World
Momentum
28 papers in the last four weeks, up 22% on the four weeks before. 0.3% of all new papers.
Latest papers 192
World models such as DINO-WM and LeWM specify the goal with an image, which is difficult to obtain in advance for novel tasks. We present the Grounded World Model (GWM), a latent world model that enables zero-shot planning in the real world from language goals alone. Given a candidate action sequence and the current observation, GWM predicts the future in the visual space of a pretrained video-language embedding model. The frozen readout of this embedding model maps this imagined future and the task description into the same embedding space, where their negative cosine similarity serves as the planning cost. Training GWM requires only offline and task-agnostic video-action pairs and no language labels. In simulated experiments on WISER, planning with GWM, which executes the candidate action of lowest cost, solves 87% of 288 tasks with unseen instructions and visual signals, while ten fine-tuned VLAs average 22%. We then scale GWM up with real robot data, and use it for zero-shot planning in realistic simulation and real scenes. In the IsaacSim evaluation, planning with GWM completes all 70 trials across 14 tasks that require reasoning over referring expressions, matching a modular planner grounded by a frontier VLM, while pi0.5 reaches 37/70. Deployed on a real Franka, the same stack completes 55/60 separately evaluated pick-and-place sub-tasks, comparable to the modular planner's 52/60, with the full system running locally on a single consumer GPU. Project website: https://quanyili.github.io/gwm-wiser/.
EgoVerse: An Egocentric Human Dataset for Robot Learning from Around the World
Robot learning increasingly depends on large and diverse data, yet robot data collection remains expensive and difficult to scale. Egocentric human data offer a promising alternative by capturing rich manipulation behavior across everyday environments. However, existing human datasets are often limited in scope, difficult to extend, and fragmented across institutions. We introduce EgoVerse, a collaborative platform for human data-driven robot learning that unifies data collection, processing, and access under a shared framework, enabling contributions from individual researchers, academic labs, and industry partners. The current release includes 1,362 hours (80k episodes) of human demonstrations spanning 1,965 tasks, 240 scenes, and 2,087 unique demonstrators, with standardized formats, manipulation-relevant annotations, and tooling for downstream learning. Beyond the dataset, we conduct a large-scale study of human-to-robot transfer with experiments replicated across multiple labs, tasks, and robot embodiments under shared protocols. We find that policy performance generally improves with increased human data, but that effective scaling depends on alignment between human data and robot learning objectives. Together, the dataset, platform, and study establish a foundation for reproducible progress in human data-driven robot learning. Videos and additional information can be found at https://egoverse.ai/
Event-Centric World Modeling with Memory-Augmented Retrieval for Embodied Decision-Making
Autonomous agents operating in dynamic environments increasingly demand decision-making systems that are both efficient and interpretable. Hence we propose the Event-Retrieve-Action (ERA) framework, an alternative formulation for embodied decision-making that bridges the gap between black-box imitation and interpretable memory retrieval while enabling online refinement without retraining. The environment is represented as structured semantic events encoded into an interpretable latent representation, and decisions are generated by retrieving relevant prior experiences from a knowledge bank of event-action pairs. Final actions are produced through weighted aggregation of retrieved maneuvers, enabling transparent and physically consistent decision-making. Experiments in UAV navigation demonstrate real-time performance and adaptive behavior in dynamic environments as a representative embodied decision-making application scenario.
EgoSim: Egocentric World Simulator for Embodied Interaction Generation
We introduce EgoSim, a closed-loop egocentric world simulator that generates spatially consistent interaction videos and persistently updates the underlying 3D scene state for continuous simulation. Existing egocentric simulators either lack explicit 3D grounding, causing structural drift under viewpoint changes, or treat the scene as static, failing to update world states across multi-stage interactions. EgoSim addresses both limitations by modeling 3D scenes as updatable world states. We generate embodiment interactions via a Geometry-action-aware Observation Simulation model, with spatial consistency from an Interaction-aware State Updating module. To overcome the critical data bottleneck posed by the difficulty in acquiring densely aligned scene-interaction training pairs, we design a scalable pipeline that extracts static point clouds, camera trajectories, and embodiment actions from in-the-wild large-scale monocular egocentric videos. We further introduce EgoCap, a capture system that enables low-cost real-world data collection with uncalibrated smartphones. Extensive experiments demonstrate that EgoSim significantly outperforms existing methods in terms of visual quality, spatial consistency, and generalization to complex scenes and in-the-wild dexterous interactions, while supporting cross-embodiment transfer to robotic manipulation. Codes and datasets will be open soon. The project page is at egosimulator.github.io.
Language-Conditioned World Modeling for Visual Navigation
Goal-conditioned visual navigation has been a long-standing testbed for embodied AI. We study a natural language-conditioned variant, language-conditioned visual navigation (LCVN), in which an embodied agent must follow a natural language instruction given only an initial egocentric observation. Without access to goal images, the agent must rely on language to shape its perception and continuous control. We introduce the LCVN Dataset, a benchmark of 39,016 trajectories and 117,048 human-verified instructions spanning diverse environments and instruction styles. Building on this benchmark, we study two complementary paradigms: (i) latent-imagination policy learning, in which a diffusion-based world model (LCVN-WM) imagines future observations and an actor-critic agent (LCVN-AC) learns its policy entirely within the imagined latent space; and (ii) unified autoregressive prediction, in which a single multimodal backbone (LCVN-Uni) jointly predicts actions and observations in one forward pass over a shared token sequence. Experiments show that two paradigms offer complementary strengths: latent imagination produces more temporally coherent rollouts, whereas unified prediction generalizes better to unseen environments. Targeted ablations further isolate the contributions of language guidance, conditioning signals, and instruction style, clarifying when language grounding versus dynamics modeling is the performance bottleneck. Together, these findings position LCVN as a testbed for studying how language, imagination, and decision-making interact in embodied agents.
Reinforcing the World's Edge: A Continual Learning Problem in the Multi-Agent-World Boundary
Ordinary decentralized multi-agent reinforcement learning presents each focal agent with a continual learning problem: peer updates change its induced rewards and dynamics even when the joint Markov game is stationary. We connect the lifetime of success-conditioned reusable structure to peer learning and policy reuse. An invariant core represents maximal abstract patterns shared by a high fraction of successful trajectories; survival refers to a fixed pattern's coverage, not an unchanged maximal frontier. An established sharp conditioning bound limits coverage loss to , where is trajectory-law drift, is reference success mass, and drift is smaller than the initial compatible-success mass. Combining this bound with peer-policy movement certifies survival under bounded peer updates of size and positive coverage margin. An effective-conflict condition yields a matching first-exit law and holds in an analytic exact-policy-gradient class. With success-mass and performance calibration, structural survival also yields policy-value and finite-library transfer guarantees. An exactly solvable corridor tests the structural predictions. Two registered 64-stream studies in continual control and cue-MNIST show that coverage erosion predicts impending failure and enables near-oracle intervention. An exploratory reanalysis of eight learned-partner Level-Based Foraging pairings suggests the same erosion--failure link under peer learning.
SOMtime the World Aint Fair: Violating Fairness Using Self-Organizing Maps
Unsupervised representations are widely assumed to be neutral with respect to sensitive attributes when those attributes are withheld from training. We show that this assumption is false. Using SOMtime, a topology-preserving representation method based on high-capacity Self-Organizing Maps, we demonstrate that sensitive attributes such as age and income emerge as dominant latent axes in purely unsupervised embeddings, even when explicitly excluded from the input. On two large-scale real-world datasets (the World Values Survey across five countries and the Census-Income dataset), SOMtime recovers monotonic orderings aligned with withheld sensitive attributes, achieving Spearman correlations of up to 0.85, whereas PCA and UMAP typically remain below 0.23 (with a single exception reaching 0.31), and against t-SNE and autoencoders which achieve at most 0.34. Furthermore, unsupervised segmentation of SOMtime embeddings produces demographically skewed clusters, demonstrating downstream fairness risks without any supervised task. These findings establish that \textit{fairness through unawareness} fails at the representation level for ordinal sensitive attributes and that fairness auditing must extend to unsupervised components of machine learning pipelines. We have made the code available at~ https://github.com/JosephBingham/SOMtime
World In Your Hands: A Large-Scale and Open-Source Ecosystem for Learning Human-Centric Manipulation in the Wild
We introduce World In Your Hands (WIYH), a large-scale open-source ecosystem comprising over 1,000 hours of human manipulation data collected in-the-wild with millimeter-scale motion accuracy. Specifically, WIYH includes (1) the Oracle Suite, a wearable data collection kit with an auto-labeling pipeline for accurate motion capture; (2) the WIYH Dataset, featuring over 1,000 hours of multimodal manipulation data across hundreds of skills in diverse real-world scenarios; and (3) extensive annotations and benchmarks supporting tasks from perception to action. Furthermore, experiments based on the WIYH ecosystem show that integrating WIYH's human-centric data improves robotic manipulation success rates from 8% to 60% in cluttered scenes. World In Your Hands provides a foundation for advancing human-centric data collection and cross-embodiment policy learning. All data and hardware design will be open-source.
The Best of the Two Worlds: Harmonizing Semantic and Hash IDs for Sequential Recommendation
Conventional Sequential Recommender Systems (SRS) typically assign unique hash IDs (HID) to construct item embeddings, which mainly capture collaborative signals from historical user-item interactions. However, such embeddings are vulnerable in long-tail scenarios where most items are rarely consumed. Recent methods that incorporate auxiliary information often face noisy collaborative sharing from co-occurrence signals or semantic homogeneity caused by flat dense embeddings. In contrast, Semantic IDs (SID), with their support for code sharing and multi-granular semantic modeling, offer a promising alternative. Nevertheless, SID-based methods are hindered by a collaborative overwhelming phenomenon: commonly adopted quantization mechanisms compromise the identifier uniqueness needed to model head items, resulting in a performance trade-off between head and tail items. To address this challenge, we propose H2Rec, a novel framework that harmonizes SID and HID. We design a dual-branch modeling architecture that simultaneously captures the multi-granular semantics of SID while preserving the unique collaborative identity provided by HID. Moreover, we introduce a dual-level alignment strategy to bridge the two representations, enabling effective knowledge transfer and robust preference modeling. Extensive offline experiments on three public benchmarks and online experiments on a large-scale commercial platform demonstrate that H2Rec achieves a better balance between head and tail recommendation quality and consistently outperforms existing baselines.
Best-of-Both Worlds for linear contextual bandits with paid observations
We study linear contextual bandits with paid observations, where at each round the learner observes a context, selects an action, and may pay a fixed cost to observe feedback from a subset of arms. We propose two Follow-the-Regularized-Leader algorithms with Best-of-Both-Worlds guarantees. The first, Agg-SPB, extends the SPB-matching framework of Tsuchiya and Ito (2024) by aggregating context-dependent stability terms, achieving the characteristic adversarial regret rate and logarithmic dependence on in stochastic environments. The second, CE-SPB, combines arm-dependent observation probabilities with an entropy-adaptive learning rate inspired by Kuroki et al. (2024). It achieves an entropy-adaptive adversarial guarantee and polylogarithmic stochastic regret, while avoiding the minimum-context-mass dependence arising in the stochastic analysis of Agg-SPB. Both algorithms further extend to corrupted stochastic environments with explicit corruption-dependent guarantees. These results establish that logarithmic stochastic regret is compatible with the adversarial regime for linear contextual bandits with paid observations, while highlighting a tradeoff between sharper horizon dependence in stochastic settings and path-dependent matching without explicit minimum-context-mass dependence.
Matrix-game 2.0: An open-source, real-time, and streaming interactive world model
Recent advances in interactive video generations have demonstrated diffusion model's potential as world models by capturing complex physical dynamics and interactive behaviors. However, existing interactive world models depend on bidirectional attention and lengthy inference steps, severely limiting real-time performance. Consequently, they are hard to simulate real-world dynamics, where outcomes must update instantaneously based on historical context and current actions. To address this, we present Matrix-Game 2.0, an interactive world model generates long videos on-the-fly via few-step auto-regressive diffusion. Our framework consists of three key components: (1) A scalable data production pipeline for Unreal Engine and GTA5 environments to effectively produce massive amounts (about 1200 hours) of video data with diverse interaction annotations; (2) An action injection module that enables frame-level mouse and keyboard inputs as interactive conditions; (3) A few-step distillation based on the casual architecture for real-time and streaming video generation. Matrix Game 2.0 can generate high-quality minute-level videos across diverse scenes at an ultra-fast speed of 25 FPS. We open-source our model weights and codebase to advance research in interactive world modeling.
LLM-BabyBench: Can Language Models Plan in Worlds They Can Simulate?
When an interactive benchmark reports a single success rate for a language-model agent, it is rarely clear what that number measures. A failure can come from perception, ambiguous instructions, retrieval, missing commonsense about what actions do, an incorrect model of the dynamics, or planning, and an aggregate score does not separate them. LLM-BabyBench recasts the procedurally generated BabyAI gridworld as a fully observable, purely textual environment in which every source of failure but planning is removed by construction. The whole grid is serialised into the prompt, instructions come from a small formal grammar, every object's coordinate is stated, the six actions and their effects are specified, and a deterministic expert validates each answer by executing it rather than judging it. On this substrate we define the PPD suite: Predict asks for the state that follows an action sequence, Plan for an action sequence that reaches a goal, and Decompose for a subgoal sequence that achieves a mission, scored by three assistance-aware metrics that separate understanding a mission from sequencing it. Across seven frontier and open models, simulation is far ahead of planning for every model, near saturation for the strongest and well short of it for the weakest, and the length of the required solution, not grid size or obstacle count, governs planning failure. Each model has a characteristic horizon beyond which single-attempt success collapses. Where enough instances are solved to support the ratio, returned plans stay near-optimal. Models that write out their working show why: they commit to one family of corridor-shaped route and verify it with no means of backing out, so what they return is either near-optimal or invalid. The same pattern holds one level up: decomposition precision falls to zero on long missions even where comprehension persists.