Video World Models
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42 papers in the last four weeks, up 320% on the four weeks before. 0.4% of all new papers.
Latest papers 183
Transitioning bidirectional video diffusion models into an autoregressive paradigm improves the interactivity of video world models, but existing causal pipelines need many stages (control fine-tuning, autoregressive training, causal initialization, few-step distillation) and still trail bidirectional models in quality due to error accumulation. Recent world models such as Yume-1.5 and Matrix-Game-3.0 instead adopt a bidirectional autoregressive approach, gaining fidelity and stable long-horizon rollout from self-correcting error propagation, yet open-source frameworks (e.g., minWM) support only causal models. We present BiWM, the first full-stack framework for interactive video world models under the bidirectional autoregressive paradigm, jointly optimizing generation quality and inference speed. From a pretrained video backbone, BiWM injects camera control by fine-tuning, then runs a few-step Distribution Matching Distillation (DMD) stage that turns the backbone into an action/camera-controllable world model: just two training stages instead of four in minWM, converging in a few hundred steps on 8xH200 GPUs. A single recipe spans Wan2.1-1.3B, Wan2.2-5B, HunyuanVideo-1.5-8B, and LTX-2.3-22B, and also supports secondary fine-tuning of existing bidirectional models. BiWM enables real-world camera control where minWM loses controllability, integrates pluggable history compression (FramePack-style and PackForcing-style) for long rollouts, and offers an optional NVFP4 4-bit training/inference pipeline. To counter DMD's mode-seeking degradation, we add GAN and mass-covering forward-KL objectives that preserve scene dynamics. We open-source BiWM for resource-constrained research and high-fidelity environment simulation.
Latent Spatial Memory for Video World Models
Video world models that maintain 3D spatial consistency across generated frames typically rely on explicit point cloud memory constructed in RGB space. This design is both computationally expensive, requiring repeated rendering and VAE encoding, and inherently lossy, as the round trip through pixel space discards rich features of the learned latent representation. In this paper, we introduce \emph{latent spatial memory} for video world models, a persistent 3D cache that stores scene information directly in the diffusion latent space, avoiding pixel-space reconstruction. Building on this, we propose Mirage, a latent-space spatial memory framework that constructs the memory by lifting latent tokens into 3D via depth-guided back-projection and queries it by synthesizing novel views through direct latent-space warping. This unified formulation eliminates both the information loss of pixel-space reconstruction and the computational burden of repeated encoding and rendering. Experiments show that latent spatial memory achieves up to \textbf{10.57} faster end-to-end video generation and \textbf{55} reduction in memory footprint relative to explicit 3D baselines. Leveraging the geometric prior of the diffusion model, Mirage attains state-of-the-art performance on WorldScore and strong reconstruction quality on RealEstate10K.
Prisma-World: Camera-Controllable Multi-Agent Video World Model
Video world models have made rapid progress in generating controllable visual experiences, but most of them still simulate the world from a single observer. Extending such models to multiple agents raises a central challenge: if each agent's future state is generated independently, overlapping views may instantiate different versions of the same scene, leading to inconsistent objects, layouts, and appearances across agents. Conventional camera conditioning controls individual trajectories, but it does not explicitly couple the generation of views that should agree under shared scene geometry. We introduce Prisma-World, a camera-controllable multi-agent world model that formulates multi-agent generation as a joint geometry-aware denoising process for cross-view consistency. Prisma-World processes all agent videos within one full-attention sequence, uses a multi-agent RoPE design to distinguish agent identities while preserving synchronized temporal coordinates, and injects relative camera geometry into attention to bias overlapping viewpoints toward shared scene evidence. To further strengthen multi-view consistency and enhance global spatial perception, we augment our framework with an overlap-decaying curriculum training paradigm alongside minimap-conditioned structural guidance. To facilitate the training and evaluation of multi-agent models, we introduce PrismaDataset, a large-scale UE5 dataset with panoramic acquisition across diverse scenes, composable multi-agent view groups with flexible agent counts and complex camera trajectories, and precise camera/action annotations for consistency training and evaluation. Experiments show that a single Prisma-World model can generate high-fidelity multi-agent videos with flexible agent numbers, camera controllability, improved cross-view consistency, and spatial grounding under minimap guidance.
DisCo: World Models with Discrete Camera Motion Control
Controllable video world models target interactive world exploration, where models must faithfully execute explicit action commands while preserving visual quality and temporal coherence. However, most existing approaches rely on continuous camera trajectories as action conditions, which often lead to unreliable action following, especially under complex motion sequences. In this work, we identify action representation entanglement as a key bottleneck in controllable video generation, and show that continuous camera representations lead to high feature similarity across distinct motion patterns, degrading action controllability. Based on this insight, we propose DisCo, a controllable video world model that conditions generation on a compact set of discrete action primitives to improve action separability. We further introduce DisCoBench, a comprehensive benchmark for evaluating the ability of models in short-term, long-horizon, and highly dynamic exploration scenarios. Extensive experiments demonstrate that DisCo achieves significantly more reliable action following while preserving visual quality.
AnchorWorld: Embodied Egocentric World Simulation with View-based Evolution Customization
Despite being a pivotal frontier, interactive world modeling remains underexplored in terms of the versatile controllability required by practical scenarios. To bridge this gap, we present AnchorWorld, a framework that advances egocentric simulation through enhanced interaction integrity and a flexible mechanism for world customization. First, we utilize 3D human motion as the primary interaction modality. To complement the out-of-view or truncated body parts in egocentric views, we introduce an auxiliary training supervision that incorporates exogenous viewpoints decoupled from the agent's first-person sensorium. It allows the model to observe the agent's full-body positioning relative to the environment, facilitating a more robust spatial grounding of human-world interactions. Furthermore, we propose a simple yet effective mechanism for customizing self-evolving worlds. This is achieved by defining anchor views within a unified world coordinate system, coupled with textual descriptions dictating the dynamic evolution of local scenes. Experimental results show that AnchorWorld significantly outperforms state-of-the-art baselines, while ablation studies validate the effectiveness of our key designs. Notably, our customization scheme exhibits promising spatio-temporal geometric consistency and adheres strictly to the prescribed evolutionary dynamics.
OSCAR: Omni-Embodiment Action-Conditioned World Model for Robotics
We present OSCAR, a precise action-conditioned video world model that generalizes across different robot embodiments and enables robot policy evaluation. Existing video world models face three main challenges for real-world robot evaluation: limited scenario diversity in current robot training datasets, imprecise action following, and poor generalization across embodiments for broad adoption. We tackle these challenges from two perspectives. At its core is a large-scale standardized data pipeline that curates, filters, and deduplicates broad robotics and egocentric human datasets, yielding a clean joint-training dataset that spans diverse tasks, scenarios, actions, and robot embodiments. To condition the video model, we adopt 2D kinematic skeleton rendering as a unified conditioning representation that generalizes across different robot arms or even human hands. We finetune the Cosmos-Predict2.5-2B model on a single GH200 GPU. Our model achieves significant improvement on action following, appearance quality, and motion consistency, compared to existing baselines, which either have a much larger model size or require more GPUs. We further deploy OSCAR to evaluate robot policies from RoboArena. Extensive experiments demonstrate the significant correlation between our virtual policy evaluation in OSCAR and real-world evaluation, paving the way for the future where robot policies can be purely evaluated in virtual generated worlds.
MetaWorld: Scaling Multi-Agent Video World Model from Single-view Video Data
Video world models are a foundational generative technology for embodied AI and the Metaverse, yet existing approaches are inherently limited to a single agent observing from a single perspective. Extending these models to multi-agent settings introduces two critical challenges: data scarcity (coordinated multi-view recordings are prohibitively expensive to collect for general open-domain scenarios) and world state alignment (independently generated video streams cannot ensure that shared physical environments and events evolve consistently across views). To address these challenges, we propose MetaWorld, a novel framework that scales multi-agent video world models to open-domain environments directly from single-view videos. First, we introduce Monocular World-State Unrolling (MWSU) to explicitly decompose monocular footage into the camera operator's ego-motion and the visible subject's spatial trajectory. This camera-trajectory decomposition naturally extracts synchronized multi-agent motion data within a shared 3D space, completely bypassing the need for multi-camera setups. Second, for precise visual control, we develop the Subject-Aware World Generator to enable appearance-driven simulation conditioned on per-agent identity images. Finally, to ensure both views are grounded in the identical physical reality, we propose World-State Alignment, a per-frame inter-branch cross-attention mechanism inserted at every transformer layer of the video DiT. By jointly synchronizing the denoising process, WSA enforces both static geometric consistency and dynamic motion consistency, encouraging that the shared 3D environment and physical events remain well-aligned across both egocentric views. Extensive experiments demonstrate that MetaWorld achieves superior cross-view consistency and identity fidelity, establishing a highly scalable, physics-driven paradigm for multi-agent video world modeling.
Geometry-Aware Implicit Memory for Video World Models
Video world models aim to simulate controllable visual environments, but long-horizon rollouts depend on what the model remembers after observations leave its native context window. Explicit memories retain frames or online 3D reconstructions, which can suffer from heuristic retrieval errors, redundant appearance storage, or reconstruction artifacts. Implicit memories compress history into a compact state, but existing designs are not explicitly constrained to encode cross-view scene geometry. We propose GIM-World, a geometry-aware implicit memory framework for video world models. A lightweight transformer encoder compresses variable-length history into fixed-size memory tokens, a camera-queryable geometry head distills 3D scene structure from a frozen foundation model into the memory during training, and an information-guided pruning rule keeps encoding cost bounded as history grows. The geometry teacher is discarded at inference, leaving a lightweight memory module. Experiments on MIND show that GIM-World better preserves long-horizon geometric and visual consistency than both explicit- and implicit-memory baselines.
RoboTrustBench: Benchmarking the Trustworthiness of Video World Models for Robotic Manipulation
Video world models are increasingly used in robotic manipulation, yet existing benchmarks mostly evaluate them under valid, feasible, and safe instructions. We introduce RoboTrustBench, a benchmark for evaluating the trustworthiness of video world models under four scenarios: Normal, Constraint-Sensitive, Counterfactual, and Adversarial. Built from real-world DROID episodes, RoboTrustBench contains 1,207 expert-validated instruction-image pairs and a six-dimensional evaluation protocol with 13 fine-grained criteria. Evaluating seven representative video world models with human and MLLM assessment, we find that current models often generate visually coherent videos, but struggle with constraint reasoning, counterfactual grounding, physical interaction, and unsafe-instruction suppression. These results show that visual quality and surface-level instruction following are insufficient for trustworthy robotic video world modeling.
Towards Interactive Video World Modeling: Frontiers, Challenges, Benchmarks, and Future Trends
With rapid development of large language models and diffusion-based content generation, world modeling has attracted increasing research attention, benefiting various downstream domains such as game engines, embodied AI, autonomous driving, etc. Through explicitly incorporating user actions into world state transition, recent literature empowers world modeling with interactivity in an action-conditioned video or 3D generation paradigm, further enhancing controllability over world evolutions and facilitating users to freely traverse, manipulate, navigate, and personalize the state evolution. In this paper, we aim to systematically review recent research trends, technical developments, evaluation benchmarks, and also propose future potential directions in interactive world modeling. Specifically, we first summarize recent efforts and trends in terms of application scenarios, world state evolution, and scene modality. Afterwards, we delve into three crucial technical challenges, including action-conditioned controllability, long-horizon interactions and memory, and action-following responsiveness for real-time interactivity. Furthermore, we also thoroughly compare existing benchmarks and metrics in four specific application fields: open-world exploration, game engine, autonomous driving, and robotics. Finally, we discuss several promising future directions in achieving next-generation interactive world modeling. The corresponding repository is publicly available at: https://github.com/liujiuming123/Awesome-Interactive-World-Model.
-WM: A Unified Video-Action World Model for Robotic Manipulation
Robotic manipulation requires models that generate executable actions while anticipating and evaluating their future consequences before physical execution. We present -World Model (-WM), a unified video-action world model that integrates policy learning, video prediction, and action evaluation within a single future-predictive framework. Built on a shared video diffusion backbone, -WM provides two complementary interfaces. First, a video action model jointly predicts future visual latents and continuous action chunks from multi-view observations, language instructions, and robot state. Second, an action-conditioned video simulator rolls out candidate action chunks into multi-view futures and predicts dense task-progress scores. The model is trained on approximately hours of real-robot teleoperation, UMI-style interaction, egocentric human videos, and rollout or failure trajectories using modality-specific supervision masks. At inference time, -WM uses test-time computation to sample action candidates, rank them with re-denoising consistency, and invoke simulator-based rectification for low-quality candidates. On challenging long-horizon and fine-grained robotic manipulation tasks, -WM shows superior performance over other relevant baselines.
MBench: A Comprehensive Benchmark on Memory Capability for Video World Models
Recent advancements in video-based world models have demonstrated an unprecedented ability to synthesize high-fidelity visual sequences. However, a fundamental gap persists between visually plausible video generation and the functional requirements of a world model, particularly in maintaining a stable and reasonable internal state over extended temporal horizons. While existing benchmarks primarily emphasize visual quality, motion coherence, and text-video alignment, they largely overlook memory, the core capability of a world model to preserve consistency across long-term horizons and complex interactions. To address this gap, we present \textbf{MBench}, a comprehensive benchmark dedicated to quantifying and evaluating the memory capability of video world models. We systematically decompose the memory capability of video world models into three hierarchical and complementary core dimensions: entity consistency, environment consistency, and causal consistency, which are further refined into 12 quantifiable sub-dimensions for comprehensive characterization of long-term memory. Our benchmark is built upon rigorously curated real-captured long videos, and evaluated by rule-based quantitative matrices and VLM to enable objective and comprehensive consistency assessment. Extensive evaluations of mainstream state-of-the-art video world models reveal critical systemic limitations of existing methods in long-term state retention, providing a standardized benchmark and clear research direction to advance the field.
Physical Object Understanding with a Physically Controllable World Model
A central challenge in visual intelligence is learning the physical structure of scenes from raw videos: how regions form objects and the laws that govern their interactions. Solving these tasks requires world models capable of inferring distributional states of the world from partial observations - capabilities that current architectures do not provide. We introduce a new class of probabilistic world models that support estimation of the probability of any visual variable, such as appearance and dynamics, conditioned on any other variables. Here, we identify that these models can be trained efficiently with autoregressive sequence modeling, yielding world models from which rich object understanding emerges. First, we demonstrate that our model captures the physical laws governing how objects move by generating multiple plausible future states of the world through sequential inference. Then, by analyzing motion correlations across these futures, we extract objects and articulated object subparts. Having discovered these objects, we show that our world model can manipulate them in 3D. Finally, we demonstrate how physical relationships between objects can be computed from the world model, enabling applications such as Visual Jenga.
StressDream: Steering Video World Models for Robust Policy Evaluation and Improvement
Video world models (WMs) have shown promise for policy evaluation and improvement by imagining realistic future observations conditioned on ego-robot actions. While WMs can model distributions over futures, policy evaluation and improvement typically rely on nominal imaginations, which can miss high-impact outcomes of robot actions unless prohibitively many samples are drawn. To enable robust policy evaluation and improvement over WM imaginations, we propose StressDream, which steers imaginations toward high-impact yet plausible outcomes specified at inference time by optimizing the initial noise of diffusion-based WMs. However, optimizing high-dimensional noise is challenging: the optimization must reason about nuanced, scene-dependent target events in generated videos while avoiding out-of-distribution (OOD) noise that yields implausible imaginations. We address this with two complementary objectives: a semantic objective with a Vision-Language Model that provides informative gradients by reasoning about the generated video, and a plausibility objective that prevents the optimized noise from drifting OOD. With state-of-the-art video world models for autonomous driving and robotic manipulation, we show that StressDream effectively steers imaginations toward high-impact yet plausible outcomes specified by text at inference time, such as task failures, enabling robust policy evaluation and improvement by identifying actions whose plausible futures include undesirable outcomes. Video results are available at https://junwon.me/StressDream/.
Light Interaction: Training-Free Inference Acceleration for Interactive Video World Models
Interactive video world models generate video chunk by chunk in response to user-controlled camera movements, enabling applications such as real-time game simulation, virtual scene navigation, and embodied AI training. However, scaling to long interactive trajectories is prohibitively expensive due to growing context memory, quadratic attention complexity, and repeated denoising steps. We present Light Interaction, a training-free inference acceleration framework for interactive video world models. Our key insight is that interaction naturally enables trajectory-dependent adaptive computation: retrieved spatial memory can be discarded during novel exploration, temporal context can be adjusted according to local latent dynamics, and early-step model outputs can be reused when the camera revisits familiar regions. Based on this insight, Light Interaction combines adaptive context management, denoising cache acceleration, and hardware-software co-designed 3D block sparse attention with fused Triton kernels. Evaluated on HY-WorldPlay and Matrix-Game-3.0, Light Interaction achieves up to 2.59x speedup without model retraining while maintaining competitive visual quality.
minWM: A Full-Stack Open-Source Framework for Real-Time Interactive Video World Models
Recent video diffusion foundation models have achieved remarkable progress in high-quality video generation, yet turning them into real-time interactive video world models remains challenging. Interactive world models require controllable, causal, and low-latency rollout, which in practice demands a full pipeline spanning data construction, controllable fine-tuning, autoregressive training, few-step distillation, and streaming inference. In this work, we present minWM, a full-stack open-source framework for building real-time interactive video world models. minWM provides an end-to-end pipeline that converts existing bidirectional T2V/TI2V video foundation models into camera-controllable few-step autoregressive world models. Specifically, minWM first fine-tunes a bidirectional video diffusion model with camera control, and then applies the Causal Forcing / Causal Forcing++ pipeline, including AR diffusion training, causal ODE or causal consistency distillation, and asymmetric DMD, to distill it into a few-step autoregressive generator for low-latency rollout. The framework is modular and architecture-extensible: we instantiate it on representative open backbones, including Wan2.1-T2V-1.3B and HY1.5-TI2V-8B, covering both cross-attention-based condition injection and MMDiT-style architectures. minWM also supports adapting existing video world models, such as HY-WorldPlay, to new data distributions, training recipes, and latency targets. Beyond releasing runnable scripts, checkpoints, documentation, and inference code, we provide practical ablations on camera trajectory quality, controllability training steps, and minimal batch-size requirements. We hope minWM serves as a reproducible and extensible recipe for building and adapting real-time interactive video world models. Project Page: https://github.com/shengshu-ai/minWM
Gamma-World: Generative Multi-Agent World Modeling Beyond Two Players
World models for interactive video generation have largely focused on single-agent settings, where future observations are generated from a single control signal. However, many generated environments require multi-agent interaction: multiple players, robots, or embodied agents act simultaneously within a shared space. Scaling world models to such settings requires a principled multi-agent design: agents should remain independently controllable, permutation-symmetric, and support efficient inference while maintaining consistency across time and perspectives. In this paper, we present our generative multi-agent world model for interactive simulation. It introduces Simplex Rotary Agent Encoding, a parameter-free extension of 3D RoPE that represents agents as vertices of a regular simplex in rotary angle space. This gives each agent a distinct phase while making all agents permutation-equivalent, enabling scalable agent identity without learned per-slot identities or a fixed agent ordering. To avoid dense all-to-all attention across agents, we further propose Sparse Hub Attention, where learnable hub tokens mediate token interaction across agents, reducing cross-agent attention cost from quadratic to linear in the number of agents. For real-time rollout, we distill a full-context diffusion teacher into a causal student that generates temporal blocks sequentially with KV caching, enabling action-responsive generation at 24 FPS. Experiments in multiplayer virtual environments show that our model improves video fidelity, action controllability, and inter-agent consistency over slot-based and dense-attention baselines, while generalizing from two to four players without additional training.
What-If World: A Causal Benchmark for General World Models in Embodied Scenarios
Video generation models are increasingly used as world simulators for tasks like driving and robotic manipulation. What matters in these settings is not whether a single video looks right, but whether the model's output changes when its input changes. We test this by giving a model two prompts describing the same scene with one physical detail varied, and checking whether the two videos diverge the way physics predicts. The wording difference between the prompts is small by design, since only one variable is changed, but the correct physical difference is not. A model that misses this can still produce two videos that each look plausible individually, and existing benchmarks score videos one at a time and cannot detect this failure. We introduce What-If World, 319 such prompt pairs built on real frames from nuScenes and DROID, organized by a taxonomy of six physical variables shared across driving and manipulation. Each pair is scored with APEO, a four-part rubric checking whether each video follows its prompt (Adherence), is physically consistent (Physics), preserves the shared scene (Environment), and ends in the correct difference (Outcome). Across nine state-of-the-art models, no system exceeds 52% on the paired score, and open-source models cluster near 28%. Every model tested fails on a large fraction of causal interventions, indicating substantial room before these models can reliably support action-conditioned simulation or model-based planning. Where models do score well, performance appears to track the visual prominence of the intervention rather than the tractability of its underlying physics. Some visually subtle interventions score as low as 14.2%, while visually pronounced ones reach 40.4%.
WBench: A Comprehensive Multi-turn Benchmark for Interactive Video World Model Evaluation
Interactive world models are advancing rapidly, yet existing benchmarks cover only part of the required competencies, leaving no unified standard for systematic evaluation. To fill this gap, we introduce WBench, a comprehensive multi-turn benchmark for interactive world model evaluation along five dimensions, namely video quality, setting adherence, interaction adherence, consistency, and physics compliance. WBench contains 289 test cases and 1,058 interaction turns, where each case specifies a world setting and a multi-turn interaction sequence, covering diverse scenes, styles, subjects, and both first- and third-person perspectives, together with four interaction types, including navigation, subject action, event editing, and perspective switching. For navigation, WBench unifies text, 6-DoF pose, and discrete-action control, enabling evaluation of models with different native input interfaces. Evaluation uses 22 automatic sub-metrics that combine specialist vision models with large multimodal models, and all metrics are validated against human judgments. Across 20 state-of-the-art models, we find that no single model performs strongly across all dimensions. We provide detailed diagnostic insights into the characteristic strengths, weaknesses, and open challenges of each model. Code and data are available at https://github.com/meituan-longcat/WBench.
WorldCraft: From Camera Navigation to Object Manipulation in Interactive Video World Models
Recent video-based world models have made pixel-space environments interactive at the camera level: users can navigate viewpoints while the model generates coherent visual continuations. Yet their action spaces remain incomplete: users can move the camera, but cannot act on individual objects. Since real-world interaction is inherently object-centric, such models remain closer to passive scene observers than truly manipulable environments. We present WorldCraft, a framework that expands interactive video world models from camera navigation to object-level trajectory actions. Given a user click and a sketched path, WorldCraft generates future frames in which the selected object follows the prescribed trajectory while the camera continues to navigate the scene. WorldCraft achieves this through a trajectory-centric control pipeline: First, Normalized World Trajectory (NWT) represents user-drawn motion in a camera-invariant world coordinate system and dynamically re-projects it under the current camera pose, separating object motion from camera-induced screen-space displacement; Spatial-Pathway LoRA (SP-LoRA) then injects this world-space signal through the model's spatial-control pathway, adding object manipulation capability while preserving the pretrained camera controller; finally, Trajectory-Anchored State Persistence (TASP) treats the world trajectory as a persistent spatial state and refreshes autoregressive memory after trajectory-conditioned generation, allowing moved objects to reappear at their updated positions after leaving the camera view. Experiments show that WorldCraft enables accurate object control, preserves the video-based world model's camera fidelity under camera-only evaluation, and maintains object state across long autoregressive rollouts with off-camera excursions.
World Models as Group Actions
Video world models have achieved strong visual realism, but this does not ensure that their dynamics are truly governed by actions. In this work, we argue that action faithfulness should be understood through the compositional structure of actions, which in many embodied settings follows a group structure (e.g., SE(2) for navigation). Based on this insight, we formalize action-conditioned world modeling as realizing a group action on the state space, providing a principled criterion for evaluating dynamics beyond visual quality. To operationalize this framework, we propose a unified approach that enforces identity, inverse, and composition consistency via latent-space regularization with synthesized supervision, avoiding additional data collection. We further introduce two metrics: Group-Action Consistency (GAC) and Group-Action Robustness (GAR), to evaluate structural correctness and rollout stability. Extensive experimental results show that our method consistently improves both GAC and GAR in state-of-the-art video world models without degrading perceptual quality.
Causal Physics Steering in Video World Models via Concept Activation Vectors
Video world models learn representations of physical dynamics, but controlling their physical expectations at inference time remains an open problem. Recent interpretability work identified a Physics Emergence Zone (PEZ), a group of middle transformer layers in VideoMAE where physical plausibility is represented separately from other visual features. However, it remained unclear whether this structure could be used to directly control the model's physics reasoning. We present physics steering, a training-free method that uses the weight vector of a linear probe at a PEZ layer as a Concept Activation Vector (CAV) and injects it into hidden states during inference. This shifts the model's physical expectations without changing any model weights. On the IntPhys benchmark, this intervention reliably shifts the model's plausibility judgment in either direction, depending on the steering sign. The effect appears only when the intervention is applied within the Physics Emergence Zone, suggesting that the relevant physics representation is localized there. We further find that physics is encoded separately from motion direction, and that different intuitive physics principles occupy distinct directions within this representation space. Together, these results show that physical reasoning in VideoMAE is not only readable, but also directly steerable.
Unified 3D Scene Understanding Through Physical World Modeling
Understanding 3D scenes requires flexible combinations of visual reasoning tasks, including depth estimation, novel view synthesis, and object manipulation, all of which are essential for perception and interaction. Existing approaches have typically addressed these tasks in isolation, preventing them from sharing a common representation or transferring knowledge across tasks. A conceptually simpler but practically non-trivial alternative is to unify these diverse tasks into a single model, reducing different tasks from separate training objectives to merely different prompts and allowing for joint training across all datasets. In this work, we present a physical world model for unified 3D understanding and interaction (3WM), formulated as a probabilistic graphical model in which nodes represent multimodal scene elements such as RGB, optical flow, and camera pose. Diverse tasks emerge from different inference pathways through the graph: novel view synthesis from RGB and dense flow prompts, object manipulation from RGB and sparse flow prompts, and depth estimation from RGB and camera conditioning, all zero-shot without task-specific training. 3WM outperforms specialized baselines without the need for finetuning by offering precise controllability, strong geometric consistency, and robustness in real-world scenarios, achieving state-of-the-art performance on NVS and 3D object manipulation. Beyond predefined tasks, the model supports composable inference pathways, such as moving objects aside while navigating a 3D environment, enabling complex geometric reasoning. This demonstrates that a unified model can serve as a practical alternative to fragmented task-specific systems, taking a step towards a general-purpose visual world model.
Learning a Particle Dynamics Model with Real-world Videos
Data-driven learning approaches for physics simulation, sometimes referred to as world models, have emerged as promising alternatives to traditional physics simulators due to their differentiable nature. Prior work has demonstrated impressive results in predicting the motions of rigid and non-rigid objects in complex scenes involving multiple interacting bodies. However, these models are typically trained in simulated environments because obtaining perfect state information such as complete scene point clouds and point correspondences over time is challenging in real-world settings. This reliance on synthetic data can limit their applicability when the sim-to-real gap is large. In this work, we aim to overcome these limitations by introducing a novel framework for training neural object dynamics models directly from unlabeled real-world videos. Specifically, we propose to learn a particle-based dynamics model compatible with a Gaussian splatting framework, which operates on dense particles derived from Gaussians (i.e., particles with scales and rotations) and predicts their position and rotation changes over time. The model is trained via rendering supervision, enabling learning from real-world videos without requiring particle-level labeled states. Our model operates directly on dense Gaussians without relying on heuristic subsampling anchor points. To enable this study, we also present a real-world dataset consisting of about 500 videos capturing diverse object interactions.
SCOPE: Simulating Cross-game Operations in Playable Environments for FPS World Models
Interactive world models for first-person shooter (FPS) games must resolve high-frequency overlapping control signals at every frame without disrupting unaffected regions. Existing methods inject actions globally and train on single titles, failing under dense FPS inputs. We observe that FPS actions are spatially selective: discrete events such as firing or reloading affect only a localized region around the weapon (the scope), while continuous camera and movement signals govern stable surroundings. We propose SCOPE, which inserts a conditioning module into each transformer block of a pretrained video diffusion model. It reshapes features into per-pixel temporal sequences so that each position computes its action response from local visual content. This separates in-scope effects from out-of-scope generation without segmentation labels. We also introduce CrossFPS, the first multi-game FPS dataset with frame-aligned action telemetry. It comprises 69K clips from 7 titles with 10-DoF controller signals, curated to remove gameplay bias. The model learns general visual-to-action mappings rather than game-specific patterns, enabling zero-shot transfer to unseen scenes. Experiments confirm strong action responsiveness, precise scope separation, and effective cross-game generalization.
Improved Vision-to-Chart Buoy Association with Learned World-to-Image Projection
This report presents a lightweight modification to the DETR-based fusion transformer baseline for the MaCVi 2026 Vision-to-Chart data association challenge. The challenge baseline decoder receives per-buoy queries encoding world-space distance and bearing, forcing the transformer to implicitly learn the complex geometric projection from world coordinates to image pixels. Instead, this work trains an additional dedicated MLP, QueryMLP, to explicitly predict the buoy's waterline contact point in the image from chart measurements and IMU orientation data. The predicted pixel coordinates are appended to the baseline decoder query vector, providing a direct spatial prior per buoy and reducing the geometric reasoning burden on the transformer decoder. On the challenge leaderboard, the presented approach achieves an Overall score of 0.7386, with F1 = 0.8055 and mIoU = 0.6718, on the held-out test set, placing second among all submissions.
WorldKV: Efficient World Memory with World Retrieval and Compression
Autoregressive video diffusion models have enabled real-time, action-conditioned world generation. However, sustaining a persistent world, where revisiting a previously seen viewpoint yields consistent content, remains an open problem. Full KV-cache attention preserves this consistency but breaks real-time constraints: memory footprint and attention cost grow linearly with rollout length. Sliding window inference restores throughput but discards long-term consistency. We propose WorldKV, a training-free framework with two components: World Retrieval and World Compression. World Retrieval stores evicted KV-cache chunks in GPU/CPU memory and selectively retrieves scene-relevant chunks via camera/ action correspondence, inserting them back into the native attention window without re-encoding. World Compression prunes redundant tokens within each chunk via key-key similarity to an anchor frame, halving per-chunk storage to fit 2x more history under a fixed budget. On Matrix-Game-2.0 and LingBot- World-Fast, WorldKV matches or exceeds full-KV memory fidelity at roughly 2x the throughput, and is competitive with memory-trained baselines without any fine-tuning. Project Page: https://cvlab-kaist.github.io/WorldKV/
GEM-4D: Geometry-Enhanced Video World Models for Robot Manipulation
Video world models can generate realistic futures from a single instruction, but they often fail to track the same physical points consistently across time. As a result, the generated videos appear plausible, yet lack the physical grounding required for reliable action execution, such as robot manipulation. We present GEM-4D, a geometry-grounded video world model that resolves this limitation by injecting dense 4D correspondence supervision distilled from a pretrained geometry foundation model into the video generative backbone during training. This supervision enables the model to jointly capture appearance and geometric structure while retaining a single-stream architecture with no additional inference cost. We further introduce an inverse dynamics module that converts correspondence-consistent video rollouts into executable robot trajectories, enabling direct deployment in both real-world and simulated manipulation. GEM-4D achieves state-of-the-art performance on both video prediction and geometric consistency across both simulation and realistic scenarios and improves real-world manipulation success from 61% to 81%. Additional results are available at https://gem-4d.github.io/.
GaussianDream: A Feed-Forward 3D Gaussian World Model for Robotic Manipulation
Vision-language-action (VLA) policies have advanced language-conditioned robotic manipulation by transferring semantic priors from pretrained vision-language models to action generation. However, standard action-imitation learning often lacks sufficient modeling of explicit 3D spatial information, dense geometric supervision, and future environment evolution, all critical for precise robotic interaction. To address this, we propose \textbf{GaussianDream}, a feed-forward 3D Gaussian world-model plug-in. Specifically, we introduce learnable GaussianDream Queries in the encoder, enabling the model to capture current-frame 3D spatial structure and short-horizon future evolution. During training, the latent GaussianDream prefix is processed by a static reconstruction head and a future prediction head to produce current 3D Gaussian scene states and future Gaussian evolution states. The current branch is supervised by RGB rendering and depth, while the future branch uses future RGB, depth, and pseudo 3D scene-flow signals. During inference, GaussianDream discards all auxiliary heads and retains only the learned prefix to condition action generation, without test-time Gaussian reconstruction or future prediction. Experimental results demonstrate that GaussianDream achieves state-of-the-art performance across multiple robotic manipulation benchmarks, reaching \textbf{98.4%} on LIBERO, \textbf{54.8%} on RoboCasa Human-50, and \textbf{50.0%} on real-robot tasks. Compared with existing 3D-enhanced VLA methods, GaussianDream achieves strong accuracy while providing higher inference efficiency than video-based world-model approaches.
Incantation: Natural Language as the Action Interface for Multi-Entity Video World Models
Modern interactive video world models have achieved impressive visual fidelity, yet lack fine-grained multi-entity control and cross-entity, cross-world generalization. We trace this gap to the action interface: standard control protocols (e.g. animation IDs, device inputs, scene-level captions) bind action semantics to specific entities or engines at design time. We propose natural language as the interface to unlock expressiveness that no prior interface can achieve, and we present Incantation, the first interactive video world model with per-latent-frame (0.25 s) natural-language conditioning that supports simultaneous multi-entity control and concept-level cross-entity transfer beyond any fixed rendering pipeline. We pair a pretrained bidirectional video backbone with frame-local text cross-attention, and enable real-time long-horizon streaming through ODE-initialized Self-Forcing distillation with a RoPE-decoupled sliding KV-cache. We surpass the Action-Index baseline on cross-entity transfer (89% vs. 43%) and out-of-vocabulary prompts (90% vs. 0%), and our 2-step student sustains 19.7 FPS at 480p with stable FVD over 2-hour rollouts. We further apply the same architecture and training recipe to The King of Fighters, changing only the per-entity action vocabulary slots. We have released a preview subset of the Incantation dataset at https://huggingface.co/datasets/zhush/incantation-elden-ring-scenes, containing manually collected Elden Ring player-boss combat clips with structured action-oriented metadata. Larger-scale Elden Ring and KOF data will be released with the full project.
Nano World Models: A Minimalist Implementation of Future Video Prediction
World models have become a central paradigm for learning predictive simulators that support generation, planning, and decision-making. Yet, despite rapid progress in industry-scale interactive video generation, the broader research community still lacks compact, reproducible, and easily extensible implementations for studying the design choices underlying modern world models. We introduce Nano World Models, a minimalist codebase for future video prediction centered around diffusion forcing. Nano World Models provides a unified interface for generative objectives, model scales, action-conditioning mechanisms, latent observation spaces, datasets, evaluation protocols, and long-horizon rollout procedures. This design enables controlled studies of world-modeling components that are often entangled across separate implementations. Through experiments across simple control environments, game simulation, and real-robot data, we examine how prediction parameterization, architecture scale, action injection, sampling budget, and domain complexity affect video prediction quality and autoregressive rollout behavior. By releasing code, configurations, evaluation scripts, and pretrained checkpoints, Nano World Models aims to provide a compact yet extensible experimental substrate for open, reproducible, and scientific world-model research.
GeoWorld-VLM: Geometry from World Models for Vision-Language Models
Modern Vision-Language Models (VLMs) achieve strong semantic recognition, yet remain brittle on elementary spatial relations such as left of, on, behind, and between. One cause of this failure arises before language reasoning begins: the visual pathway may compress or discard critical 3D structural cues during feature extraction, so the language model receives image representations that are already insufficient for reliable spatial judgment. We introduce GeoWorld-VLM, a VLM-side distillation framework that transfers geometric structure from frozen camera-conditioned video world models into VLMs. GeoWorld-VLM fine-tunes only the image encoder and multimodal projector, aligning post-projector image features with intermediate world-model representations while leaving the main backbone frozen. Given images, a prompt, and a sampled camera trajectory, the world-model teacher converts static visual input into a synthetic multi-view spatial signal. Training combines spatial answer supervision, teacher-student feature alignment, and a preservation anchor to the original VLM. Since the language model remains frozen, GeoWorld-VLM preserves the original model's linguistic capabilities while attributing spatial improvements to the enhanced visual pathway. To evaluate the effectiveness and generality of the proposed method, we apply GeoWorld-VLM to two distinct VLM architectures and observe consistent improvements across both backbones. GeoWorld-VLM improves performance by approximately 4 percent on both the What'sUp and VSR benchmarks, suggesting that world-model-guided visual alignment generalizes across model structures and spatial reasoning datasets.
SWoMo: Neuro-Symbolic World Model for Cataract Surgery Simulation
Realistic surgical simulation plays a crucial role in training novice surgeons and in the development of autonomous agents. World models can scale such simulation environments to realistic and diverse procedures by predicting future patient states conditioned on current observations and surgical actions. However, current state-of-the-art approaches often fail to satisfy key criteria required for clinical applicability, including visual realism, physically grounded interactions, and the ability to simulate scenarios beyond the training distribution. Hence, we introduce SWoMo, a neuro-symbolic world model for cataract surgery simulation that decouples motion generation from visual realism. The symbolic component, consisting of a rule-based simulator and scene graph representations, models motion dynamics and tool-tissue interactions, while a diffusion model produces realistic visual appearance, including textures and tissue deformations. We propose an inverse pairing strategy that reconstructs real surgical videos in the simulator to obtain paired simulated and real videos, which are then used to train our video diffusion model for the reverse objective of sim-to-real translation. Our experiments show both qualitative and quantitative improvements over prior work. We demonstrate that our simulator further satisfies the key criteria, including generalisation to unseen interaction geometries, improvements in downstream phase detection, and unsupervised video style transfer. The code, data, and model weights are available at: https://ssharvienkumar.github.io/SWoMo/
Structure Abstraction and Generalization in a Hippocampal-Entorhinal Inspired World Model
Humans abstract experiences into structured representations to facilitate pattern inference and knowledge transfer. While the hippocampal-entorhinal (HPC-MEC) circuit is known to represent both spatial and conceptual spaces, the mechanisms for concurrently extracting abstract structures from continuous, high-dimensional dynamics remain poorly understood. We propose a brain-inspired hierarchical model that simultaneously infers latent transitions and constructs a predictive visual world model. Our architecture employs an inverse model for structural extraction alongside an HPC-MEC coupling model that dissociates relational structures (MEC) from integrated episodic scenes (HPC). Using primitive transformation dynamics as a benchmark, we demonstrate the model's capacity for structural abstraction. By leveraging velocity-driven path integration, the framework enables robust prediction and structural reuse across diverse contexts, thereby achieving structural generalization. This work provides a novel computational framework for understanding how brain-inspired, self-supervised learning of world models facilitates the acquisition of reusable abstract knowledge.
Latent Video Prediction for World Modeling: An Evaluation Uncovering Intriguing Favorable Evidence
Self-supervised video models are increasingly framed as world models, yet they are still evaluated almost entirely on clean video and reported as a final task score, obscuring how their representations behave under the degraded and ambiguous conditions a deployed world model must handle. We present the first systematic study of this component, analyzing four matched-capacity frontier self-supervised learning models that are strong candidates for world-model encoders -- V-JEPA 2.1, V-JEPA 2, VideoPrism, and VideoMAEv2 -- across five robustness axes relevant to their deployment as video world models: feature discriminability, corruption robustness, fine-grained discrimination, occlusion robustness, and sensitivity to temporal direction. We run the study on Something-Something-v2 and repeat every axis that ports on the egocentric EGTEA Gaze+, where the model ordering is unchanged. Our results reveal a distinct and consistent profile for latent-prediction models across all five axes. They degrade more gracefully under pixel corruption, preserve usable class structure rather than mere geometric stability under occlusion, capture fine-grained physical contact cues without reconstructing pixels, and uniquely encode the arrow of time. We finally test whether these representation-level differences matter for downstream world modeling, pairing each frozen encoder with an identical action-conditioned predictor and planner in a simulated manipulation environment. Only latent prediction yields near-complete task success, remains effective under degraded observations, and transfers to a manipulation task for which the predictor was never trained. Our results provide concrete new evidence that latent prediction is a promising foundation for robust world modeling.
PanoWorld: Geometry-Consistent Panoramic Video World Modeling
We present PanoWorld, a panoramic video world model that generates geometry-consistent 360 video from a single image and a caption. Existing panoramic video methods optimize primarily for visual realism and do not explicitly constrain the underlying 3D scene state, producing outputs that appear plausible yet exhibit inconsistent depth, broken correspondences, and implausible motion across the spherical surface. We address this gap by framing panoramic video generation as a geometry- and dynamics-consistent latent state modeling problem rather than pure visual synthesis. Building on a pre-trained perspective video world model, we introduce two lightweight regularizers: a depth consistency loss against pseudo ground-truth panoramic depth, and a trajectory consistency loss that supervises the 3D world-frame positions of tracked points across time. We further apply spherical-geometry-aware adaptation to the conditioning and positional encoding. We additionally introduce PanoGeo, a unified geometry-aware panoramic video dataset with consistent depth, trajectory, and prompt annotations across diverse real and synthetic sources, used for both training and stratified evaluation. Experiments show that PanoWorld improves geometric consistency over prior panoramic generation methods while maintaining competitive visual realism, establishing that panoramic video generation must be treated as a geometric modeling problem to support the holistic spatial understanding requirements of embodied AI applications. Code is available at https://github.com/ostadabbas/PanoWorld.
Quantitative Video World Model Evaluation for Geometric-Consistency
Generative video models are increasingly studied as implicit world models, yet evaluating whether they produce physically plausible 3D structure and motion remains challenging. Most existing video evaluation pipelines rely heavily on human judgment or learned graders, which can be subjective and weakly diagnostic for geometric failures. We introduce PDI-Bench (Perspective Distortion Index), a quantitative framework for auditing geometric coherence in generated videos. Given a generated clip, we obtain object-centric observations via segmentation and point tracking (e.g., SAM 2, MegaSaM, and CoTracker3), lift them to 3D world-space coordinates via monocular reconstruction, and compute a set of projective-geometry residuals capturing three failure dimensions: scale-depth alignment, 3D motion consistency, and 3D structural rigidity. To support systematic evaluation, we build PDI-Dataset, covering diverse scenarios designed to stress these geometric constraints. Across state-of-the-art video generators, PDI reveals consistent geometry-specific failure modes that are not captured by common perceptual metrics, and provides a diagnostic signal for progress toward physically grounded video generation and physical world model. Our code and dataset can be found at https://pdi-bench.github.io/.
SANA-WM: Efficient Minute-Scale World Modeling with Hybrid Linear Diffusion Transformer
We introduce SANA-WM, an efficient 2.6B-parameter open-source world model natively trained for one-minute generation, synthesizing high-fidelity, 720p, minute-scale videos with precise camera control. SANA-WM achieves visual quality comparable to large-scale industrial baselines such as LingBot-World and HY-WorldPlay, while significantly improving efficiency. Four core designs drive our architecture: (1) Hybrid Linear Attention combines frame-wise Gated DeltaNet (GDN) with softmax attention for memory-efficient long-context modeling. (2) Dual-Branch Camera Control ensures precise 6-DoF trajectory adherence. (3) Two-Stage Generation Pipeline applies a long-video refiner to stage-1 outputs, improving quality and consistency across sequences. (4) Robust Annotation Pipeline extracts accurate metric-scale 6-DoF camera poses from public videos to yield high-quality, spatiotemporally consistent action labels. Driven by these designs, SANA-WMdemonstrates remarkable efficiency across data, training compute, and inference hardware: it uses only 213K public video clips with metric-scale pose supervision, completes training in 15 days on 64 H100s, and generates each 60s clip on a single GPU; its distilled variant can be deployed on a single RTX 5090 with NVFP4 quantization to denoise a 60s 720p clip in 34s. On our one-minute world-model benchmark, SANA-WM demonstrates stronger action-following accuracy than prior open-source baselines and achieves comparable visual quality at higher throughput for scalable world modeling.
Is Your Driving World Model an All-Around Player?
Today's driving world models can generate remarkably realistic dash-cam videos, yet no single model excels universally. Some generate photorealistic textures but violate basic physics; others maintain geometric consistency but fail when subjected to closed-loop planning. This disconnect exposes a critical gap: the field evaluates how real generated worlds appear, but rarely whether they behave realistically. We introduce WorldLens, a unified benchmark that measures world-model fidelity across the full spectrum, from pixel quality and 4D geometry to closed-loop driving and human perceptual alignment, through five complementary aspects and 24 standardized dimensions. Our evaluation of six representative models reveals that no existing approach dominates across all axes: texture-rich models violate geometry, geometry-aware models lack behavioral fidelity, and even the strongest performers achieve only 2-3 out of 10 on human realism ratings. To bridge algorithmic metrics with human perception, we further contribute WorldLens-26K, a 26,808-entry human-annotated preference dataset pairing numerical scores with textual rationales, and WorldLens-Agent, a vision-language evaluator distilled from these judgments that enables scalable, explainable auto-assessment. Together, the benchmark, dataset, and agent form a unified ecosystem for assessing generated worlds not merely by visual appeal, but by physical and behavioral fidelity.
PROWL: Prioritized Regret-Driven Optimization for World Model Learning
Modern action-conditioned video world models achieve strong short-horizon visual realism, yet remain unreliable on rare, interaction-critical transitions that dominate downstream planning and policy performance. Because passive demonstration data systematically under-samples these high-impact regimes, improving robustness requires actively eliciting model failures rather than relying on their natural occurrence. We introduce a KL-constrained adversarial curriculum in which a policy is trained to expose high-error trajectories of a diffusion-based world model while remaining close to the behavior distribution. The world model is continuously fine-tuned on these adversarially discovered trajectories, yielding an adversarial training loop that converts rare failures into a stable, near-distribution training signal without drifting into out-of-distribution exploitation. To maintain pressure on unresolved weaknesses as the model improves, we propose a Prioritized Adversarial Trajectory (PAT) buffer that re-ranks trajectories based on prediction error, action fidelity, and learning progress, focusing training on unresolved failure modes rather than repeatedly revisiting solved cases. We implement our approach in the MineRL framework and evaluate it on held-out out-of-distribution trajectories; PROWL improves robustness over models trained on passive data alone, reveals reward-hacking behaviors under weak behavioral constraints, and demonstrates that effective adversarial world-model training critically depends on balancing exploratory failure discovery with explicit behavioral regularization. Our results suggest that scalable world models benefit not only from larger datasets, but also from selectively generating informative training data.
DeformMaster: An Interactive Physics-Neural World Model for Deformable Objects from Videos
World models for deformable objects should recover not only geometry and appearance, but also underlying physical dynamics, interaction grounding, and material behavior. Learning such a model from real videos is challenging because deformable linear, planar, and volumetric objects evolve under high-dimensional deformation, noisy interactions, and complex material response. The model must therefore infer a physical state from visual observations, roll it forward under new interactions, and render the resulting dynamics with high visual fidelity. We present DeformMaster, a video-derived interactive physics-neural world model that turns real interaction videos into an online interactive model of deformable objects within a unified dynamics-and-appearance framework. DeformMaster preserves structured physical rollout while using a neural residual to compensate for unmodeled effects, grounds sparse hand motion as distributed compliant actuator for hand-continuum interaction, represents material response with spatially varying constitutive experts, and drives high-fidelity 4D appearance from the predicted physical evolution. Experiments on real-world deformable-object sequences demonstrate DeformMaster's ability to roll out future dynamics and render dynamic appearance, outperforming state-of-the-art baselines while supporting novel action rollout, material-parameter variation, and dynamic novel-view synthesis. Project page: https://can-lee.github.io/deformmaster-web/
ACWM-Phys: Investigating Generalized Physical Interaction in Action-Conditioned Video World Models
Action-conditioned world models (ACWMs) have shown strong promise for video prediction and decision-making. However, existing benchmarks are largely restricted to egocentric navigation or narrow, task-specific robotics datasets, offering only limited coverage of the rich physical interactions required for generalized world understanding. We introduce ACWM-Phys, a new benchmark for evaluating action-conditioned prediction under diverse physical dynamics in a clean, controllable simulation environment with a carefully designed action space. ACWM-Phys contains training and evaluation data spanning rigid-body dynamics, kinematics, deformable-object interactions, and particle dynamics. To evaluate both interpolation and generalization, we design in-distribution and out-of-distribution protocols with controlled shifts in interaction patterns or scene configurations. By building the benchmark in a fully controllable simulator, ACWM-Phys enables precise data collection, reproducible evaluation, and systematic analysis of model capabilities for physically grounded world modeling. Through systematic experiments on ACWM-DiT, we find that OoD generalization depends not only on the physical regime but also on effective task complexity: models generalize well on visually simple, low-dimensional interactions with clear geometric structure, but suffer larger drops on deformable contacts, high-dimensional control, and complex articulated motion. This suggests that the model still relies heavily on visual appearance patterns instead of fully learning the underlying physics. Ablations show that cross-attention improves high-dimensional action conditioning, causal VAEs outperform frame-wise encoders, and larger action spaces are harder to model but can improve generalization by providing richer control signals. These findings guide the design of physically grounded world models.
Render, Don't Decode: Weight-Space World Models with Latent Structural Disentanglement
Training world models on vast quantities of unlabelled videos is a critical step toward fully autonomous intelligence. However, the prevailing paradigm of encoding raw pixels into opaque latent spaces and relying on heavy decoders for reconstruction leaves these models computationally expensive and uninterpretable. We address this problem by introducing NOVA, a world modelling framework that represents the system state as the weights and biases of an auxiliary coordinate-based implicit neural representation (INR). This structured representation is analytically rendered, which eliminates the decoder bottleneck while conferring compactness, portability, and zero-shot super-resolution. Furthermore, like most latent action models, NOVA can be distilled into a context-dependent video generator via an action-matching objective. Surprisingly, without resorting to auxiliary losses or adversarial objectives, NOVA can disentangle structural scene components such as background, foreground, and inter-frame motion, enabling users to edit either content or dynamics without compromising the other. We validate our framework on several challenging datasets, achieving strong controllable forecasting while operating on a single consumer GPU at 40M parameters. Ultimately, structured representations like INRs not only enhance our understanding of latent dynamics but also pave the way for immersive and customisable virtual experiences.
iWorld-Bench: A Benchmark for Interactive World Models with a Unified Action Generation Framework
Achieving Artificial General Intelligence (AGI) requires agents that learn and interact adaptively, with interactive world models providing scalable environments for perception, reasoning, and action. Yet current research still lacks large-scale datasets and unified benchmarks to evaluate their physical interaction capabilities. To address this, we propose iWorld-Bench, a comprehensive benchmark for training and testing world models on interaction-related abilities such as distance perception and memory. We construct a diverse dataset with 330k video clips and select 2.1k high-quality samples covering varied perspectives, weather, and scenes. As existing world models differ in interaction modalities, we introduce an Action Generation Framework to unify evaluation and design six task types, generating 4.9k test samples. These tasks jointly assess model performance across visual generation, trajectory following, and memory. Evaluating 14 representative world models, we identify key limitations and provide insights for future research. The iWorld-Bench model leaderboard is publicly available at iWorld-Bench.com.
RoboAlign-R1: Distilled Multimodal Reward Alignment for Robot Video World Models
Existing robot video world models are typically trained with low-level objectives such as reconstruction and perceptual similarity, which are poorly aligned with the capabilities that matter most for robot decision making, including instruction following, manipulation success, and physical plausibility. They also suffer from error accumulation in long-horizon autoregressive prediction. We present RoboAlign-R1, a framework that combines reward-aligned post-training with stabilized long-horizon inference for robot video world models. We construct RobotWorldBench, a benchmark of 10,000 annotated video-instruction pairs collected from four robot data sources, and train a multimodal teacher judge, RoboAlign-Judge, to provide fine-grained six-dimensional evaluation of generated videos. We then distill the teacher into a lightweight student reward model for efficient reinforcement-learning-based post-training. To reduce long-horizon rollout drift, we further introduce Sliding Window Re-encoding (SWR), a training-free inference strategy that periodically refreshes the generation context. Under our in-domain evaluation protocol, RoboAlign-R1 improves the aggregate six-dimension score by 10.1% over the strongest baseline, including gains of 7.5% on Manipulation Accuracy and 4.6% on Instruction Following; these ranking improvements are further supported by an external VLM-based cross-check and a blinded human study. Meanwhile, SWR improves long-horizon prediction quality with only about 1% additional latency, yielding a 2.8% gain in SSIM and a 9.8% reduction in LPIPS. Together, these results show that reward-aligned post-training and stabilized long-horizon decoding improve task consistency, physical realism, and long-horizon prediction quality in robot video world models.
World2VLM: Distilling World Model Imagination into VLMs for Dynamic Spatial Reasoning
Vision-language models (VLMs) have shown strong performance on static visual understanding, yet they still struggle with dynamic spatial reasoning that requires imagining how scenes evolve under egocentric motion. Recent efforts address this limitation either by scaling spatial supervision with synthetic data or by coupling VLMs with world models at inference time. However, the former often lacks explicit modeling of motion-conditioned state transitions, while the latter incurs substantial computational overhead. In this work, we propose World2VLM, a training framework that distills spatial imagination from a generative world model into a vision-language model. Given an initial observation and a parameterized camera trajectory, we use a view-consistent world model to synthesize geometrically aligned future views and derive structured supervision for both forward (action-to-outcome) and inverse (outcome-to-action) spatial reasoning. We post-train the VLM with a two-stage recipe on a compact dataset generated by this pipeline and evaluate it on multiple spatial reasoning benchmarks. World2VLM delivers consistent improvements over the base model across diverse benchmarks, including SAT-Real, SAT-Synthesized, VSI-Bench, and MindCube. It also outperforms the test-time world-model-coupled methods while eliminating the need for expensive inference-time generation. Our results suggest that world models can serve not only as inference-time tools, but also as effective training-time teachers, enabling VLMs to internalize spatial imagination in a scalable and efficient manner.
WorldMark: A Unified Benchmark Suite for Interactive Video World Models
Interactive video generation models such as Genie, YUME, HY-World, and Matrix-Game are advancing rapidly, yet every model is evaluated on its own benchmark with private scenes and trajectories, making fair cross-model comparison impossible. Existing public benchmarks offer useful metrics such as trajectory error, aesthetic scores, and VLM-based judgments, but none supplies the standardized test conditions -- identical scenes, identical action sequences, and a unified control interface -- needed to make those metrics comparable across models with heterogeneous inputs. We introduce WorldMark, the first benchmark that provides such a common playing field for interactive Image-to-Video world models. WorldMark contributes: (1) a unified action-mapping layer that translates a shared WASD-style action vocabulary into each model's native control format, enabling apples-to-apples comparison across six major models on identical scenes and trajectories; (2) a hierarchical test suite of 500 evaluation cases covering first- and third-person viewpoints, photorealistic and stylized scenes, and three difficulty tiers from Easy to Hard spanning 20-60s; and (3) a modular evaluation toolkit for Visual Quality, Control Alignment, and World Consistency, designed so that researchers can reuse our standardized inputs while plugging in their own metrics as the field evolves. We will release all data, evaluation code, and model outputs to facilitate future research. Beyond offline metrics, we launch World Model Arena (warena.ai), an online platform where anyone can pit leading world models against each other in side-by-side battles and watch the live leaderboard.
X-Cache: Cross-Chunk Block Caching for Few-Step Autoregressive World Models Inference
Real-time world simulation is becoming a key infrastructure for scalable evaluation and online reinforcement learning of autonomous driving systems. Recent driving world models built on autoregressive video diffusion achieve high-fidelity, controllable multi-camera generation, but their inference cost remains a bottleneck for interactive deployment. However, existing diffusion caching methods are designed for offline video generation with multiple denoising steps, and do not transfer to this scenario. Few-step distilled models have no inter-step redundancy left for these methods to reuse, and sequence-level parallelization techniques require future conditioning that closed-loop interactive generation does not provide. We present X-Cache, a training-free acceleration method that caches along a different axis: across consecutive generation chunks rather than across denoising steps. X-Cache maintains per-block residual caches that persist across chunks, and applies a dual-metric gating mechanism over a structure- and action-aware block-input fingerprint to independently decide whether each block should recompute or reuse its cached residual. To prevent approximation errors from permanently contaminating the autoregressive KV cache, X-Cache identifies KV update chunks (the forward passes that write clean keys and values into the persistent cache) and unconditionally forces full computation on these chunks, cutting off error propagation. We implement X-Cache on X-world, a production multi-camera action-conditioned driving world model built on multi-block causal DiT with few-step denoising and rolling KV cache. X-Cache achieves 71% block skip rate with 2.6x wall-clock speedup while maintaining minimum degradation.
RoboWM-Bench: A Benchmark for Evaluating World Models in Robotic Manipulation
Recent advances in large-scale video world models have enabled increasingly realistic future prediction, raising the prospect of using generated videos as scalable supervision for robot learning. However, for embodied manipulation, perceptual realism alone is not sufficient: generated interactions must also be physically consistent and executable by robotic agents. Existing benchmarks provide valuable assessments of visual quality and physical plausibility, but they do not systematically evaluate whether predicted behaviors can be translated into executable actions that complete manipulation tasks. We introduce RoboWM-Bench, a manipulation-centric benchmark for embodiment-grounded evaluation of video world models. RoboWM-Bench converts generated human-hand and robotic manipulation videos into embodied action sequences and validates them through execution in physically grounded simulation environments. Built on real-to-sim scene reconstruction and diverse manipulation tasks, RoboWM-Bench enables standardized, reproducible, and scalable evaluation of physical executability. Using RoboWM-Bench, we evaluate state-of-the-art video world models and observe that visual plausibility and embodied executability are not always aligned. Our analysis highlights several recurring factors that affect execution performance, including spatial reasoning, contact prediction, and non-physical geometric distortions, particularly in complex and long-horizon interactions. These findings provide a more fine-grained view of current model capabilities and underscore the value of embodiment-aware evaluation for guiding physically grounded world modeling in robotic manipulation.
MultiWorld: Scalable Multi-Agent Multi-View Video World Models
Video world models have achieved remarkable success in simulating environmental dynamics in response to actions by users or agents. They are modeled as action-conditioned video generation models that take historical frames and current actions as input to predict future frames. Yet, most existing approaches are limited to single-agent scenarios and fail to capture the complex interactions inherent in real-world multi-agent systems. We present \textbf{MultiWorld}, a unified framework for multi-agent multi-view world modeling that enables accurate control of multiple agents while maintaining multi-view consistency. We introduce the Multi-Agent Condition Module to achieve precise multi-agent controllability, and the Global State Encoder to ensure coherent observations across different views. MultiWorld supports flexible scaling of agent and view counts, and synthesizes different views in parallel for high efficiency. Experiments on multi-player game environments and multi-robot manipulation tasks demonstrate that MultiWorld outperforms baselines in video fidelity, action-following ability, and multi-view consistency. Project page: https://multi-world.github.io/
Xiaomi OneVL: One-Step Latent Reasoning and Planning with Vision-Language Explanation
Chain-of-Thought (CoT) reasoning has become a powerful driver of trajectory prediction in VLA-based autonomous driving, yet its autoregressive nature imposes a latency cost that is prohibitive for real-time deployment. Latent CoT methods attempt to close this gap by compressing reasoning into continuous hidden states, but consistently fall short of their explicit counterparts. We suggest that this is due to purely linguistic latent representations compressing a symbolic abstraction of the world, rather than the causal dynamics that actually govern driving. Thus, we present OneVL (One-step latent reasoning and planning with Vision-Language explanations), a unified VLA and World Model framework that routes reasoning through compact latent tokens supervised by dual auxiliary decoders. Alongside a language decoder that reconstructs text CoT, we introduce a visual world model decoder that predicts future-frame tokens, forcing the latent space to internalize the causal dynamics of road geometry, agent motion, and environmental change. A three-stage training pipeline progressively aligns these latents with trajectory, language, and visual objectives, ensuring stable joint optimization. In inference, the auxiliary decoders are discarded, and all latent tokens are prefilled in a single parallel pass, matching the speed of answer-only prediction. Across four benchmarks, OneVL becomes the first latent CoT method to surpass explicit CoT, delivering superior accuracy at answer-only latency. These results show that with world model supervision, latent CoT produces more generalizable representations than verbose token-by-token reasoning. Code has been open-sourced to the community. Project Page: https://xiaomi-embodied-intelligence.github.io/OneVL
Matrix-Game 3.0: Real-Time and Streaming Interactive World Model with Long-Horizon Memory
With the advancement of interactive video generation, diffusion models have increasingly demonstrated their potential as world models. However, existing approaches still struggle to simultaneously achieve memory-enabled long-term temporal consistency and high-resolution real-time generation, limiting their applicability in real-world scenarios. To address this, we present Matrix-Game 3.0, a memory-augmented interactive world model designed for 720p real-time longform video generation. Building upon Matrix-Game 2.0, we introduce systematic improvements across data, model, and inference. First, we develop an upgraded industrial-scale infinite data engine that integrates Unreal Engine-based synthetic data, large-scale automated collection from AAA games, and real-world video augmentation to produce high-quality Video-Pose-Action-Prompt quadruplet data at scale. Second, we propose a training framework for long-horizon consistency: by modeling prediction residuals and re-injecting imperfect generated frames during training, the base model learns self-correction; meanwhile, camera-aware memory retrieval and injection enable the base model to achieve long horizon spatiotemporal consistency. Third, we design a multi-segment autoregressive distillation strategy based on Distribution Matching Distillation (DMD), combined with model quantization and VAE decoder pruning, to achieve efficient real-time inference. Experimental results show that Matrix-Game 3.0 achieves up to 40 FPS real-time generation at 720p resolution with a 5B model, while maintaining stable memory consistency over minute-long sequences. Scaling up to a 2x14B model further improves generation quality, dynamics, and generalization. Our approach provides a practical pathway toward industrial-scale deployable world models.
Video Generation Models as World Models: Efficient Paradigms, Architectures and Algorithms
The rapid evolution of video generation has enabled models to simulate complex physical dynamics and long-horizon causalities, positioning them as potential world simulators. However, a critical gap still remains between the theoretical capacity for world simulation and the heavy computational costs of spatiotemporal modeling. To address this, we comprehensively and systematically review video generation frameworks and techniques that consider efficiency as a crucial requirement for practical world modeling. We introduce a novel taxonomy in three dimensions: efficient modeling paradigms, efficient network architectures, and efficient inference algorithms. We further show that bridging this efficiency gap directly empowers interactive applications such as autonomous driving, embodied AI, and game simulation. Finally, we identify emerging research frontiers in efficient video-based world modeling, arguing that efficiency is a fundamental prerequisite for evolving video generators into general-purpose, real-time, and robust world simulators. A curated GitHub repository of the reviewed literature can be found at https://github.com/Isaachhh/Efficient-VWM-Survey.
EgoForge: Goal-Directed Egocentric World Simulator
Generative world models have shown promise for simulating dynamic environments, yet egocentric video remains challenging due to rapid viewpoint changes, frequent hand-object interactions, and goal-directed procedures whose evolution depends on latent human intent. Existing approaches either focus on hand-centric instructional synthesis with limited scene evolution, perform static view translation without modeling action dynamics, or rely on dense supervision, such as camera trajectories, long video prefixes, and synchronized multi-camera capture. In this work, we introduce EgoForge, an egocentric goal-directed world simulator that generates coherent, first-person video rollouts from minimal static inputs: a single egocentric image, a high-level instruction, and an optional auxiliary exocentric view. To improve intent alignment and temporal coherence, we introduce GRAFT, a trajectory-level diffusion refinement method that uses positive and negative rollout distributions, derived from goal, temporal, scene-consistency, and perceptual rewards, to steer the diffusion velocity field toward coherent, goal-complete egocentric simulations. Extensive experiments show EgoForge achieves consistent gains in semantic alignment, geometric stability, and motion fidelity over strong baselines, and performs robustly in real-world smart-glasses experiments.
Phys4D: Fine-Grained Physics-Consistent 4D Modeling from Video Diffusion
Recent video diffusion models have achieved impressive capabilities as large-scale generative world models. However, these models often struggle with fine-grained physical consistency, exhibiting physically implausible dynamics over time. In this work, we present \textbf{Phys4D}, a pipeline for learning physics-consistent 4D world representations from video diffusion models. Phys4D adopts \textbf{a three-stage training paradigm} that progressively lifts appearance-driven video diffusion models into physics-consistent 4D world representations. We first bootstrap robust geometry and motion representations through large-scale pseudo-supervised pretraining, establishing a foundation for 4D scene modeling. We then perform physics-grounded supervised fine-tuning using simulation-generated data, enforcing temporally consistent 4D dynamics. Finally, we apply simulation-grounded reinforcement learning to correct residual physical violations that are difficult to capture through explicit supervision. To evaluate fine-grained physical consistency beyond appearance-based metrics, we introduce a set of \textbf{4D world consistency evaluation} that probe geometric coherence, motion stability, and long-horizon physical plausibility. Experimental results demonstrate that Phys4D substantially improves fine-grained spatiotemporal and physical consistency compared to appearance-driven baselines, while maintaining strong generative performance. Our project page is available at https://sensational-brioche-7657e7.netlify.app/
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.
Drive-JEPA: Video JEPA Meets Multimodal Trajectory Distillation for End-to-End Driving
End-to-end autonomous driving increasingly leverages self-supervised video pretraining to learn transferable planning representations. However, pretraining video world models for scene understanding has so far brought only limited improvements. This limitation is compounded by the inherent ambiguity of driving: each scene typically provides only a single human trajectory, making it difficult to learn multimodal behaviors. In this work, we propose Drive-JEPA, a framework that integrates Video Joint-Embedding Predictive Architecture (V-JEPA) with multimodal trajectory distillation for end-to-end driving. First, we adapt V-JEPA for end-to-end driving, pretraining a ViT encoder on large-scale driving videos to produce predictive representations aligned with trajectory planning. Second, we introduce a proposal-centric planner that distills diverse simulator-generated trajectories alongside human trajectories, with a momentum-aware selection mechanism to promote stable and safe behavior. When evaluated on NAVSIM, the V-JEPA representation combined with a simple transformer-based decoder outperforms prior methods by 3 PDMS in the perception-free setting. The complete Drive-JEPA framework achieves 93.3 PDMS on v1 and 87.8 EPDMS on v2, setting a new state-of-the-art.
Robotic Video World Models: A Survey of Applications, Research Challenges, Future Directions
Video world models have emerged as promising candidates for high-fidelity world models, offering the potential to synthesize high-quality videos capturing fine-grained interactions between agents and their environments conditioned on multi-modal user inputs. Their impressive capabilities address many of the long-standing challenges faced by physics-based simulators, driving broad adoption in many problem domains, e.g., robotics. For example, video models can generate photorealistic, physically consistent deformable-body simulation without making prohibitive simplifying assumptions, which is a major bottleneck in physics-based simulation. Moreover, video models can serve as foundation world models that capture the dynamics of the world in a fine-grained and expressive way. They thus overcome the limited expressiveness of language-only abstractions in describing intricate physical interactions. However, despite their potential, video models still generate physics-violating future predictions, often manifesting as hallucinations. In this survey, we provide a review of video models and their applications as embodied world models in robotics, including efficient data generation and policy learning, dynamics and rewards modeling in reinforcement learning, policy evaluation, and visual planning. Further, we highlight important challenges hindering the trustworthy integration of video models, such as poor instruction following, hallucinations like violations of physics, unsafe content generation, in addition to significant data and compute overhead. We present potential future directions to address these open research challenges to motivate research and ultimately facilitate broader applications, especially in safety-critical settings. We provide a curated bibliography at https://github.com/irom-princeton/awesome-robotics-video-world-model-papers .
CustomX: Unified Character, Action, and Scene Customization in Video World Models
Recent advances in world models have greatly enhanced interactive environment simulation. Existing methods mainly fall into two categories: (1) static world generation models, which construct 3D environments without active agents, and (2) controllable-entity models, which allow a single entity to perform limited actions in an otherwise uncontrollable environment. In this work, we introduce CustomX, leveraging the realism and structural grounding of static world generation while extending controllable-entity models to support user-specified characters capable of performing open-ended actions. Users can provide a 3DGS scene and a character, then use natural language to direct the character to perform diverse behaviors, ranging from basic locomotion to object-centric interactions, while freely exploring the environment. CustomX synthesizes temporally coherent video clips that preserve visual fidelity with the provided scene and character, formulated as a conditional autoregressive video generation problem. Built upon a pre-trained video generator, our training strategy significantly enhances motion dynamics while maintaining generalization across actions and characters. Our evaluation covers a broad range of aspects, including visual quality, character consistency, action controllability, and long-horizon coherence.
MIND-V: Hierarchical World Model for Long-Horizon Robotic Manipulation with RL-based Physical Alignment
Scalable embodied intelligence is constrained by the scarcity of diverse, long-horizon robotic manipulation data. Existing video world models in this domain are limited to synthesizing short clips of simple actions and often rely on manually defined trajectories. To this end, we introduce MIND-V, a cognitive hierarchical world model designed to synthesize physically plausible and logically coherent videos of long-horizon robotic manipulation. Inspired by cognitive science, MIND-V bridges high-level reasoning with pixel-level synthesis through three core components: a Semantic Reasoning Hub (SRH) that leverages a pre-trained vision-language model for task planning; a Behavioral Semantic Bridge (BSB) that translates abstract instructions into domain-invariant representations; and a Motor Video Generator (MVG) for conditional video rendering. MIND-V employs Staged Visual Future Rollouts, a test-time optimization strategy to enhance long-horizon robustness. To enforce adherence to physical laws, we introduce a GRPO reinforcement learning post-training phase guided by a novel Physical Foresight Coherence (PFC) reward. PFC leverages the V-JEPA2 world model as a physics referee to penalize implausible dynamics in the latent feature space. Experiments confirm MIND-V's SOTA performance in long-horizon simulation and its significant value for policy learning, introducing a scalable and fully autonomous framework for embodied data synthesis.