Interactive World Models
Overview
Interactive world models study how to represent and predict environments as agents act, so they can support planning, policy training, and playable experiences. Common approaches include action-conditioned autoregressive video diffusion, latent dynamics models, persistent 3D scene memory, and hybrids that combine learned generation with physics or explicit world state. Evaluation spans games, robotics, driving, and interfaces, with benchmarks testing action responsiveness, spatial and physical consistency, memory on revisits, and long-horizon stability. A central tension is making rollouts fast and visually convincing while preserving causal, persistent state; models still often drift or respond inconsistently over extended interactions.
Latest papers
122 papers24 papers in the last four weeks, up 118% on the four weeks before. 0.1% of all new papers.
Gamma-World: Generative Multi-Agent World Modeling Beyond Two Players
LEIA: Learned Environment for Interactive Architected Materials
WBench: A Comprehensive Multi-turn Benchmark for Interactive Video World Model Evaluation
WorldCraft: From Camera Navigation to Object Manipulation in Interactive Video World Models
SCOPE: Simulating Cross-game Operations in Playable Environments for FPS World Models
Incantation: Natural Language as the Action Interface for Multi-Entity Video World Models
WorldArena 2.0: Extending Embodied World Model Benchmarking on Modality, Functionality and Platform
Baba in Wonderland: Online Self-Supervised Dynamics Discovery for Executable World Models
WorldAct: Activating Monolithic 3D Worlds into Interactive-Ready Object-Centric Scenes
ReactiveGWM: Flexible Control and NPC Reactivity in Game World Models
The DAWN of World-Action Interactive Models
How Mobile World Model Guides GUI Agents?
DeformMaster: An Interactive Physics-Neural World Model for Deformable Objects from Videos
AGWM: Affordance-Grounded World Models for Environments with Compositional Prerequisites
iWorld-Bench: A Benchmark for Interactive World Models with a Unified Action Generation Framework
Agentic World Modeling: Foundations, Capabilities, Laws, and Beyond
WorldMark: A Unified Benchmark Suite for Interactive Video World Models
Matrix-Game 3.0: Real-Time and Streaming Interactive World Model with Long-Horizon Memory
LivingWorld: Interactive 4D World Generation with Environmental Dynamics
Omni-WorldBench: Towards a Comprehensive Interaction-Centric Evaluation for World Models
Enactor: From Traffic Simulators to Surrogate World Models
what-if" conditions. However, the behavior models controlling the actions of the actors are overly simplistic and fails to capture realistic actor-actor interactions. Deep learning-based methods have been applied to model vehicles and pedestrians as agents" responding to their surrounding environment" (including lanes, signals, and neighboring agents). Although effective in learning actor-actor interaction, these approaches fail to generate physically consistent trajectories over long time periods, and they do not explicitly address the complex dynamics that arise at traffic intersections which is a critical location in urban networks. Inspired by the World Model paradigm, we have developed an actor centric generative model using transformer-based architecture that is able to capture the actor-actor interaction, at the same time understanding the geometry to the traffic intersection to generate physically grounded trajectories that are based on learned behavior. Moreover, we test the model in a live simulation-in-the-loop" setting, where we generate the initial conditions of the actors using SUMO and then let the model control the dynamics of the actors. We let the simulation run for 40000 timesteps (4000 seconds), testing the performance of the model on long timerange and evaluating the trajectories on traffic engineering related metrics. Experimental results demonstrate that the proposed framework effectively captures complex actor-actor interactions and generates long-horizon, physically consistent trajectories, while requiring significantly fewer training samples than traditional agent-centric generative approaches. Our model is able to outperform the baseline in traffic related as well as aggregate metrics where our model beats the baseline by more than 10x on the KL-Divergence.