World Action Models

Momentum

46 papers in the last four weeks, up 254% on the four weeks before. 0.5% of all new papers.

Jul 13Week of Sep 28

Latest papers 155

May 7, 2026cs.RO

CKT-WAM: Parameter-Efficient Context Knowledge Transfer Between World Action Models

World action models (WAMs) provide a powerful generative framework for embodied control, yet transferring knowledge across heterogeneous WAMs remains challenging due to mismatched latent interfaces, high adaptation cost, and the rigidity of conventional distillation objectives. We propose \textbf{CKT-WAM}, a parameter-efficient \textbf{C}ontext \textbf{K}nowledge \textbf{T}ransfer framework that transfers teacher WAM's knowledge into a student WAM through a compact context in the text embedding space, rather than output imitation or dense hidden-state matching. Specifically, CKT-WAM extracts intermediate teacher hidden states, reduces the number of tokens via compressors' learnable-query cross attention (LQCA), and transforms them through an always-on generalized adapter, a lightweight router, and sparsely activated specialized adapters. The resulting context is then appended to the student's conditioning textual embeddings, thereby injecting the transferred knowledge into the student with minimal architectural modification. Experiments show that CKT-WAM consistently improves zero-shot generalization and achieves the best overall performance on LIBERO-Plus, reaching 86.1% total success rate with only 1.17% trainable parameters, while approaching full fine-tuning performance. Beyond simulation, CKT-WAM also demonstrates strong real-world long-horizon manipulation ability, achieving the best average success rate of 83.3% across four multi-step and long-horizon tasks. Code is available at https://github.com/YuhuaJiang2002/CKT-WAM.
May 7, 2026cs.RO

When to Trust Imagination: Adaptive Action Execution for World Action Models

World Action Models (WAMs) jointly predict future visual observations and actions, but typically execute a fixed number of actions before replanning, regardless of whether the imagined future remains consistent with reality. We formulate adaptive WAM execution as future--reality verification and propose Future Forward Dynamics Causal Attention (FFDC), a lightweight verifier that reasons over predicted actions, predicted visual dynamics, real observations, and instruction-conditioned semantics. FFDC allows continued execution when a plan remains reliable and triggers replanning when its validity deteriorates. We combine verification with Mixture-of-Horizon Training to improve long-horizon trajectory coverage. On RoboTwin, FFDC-WAM achieves the highest average success rate among the evaluated methods in both clean and randomized settings. Under randomization, it improves success by 2.54 percentage points over Base-Motus while reducing WAM planning calls by 69.10% and completion time by 33.88%. Notably, across six real-world tasks on a Unitree G1D robot, FFDC-WAM improves average success by 9.17% over Base-Motus-LC16 while reducing calls by 74.06% and completion time by 51.31%.
Apr 30, 2026cs.RO

Being-H0.7: A Latent World-Action Model from Egocentric Videos

Visual-Language-Action models (VLAs) have advanced generalist robot control by mapping multimodal observations and language instructions directly to actions, but sparse action supervision often encourages shortcut mappings rather than representations of dynamics, contact, and task progress. Recent world-action models introduce future prediction through video rollouts, yet pixel-space prediction is a costly and indirect substrate for control, as it may model visual details irrelevant to action generation and introduces substantial training or inference overhead. We present Being-H0.7, a latent world-action model that brings future-aware reasoning into VLA-style policies without generating future frames. Being-H0.7 inserts learnable latent queries between perception and action as a compact reasoning interface, and trains them with a future-informed dual-branch design: a deployable prior branch infers latent states from the current context, while a training-only posterior branch replaces the queries with embeddings from future observations. Jointly aligning the two branches at the latent reasoning space leads the prior branch to reason future-aware, action-useful structure from current observations alone. At inference, Being-H0.7 discards the posterior branch and performs no visual rollout. Experiments across six simulation benchmarks and diverse real-world tasks show that Being-H0.7 achieves state-of-the-art or comparable performance, combining the predictive benefits of world models with the efficiency and deployability of direct VLA policies.
Apr 30, 2026cs.RO

Motubrain: An Advanced World Action Model for Robot Control

Vision-Language-Action (VLA) models generalize semantically well but often lack fine-grained modeling of world dynamics. We present Motubrain, a unified World Action Model that jointly models video and action under a UniDiffuser formulation with a three-stream Mixture-of-Transformers architecture. A single model supports policy learning, world modeling, video generation, inverse dynamics, and joint video-action prediction, while scaling to heterogeneous multimodal data such as video-only, task-agnostic, and cross-embodiment robot data. Building on Motus, Motubrain further introduces unified multiview modeling, an independent text stream for stronger language-action coupling, a shared cross-embodiment action representation, and an efficient post-training and deployment recipe for long-horizon real-world control. Our inference stack combines step reduction, compilation, FP8 quantization, DiT caching, V2A-style action-only inference, and real-time chunked closed-loop execution, achieving over 50x speedup over a naive baseline and up to 11 Hz inference. Experimentally, Motubrain achieves 95.8% and 96.1% average success on RoboTwin 2.0 under clean and randomized settings, respectively, attains the strongest reported EWMScore in our WorldArena comparison, and adapts to new humanoid embodiments with only 50--100 trajectories. These results show that unified world action models can scale in generality, predictive accuracy, and real-world deployability.
Date pendingcs.AI

GameWAM: A World Action Model for Video Games

Modern video games combine first-person perception, rapid visual changes, persistent world state, and heterogeneous native controls. Existing game agents map visual and task context directly to actions but lack explicit world dynamics modeling, whereas interactive game world models predict visual futures from supplied actions but do not serve as task policies. World-Action Models (WAMs) unify these objectives, but remain largely unexplored under the dynamics and open-ended interaction of video games. We introduce GameWAM, to our knowledge the first WAM for native closed-loop gameplay and GUI control. GameWAM jointly generates future visual observations and executable keyboard-mouse trajectories through parallel visual and action generative processes with block-causal conditioning and flow matching. To support joint world-action learning, we construct synchronized gameplay and GUI trajectories. To handle heterogeneous native control, GameWAM predicts a gameplay/GUI mode per action step and generates actions with mode-specific prediction distributions and continuous-action normalization. For long-horizon interaction, block-cycle control coordinates prediction, execution, and temporal context: it predicts beyond the committed horizon, executes short action blocks, replans from new observations, and hierarchically structures context from fine-grained within-cycle history to persistent cross-cycle history. Experiments demonstrate competitive task success with fewer executed native actions than the compared agents. We further uncover Low-Frequency Action Source Imprinting (LASI), in which low-frequency components of the sampled action source systematically steer coarse generated camera motion under fixed conditioning, revealing a source-sensitivity failure mode in generative control. Project page is available at https://yunncheng.github.io/GameWAM/.