virtual worlds, enabling applications in games, robotics, embodied agents, and XR. Achieving stable long-horizon interactive generation, however, remains challenging, as the model must simultaneously preserve scene geometry, dynamic consistency, and camera control while supporting real-time autoregressive generation. Building upon Matrix-Game 3.0, we present Matrix-Game 3.5, as shown in Figure 1, which advances real-time interactive world generation toward geometry-aware and long-horizon consistent simulation through three key improvements. First, we propose a unified geometry-aware memory framework, whose patch-memory and tiled-PRoPE components introduce no additional learnable parameters, combining explicit 3D patch retrieval with projective camera conditioning to enable geometry-consistent camera control and faithful long-horizon scene recall. Second, we introduce a static-dynamic disentangled world representation that separately models static scene geometry and dynamic subjects, preserving both geometric consistency and subject identity throughout long-horizon generation. Third, we develop a two-stage progressive real-time distillation framework that converts a bidirectional diffusion model into a few-step causal generator through Perceptual Flow Matching and curriculum based Self-Rollout DMD, enabling minute-long real-time interactive generation. Extensive experiments demonstrate that, with a unified training corpus spanning Unreal simulation environments, open-world games, and internet videos, MatrixGame 3.5 achieves strong performance in long-horizon scene recall, precise camera control, subject consistency, prompt-driven world generation, and stable real-time open-world interaction.
Aug 23, 2026cs.RO

BehaviorWorldGen: Closing the Loop between Action Models and World Simulators via Controllable Behavior-Aware Structured World Generation

Modern driving action models are increasingly improved in a self-improvement loop, where a learned world simulator imagines future observations and the resulting data is fed back to refine the action model. However, the bottleneck of this loop lies in the simulators' inability to generate behaviorally plausible responses by surrounding agents, making generated data both unrealistic in interaction and imbalanced in distribution. We introduce BehaviorWorldGen, a framework that closes the loop between action models and world simulators through controllable behavior-aware structured world generation. Its core component is BehaviorFlow, a meta-action-conditioned traffic-flow model that injects interpretable behavior controls and jointly generates multi-agent rollouts. BehaviorFlow realizes the specified agent behaviors while allowing surrounding vehicles to respond to the ego and to one another. The resulting rollouts are rendered by a world simulator into realistic multi-view observations, which are paired with corrected interaction-aware trajectories for action-model refinement. Since BehaviorWorldGen uses structured trajectories as the interface between its modules, it is compatible with diverse action models and world simulators. Experiments on world generation, scene extrapolation, and policy refinement demonstrate consistent improvements, with the largest benefits concentrated on difficult interactive scenarios.
Aug 13, 2026cs.CV

PlayWorld: Benchmarking World Models with Agent Players over Long-Horizon Objectives

Video world models simulate future states conditioned on current observations and user actions. Recent systems have demonstrated impressive video consistency and action controllability over long sequences. However, fairly comparing these interactive models remains challenging. In practice, a human player typically evaluates a world model by pursuing long-horizon objectives through interaction. For example, a user may turn around 360 degrees to see whether the environment remains consistent, or walk into the water and inspect whether realistic water ripples are generated. The action sequence required to achieve the same objective may vary substantially between models, making fixed action-conditioned evaluation unsuitable for cross-model comparison. To address this, we employ multi-modal Agent Players to interact with world models toward specified long-horizon objectives. Building on this paradigm, we introduce PlayWorld, a benchmark providing 171 scenarios, each with a specified objective. To evaluate performance thoroughly, we assess models along four core dimensions: geometry consistency, interaction fidelity, out-of-sight evolution, and insight evolution. In addition, we incorporate basic ability metrics for video quality and controllability. Experiments across nine state-of-the-art world models reveal that current models remain unreliable on long-horizon interactive objectives, particularly in maintaining spatial consistency and persistent state evolution. Code and data are available at https://github.com/kxding/PlayWorld.
Aug 13, 2026cs.CV

Alaya-EVOKE: From Linear-Scaling Supervision to Endless World

Interactive world models must support persistent memory, responsive interaction, and long-horizon generation, yet these requirements place conflicting demands on the model. Maintaining history in the denoiser context or key-value cache incurs growing cost, forcing a trade-off between session length and retained memory, while low-latency interaction relies on few-step generation whose capabilities are bounded by its teacher. Evoke addresses both limitations by externalizing persistent world state and redesigning the teacher for long-horizon interactive generation. Scene geometry is maintained in an external, camera-indexed world state bank, from which only view-relevant information is retrieved, keeping the denoiser context bounded as the session grows. Rather than treating the teacher as a fixed generator, we design it for long-horizon supervision: its sparse attention combines chunk-wise grouping, retrieval of selected distant frames, and a linear-attention global state, yielding linear growth in memory and compute while enabling supervision over long horizons. Such supervision exposes content drift that stays locally plausible within short windows, while per-chunk conditioning enables prompt changes and event control throughout the sequence. A 30-second distribution-matching objective, applied under self-forced rollouts, transfers both capabilities to a three-step student that uses no classifier-free guidance, improving resistance to long-term drift while preserving responsive conditioning. With bounded context and recurrent external memory, Evoke supports open-ended, continuously evolving generation; on a single H200 at 384×640384\times 640, each 1.5 s1.5\,\mathrm{s} chunk is generated in 2.11 s2.11\,\mathrm{s}. As a three-step world model, Evoke achieves state-of-the-art performance on WBench while remaining competitive on VBench-Long and VBench-2.0.
Aug 13, 2026cs.AI

AlayaWorld: Interactive Long-Horizon World Modeling - Full Technical Report (v1.1)

This report presents an improved version of AlayaWorld. While the backbone architecture, chunk-wise autoregressive generation scheme, and training data remain unchanged from the previous release, we substantially revise how conditioning signals are represented and integrated into the model. The new design is guided by a simple principle: conditioning signals should match the generated content as closely as possible in both latent representation and temporal structure. To this end, we make two major changes. First, we replace the previous depth-warping-based spatial memory with a streaming 3D point-cache renderer. Second, we redesign the conditioning pipeline so that visual conditions are encoded in the same causal-VAE latent space, with temporal statistics consistent with those of the generated video. Concretely, the new version introduces six modifications: (1) replacing static-frame image conditioning with motion-aware latent conditioning; (2) causally encoding re-rendered spatial memory as a continuous sequence; (3) aligning the temporal-memory window in pixel space; (4) adopting hard memory dropout that removes memory tokens rather than zeroing them; (5) unifying the VAE encoding and decoding protocol across training and inference; and (6) removing the camera AdaLN branch, such that viewpoint control is provided entirely through the re-rendered spatial condition.
Aug 10, 2026cs.CV

Sekai2: From World Exploration to Interactive World Modeling

Video world models must capture how scenes evolve over time and across viewpoints. Training them for long-horizon generation and camera control therefore benefits from long videos paired with camera trajectories and temporally grounded semantics. Existing corpora rarely offer the three together: large-scale web video provides broad visual diversity but no trajectories or time-aligned text, while pose-annotated datasets are typically short-range or reconstruction-oriented. We introduce Sekai2, a multi-source real-world video dataset that carries the world-exploration footage of Sekai toward interactive world modeling. The release contains 128,892 clips totaling 2,826 hours from 10,428 source videos across 113 countries or regions, and is deliberately weighted toward sustained observation: under a common 120-second decomposition, 43,594 segments reach the full two minutes and account for 51.4% of all footage. Every clip includes a released camera trajectory and hierarchical annotations disentangling subject motion, environment dynamics, static scene content, and camera behavior, resulting in 649,597 temporally grounded segments. Crucially, we further introduce 982 panoramic sequences captured along non-linear trajectories with loops and revisits. These revisits provide repeated observations of the same locations across time and viewpoints, offering essential supervision for learning persistent scene representations, long-term spatial memory, and geometrically consistent world models. Corpus-scale analyses demonstrate complete pose-and-caption coverage, broad geographic and semantic diversity, varied camera trajectories, and highly non-redundant temporal descriptions. Together, these properties make Sekai2 a scalable resource for long-horizon video generation, camera-controllable synthesis, and interactive world-model pre-training.
Aug 9, 2026cs.CV

Population-Scalable Multi-Agent World Modeling

World models have recently achieved impressive progress in visual prediction and interactive generation, but extending them to multi-agent environments introduces a fundamental scalability challenge. Existing methods generally assume a fixed number of agents during training and inference, which ties the model to a pre-determined agent population and limits inference-time scalability. Our key insight is that cross-view consistency should arise from a shared world state whose evolution does not assume a predefined number of agents, while agent-specific observations should be generated by querying this state through a unified rendering interface. Based on this insight, we propose Khora, a scalable multi-agent world model that supports inference-time expansion to arbitrary numbers of agents without retraining. Our framework decouples world-state evolution from visual rendering and introduces a population-agnostic rendering mechanism for incorporating other agent information. This design maintains cross-view consistency through the shared world state rather than through dense interactions among observation streams inside the expensive video generator, enabling approximately linear practical scaling with the number of queried views. Qualitative experiments demonstrate that our approach generalizes to unseen numbers of agents while maintaining visual quality and multi-agent consistency. We further implement a real-time interactive system to demonstrate scalable open-world simulation.
Aug 6, 2026cs.RO

GeniWorld: A Generalizable Interactive World Model for Robotic Manipulation via Visual Actions

Generalist robot policies exhibit strong capabilities, but their robustness in complex and unseen environments remains limited. Scaling robot learning and evaluation in diverse real-world environments remains costly and challenging. Action-conditioned world models offer a promising alternative, but they often suffer from limited action controllability and poor generalization to out-of-distribution (OOD) scenarios. To this end, we present GeniWorld, an interactive world model for robots that generalizes robustly across unseen scenarios. Building on pretrained video generative models, we use URDF-based rendering to transform numerical actions into visual action representations, enabling spatially grounded action control. By explicitly decoupling embodiment kinematics from environmental dynamics, our model mitigates scene overfitting and facilitates modeling of robot-environment interactions. To achieve closed-loop control, we construct an autoregressive video prediction model integrated with high-frequency robot kinematic control, enabling interaction with both robot policies and human teleoperators. In our experiments, even when trained solely on limited fixed-scene data, our model achieves superior in-domain performance and robust zero-shot generalization to highly randomized, unseen environments. For downstream applications, GeniWorld serves as a scalable policy evaluator that remains reliable under environmental perturbations. Furthermore, even with limited real-world demonstrations, GeniWorld generates diverse manipulation trajectories within the world model, improving downstream policy performance and robustness in complex environments.
Aug 6, 2026cs.AI

AppDeltaWorld: Transition-Grounded Delta Code World Model for Mobile GUI Agents

Mobile GUI agents can operate apps through pixel perception and touch actions, making them a promising interface for collecting and improving long-horizon mobile interaction policies. However, real trajectories are difficult to obtain for sensitive apps and privacy-critical operations. At the same time, existing simulated environments are costly to scale up, and GUI world models still suffer from unstable generation, limited modality coverage, and inconsistent action-transition logic. To address these limitations, we propose AppDeltaWorld, a transition-grounded delta code world model that predicts the next GUI as a reachable code update rather than as an unconstrained image or text description. AppDeltaWorld retrieves app-specific Level-1 HTML references under an action-transition constraint, generates Level-2 executable HTML conditioned on the current screen, action, predicted next-screen text, and retrieved structure, and inserts generated visual assets into image slots before browser rendering. As a world model, AppDeltaWorld achieves the highest fidelity on CMGUIBench-500 under Code2World evaluation, with clear gains in structural layout and UI element reconstruction over image-only and code-only baselines. As a training environment, AppDeltaWorld supports filtered closed-loop SFT data construction that, when combined with public supervision, enables AppDeltaAgent to achieve state-of-the-art performance on AndroidLens and consistent gains on MobileGym and MobileWorld. Moreover, world-model-based test-time reinforcement learning enables policy adaptation and shows further improvements without additional interaction with real apps.