World Models

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Period ending 2026-09-21

33 new papers

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A weekly snapshot of new work published in World Models.

Period ending 2026-09-07

21 new papers

A weekly snapshot of new work published in World Models.

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781 papers

Latest in World Models

Jul 26, 2026cs.RO

N0N_0-TWAM: Scaling Tactile-Native World-Action Model for Contact-Rich Manipulation

We present N0N_0-TWAM, a tactile-native world-action model for contact-rich manipulation that predicts both future vision and future contact. To our knowledge, it is the first tactile world-action model trained at large scale, and it shows strong capability on contact-rich tasks. We pre-train N0N_0-TWAM at large scale with visuo-tactile joint training over tactile-rich demonstrations spanning six embodiments and 450 tasks. We use NeoForce, a unified force-based tactile representation, to form a physically grounded contact signal that conditions action generation. To improve long-horizon and multi-stage manipulation, we introduce tactile contact events for task staging and advance through them during execution. For real-time efficiency, we adopt an asymmetric Mixture-of-Transformers architecture that pairs a full-width expert for video prediction with slim experts for downstream action and tactile prediction. Evaluations on both real and simulated benchmarks justify the capabilities of N0N_0-TWAM across a range of contact-rich tasks, and demonstrate the benefit of data scaling for precise tactile and action prediction. In summary, N0N_0-TWAM endows a world-action model with predictive capabilities to foresee vision, touch and action, building a solid foundation for fine-grained manipulation on open contact-rich tasks. The codebase and model checkpoints will be made publicly available to foster further research and development in tactile-enabled robotic manipulation.
NeoteAI Team, Fudan TEAI Team
Jul 26, 2026cs.RO

Action from Adjacent Set in Physical Space Outperforms the Best Prediction in World Models

Controllers based on sampling and latent world models assign a predicted terminal cost to each candidate action sequence, choose the minimum, execute its first action block, and replan. This rule can fail even when the terminal cost perfectly and accurately reflects the true task objective in the physical world. Residual prediction error can give an infeasible sequence an anomalously low cost, and a larger proposal pool gives such errors more chances to outrank feasible alternatives. We call this conditional failure proposal overgeneration. In Cube candidate execution audits, increasing the total proposal budget from 72 to 288 reduces the feasibility of selection by minimum latent cost from .375 to .062 for position targets and from .344 to .031 for targets defined by position and yaw, although every larger pool contains a feasible sequence. We introduce Adjacent Set Action Reconstruction (ASAR). Among proposals with low cost, ASAR identifies an adjacent set using standardized early action prefixes and reconstructs a full action sequence through locally weighted aggregation with a light anchor from the sequence with minimum cost. On a Carry and Release evaluation set of 75 queries, Kernel ASAR improves event completion success over matching selection by 28.0, 24.0, and 18.7 percentage points under latent cost and by 18.7, 20.0, and 17.3 points under a trajectory reachability cost at 72, 144, and 288 proposals. Analysis of finite proposal pools characterizes selection risk from the lower tail, separation by a related radius support statistic, and sequence containment under an explicit local feasibility condition.
Liangyu Li, Qingwen Liu, Mingqing Liu +1
Jul 26, 2026cs.CV

Real-Time Human-Centric World Modeling for Upper-Body Human-Object Interaction

We present a real-time human-centric world model for upper-body interactive generation, aiming to synthesize coherent local world dynamics centered on a person, where coordinated body, hand, and facial motions evolve jointly with controllable human-object discrete interaction. To this end, we adopt a continuous-discrete joint control scheme with two complementary components: a continuous human state and a discrete interaction state. For continuous human-state control, we introduce a unified implicit representation based on multi-scale motion encoding, in which motion latents from the upper body, hands, and face are fused into a shared latent space. This multi-scale design improves expressiveness across different spatial scales, captures fine-grained human dynamics more effectively, and enables direct control without explicit retargeting. For discrete object interaction-state control, we represent object contact using a small set of language-encoded discrete interaction states, where text serves as an explicit interaction-state command, such as \emph{no contact} or \emph{grasp}, rather than an open-ended generation prompt, and we further construct a dedicated rendering pipeline for human-object interaction data to supervise such discrete interaction states. By combining continuous implicit human-state control with discrete interaction-state control, our model enables precise modeling of how a person moves and interacts with the local environment, including controllable changes to nearby scene states. Finally, we distill the model for efficient streaming real-time inference, achieving 25 FPS on two H100 GPUs. Experiments demonstrate improved fine-grained motion fidelity, more realistic hand-object coordination, and effective real-time interaction, establishing a practical step beyond motion reproduction toward real-time human-centric world modeling.
Chaonan Ji, Jinwei Qi, Peng Zhang +1
Jul 25, 2026cs.CR

False Prophets: On the Security of World Models in Agentic Systems

Large language models now power autonomous agents capable of complex, multi-step tasks in different environments. Accurate and reliable execution of these tasks requires the agent to predict the results of its actions. Recent research proposes to enhance predictive capabilities via specially trained environment simulators-world models. While world models can improve performance, they can also mislead agents into executing harmful actions, creating significant security and privacy risks. In this paper, we raise security concerns regarding the usage of world models in agentic systems. We discover a range of world model specific vulnerabilities, which can be exploited in terminal-based agents to execute malicious code or extract sensitive data. To facilitate future development, we introduce a security benchmark dataset designed for text-based world models. We argue that some risks are intrinsic to approximate world modeling, and show that attackers can induce mispredictions in agentic pipelines with up to 95% success rate, possibly resulting in unintended command execution, denial of service, drainage of wallet and private information extraction. Finally, we provide practical recommendations for practitioners to mitigate the discovered harms and harden agentic systems.
Erik Imgrund, Anna Wimbauer, Klim Kireev +1
Jul 24, 2026cs.RO

Robot-Factored World Models via Robot Rendering

Action-conditioned video world models predict future observations from an initial observation and an action signal. In robotics, actions influence future observations through two distinct processes: they are first realized into robot motion by the robot body and controller, and the scene then responds through contact and object motion. Conditioning directly on action commands asks the world model to learn the realization process itself, while conditioning on logged future states leaks the interaction outcomes it is meant to predict. We propose robot-factored world models, which move two robot-specific factors outside the world model. First, action realization: each command is rolled through the robot's own controller and kinematics into a deployment-available nominal trajectory, a middle signal that avoids both action-realization learning and future-state leakage. Second, robot rendering: this nominal trajectory is rendered through the robot URDF, factoring the robot's geometry, kinematics, and appearance out of the model and into explicit rendered robot geometry. To resolve depth ambiguity, we pair end-effector depth with scene depth, giving geometric cues for contact and occlusion beyond image-plane overlap. Together, camera-aware static RGB/depth context and rendered robot geometry form a shared visual world-model interface that stays consistent across viewpoints and robot embodiments, so the model sees the action only as visible robot geometry and learns how objects respond to it. Our experiments show that the rendered interface outperforms vector-conditioned baselines and generalizes to unseen robot embodiments at inference. We further demonstrate that our model generates robot manipulation videos from human demonstrations by retargeting and rendering the hand motion as robot geometry.
Byungjun Kim, Taeksoo Kim, Hyunsoo Cha +1
Jul 24, 2026cs.RO

ViTacWorld: Scaling Visuo-Tactile World Models for Contact-Rich Robot Manipulation

Contact-rich robot manipulation requires physical interaction cues that are often invisible to cameras, making tactile sensing essential for robust control. However, scaling visuo-tactile robot learning remains difficult because real tactile interaction data are expensive to collect, hardware-dependent, and limited in task and scene diversity. We present ViTacWorld, an action-conditioned visuo-tactile world model for scalable contact-rich robot manipulation. ViTacWorld leverages public real tactile datasets and a constructed simulation environment to scale visuo-tactile-action data, exploiting the fact that tactile signals are directly grounded in physical contact and can exhibit a smaller simulation-to-real gap than purely visual observations. The model is first pretrained with large-scale real and simulated visuo-tactile trajectories, and then finetuned with real-world policy rollouts to better match downstream manipulation behaviors. Given robot actions, ViTacWorld predicts temporally aligned visual observations and tactile feedback, enabling visuo-tactile-action rollout generation. To the best of our knowledge, ViTacWorld is the first framework that uses a world model for robot visuo-tactile-action trajectory generation and policy evaluation. It serves two roles: synthesizing rollouts to improve downstream tactile policies, and evaluating policies by predicting action-conditioned visuo-tactile outcomes under controlled action sequences. Experiments on contact-rich manipulation tasks show that ViTacWorld generates physically meaningful rollouts, improves policy performance through scalable data augmentation, and enables action-conditioned policy evaluation. Project page: https://vitacworld.github.io/
Yunao Huang, Shiyu Sang, Haotao Lu +5
Jul 24, 2026cs.LG

On the Identifiability of Controlled World Models

World model serves as a promising tool to infer environment dynamics under high-dimensional observations and candidate actions. Recently, LeCun's JEPA provides a compelling framework for learning such models in representation space. Its action-conditioned extension plays a central role in visual control and latent-space planning, but leaves a fundamental question: can it recover the controlled dynamics from nonlinear observations? This paper presents a joint identifiability condition for controlled world models with Gaussian latent states, which consists of two coupled components: (1) representation identifiability and (2) transition identifiability. The former depends on the spectral separation property while the latter is related to non-degenerate variation of conditional action. We prove that when this condition holds, minimizing the LeJEPA-style predictive objective can recover both latent states and controlled dynamics in the sense of orthogonal transformation. We further prove that the upper bound of transition prediction error is inversely proportional to the spectral separation margin. We also characterize an attainable amplification of counterfactual prediction error that scales inversely with the weakest conditional action-excitation margin. The theoretical predictions are empirically supported across four nonlinear observation settings.
Xiangteng Zhang, Yang Guan, Bo Zhang +3
Jul 24, 2026cs.SD

Music-JEPA: Learning a World Model of Sound from Action

Joint Embedding Predictive Architectures (JEPA) have recently emerged as a paradigm for learning world models by predicting latent representations, offering a promising direction for self-supervised learning. While initial attempts have applied JEPA to the music domain, it remains unclear how such frameworks can naturally support the formation of a world model for music. In this work, we propose to learn a world model of piano sound using JEPA by framing music as an action-conditioned system: the audio is treated as the state, and the pianoroll as the instrument action. Given a current audio state and an action, the model predicts the resulting future audio state, mirroring how humans learn musical sound through interaction. The model is trained in a fully offline setting using paired audio-pianoroll data, without environment interaction. Experiments show that the learned model captures the relationships between musical actions and their resulting sound. The resulting representations support downstream tasks, including beat tracking, composer identification, and key estimation, and enable piano transcription via planning, by searching for actions that best explain a target sound.
Ziyu Wang, Kun Fang, Yann LeCun
Jul 24, 2026cs.RO

Action-Conditioned World Model for Goal Plane Probe Guidance in Robotic Ultrasound

We present an action-conditioned world model framework for goal plane probe guidance in robotic ultrasound, with a focus on neck ultrasound scanning. Autonomous ultrasound tasks often require large numbers of probe-motion trajectories for training, but collecting high-quality demonstrations is labor-intensive and explicit simulators are difficult to build because ultrasound appearance depends on contact, tissue deformation, and view-dependent acoustic artifacts. We address this problem with a two-stage model-based learning pipeline. First, a latent conditional diffusion world model predicts future ultrasound observations from recent context frames, probe motions and temporal offset. Second, a goal-conditioned temporal transformer predicts ordered probe motions and is fine-tuned using rewards from the frozen world model. Experiments on the self-collected dataset show that the world model preserves action-dependent anatomical structure on target-directed scans. In real-world closed loop experiments, the framework achieves success rates of 70.0% for carotid guidance and 65.0% for thyroid guidance. These results demonstrate the potential of learned ultrasound dynamics for training goal-directed robotic probe navigation.
Siqi Fan, Mingcong Chen, Ran Liu +5
Jul 24, 2026cs.AI

TRW: TRACE-RealWorld---An Auditable Consistency Contract for World Models as Materialized Views

World models let agents plan against predicted physical state, but that state drifts; re-observation is costly and delayed, and repair can fail. We present TRACE-RealWorld (TRW), to our knowledge the first commitment-level consistency contract for world models. TRW treats predicted state as a materialized view and a physical commitment as a read whose authorization can expire. Typed, calibrated claims specify consequence-conditioned freshness and priced verification. Adaptive refresh generalizes dual-Kalman synchronization to consult the world when evidence could change a decision; dependency-scoped SagaLLM compensation repairs reversible commitments invalidated after authorization. Under an event-aligned risk oracle and recovery-liveness assumptions, we prove that synchronization and compensation are insufficient alone, whereas their composition gives a conditional consistency guarantee. Otherwise, the argument yields an auditable decomposition of violations into named debts. We implement TRW in Flood-SAR, a search-and-rescue simulator over real geography, and test six preregistered questions at frozen operating points on held-out seeds. Adaptive refresh reduces stale execution but does not dominate fixed refresh on cost, coverage, or rescue outcomes. Localized repair reduces repair work by 9.56 units per mission and restoration latency by 80.7 seconds relative to global recovery; the observed residual-violation difference is zero without establishing equivalence. Detection coverage is 0.83-0.89, and 10 of 97 invoked restorations are incomplete by mission end. The campaign treats empirical slack as sensitivity inputs rather than discharging the theorem's assumptions or providing a simultaneous population certificate. Exact replay reconstructs a disputed dispatch. TRW thus makes a world model an auditable predictive interface rather than a self-validating source of truth.
Edward Y. Chang
Jul 23, 2026cs.CV

Streaming Multi-Agent Autoregressive Diffusion Model with World State Registers

Multi-agent interactive world models should not only generate consistent observations, but also maintain world states that persist across agents and evolve across views. Existing autoregressive video diffusion pipelines carry forward observation history as conditioning context, which makes shared state difficult to maintain in multi-agent and multi-view settings. We present WorldWeaver (W^2), a streaming multi-agent video diffusion model that augments rollout with cross-agent world state registers: learnable tokens that store shared world information, track individual agent status, and are dynamically updated after each generated chunk. We ground these registers with supervision signals spanning individual agent status, global state views including bird's-eye views, and scene text. We further improve the architecture with a Mixture-of-Transformers design that uses separate weights for world state modeling and visual frame modeling. Extensive experiments in two-agent Minecraft video generation show that explicit world-state modeling improves logical consistency and generation quality.
Sicheng Mo, Yuheng Li, Ziyang Leng +2
Jul 23, 2026cs.AI

Persistent Computational State: A Session-Centric Runtime for Generative World Models

Generative world models are increasingly driven as simulators: a planner forks a state, rolls out futures, backtracks, and returns to a visited viewpoint. Recent benchmarks establish that current video world models fail this usage, and attribute it to the model, prescribing new architectures and training objectives. We show this attribution is incomplete, and for an important class of models simply wrong. Snapshotting the state the runtime already holds -- an observation plus RNG state, a memory bank, or a windowed KV context, by architecture -- and restoring it after a genuine excursion reproduces the never-left continuation byte-identically on all three; corrupting only the RNG degrades it. The capability was never missing: request-centric serving discarded it, inheriting from language-model serving the assumption that runtime state is recomputable -- but world-model state carries a non-recomputable kernel. We define Persistent Computational State (PCS), the minimal non-recomputable state that must survive across requests, show it can be discovered by measurement, and build a session-centric runtime over it. Checkpoint and restore cost 0.012 ms against a 1.85 s generation step; resident sessions become host- rather than device-bounded (measured to 1,024); and world memory must be evicted by relevance to the return, not recency -- the inverse of LLM practice.
Zhen Lin
Jul 23, 2026cs.CV

HyWorldVLA: A Vision-Language-Action Model with Hybrid World Modeling for Autonomous Driving

Vision-Language-Action (VLA) models augmented with world modeling represent a promising paradigm for end-to-end autonomous driving. While pixel-level future prediction enables fine-grained spatiotemporal reasoning, it compromises robustness in noisy driving scenarios. Conversely, latent-based world models alleviate this sensitivity but often incur limited interpretability and representational degradation due to absent pixel-level grounding. To reconcile this trade-off, we propose HyWorldVLA, a hybrid world-VLA framework that unifies pixel-level supervision and latent representation learning. In the pre-training stage, HyWorldVLA predicts video latents encoded by a pre-trained video VAE, while simultaneously reconstructing video frames to provide precise pixel-level grounding. During the subsequent co-fine-tuning phase, the model exclusively predicts latent features, which are fed into an action expert to generate trajectories. Extensive experiments on NAVSIM v1 and v2 benchmarks demonstrate that HyWorldVLA significantly outperforms both pixel-based and latent-based world model baselines. Notably, we present the first comprehensive qualitative and quantitative analysis of world model noise robustness in autonomous driving, establishing a new benchmark for evaluating future architectures.
Quanfu Yu, Xian Wu, Hao Xu +1
Jul 22, 2026cs.RO

PhysCoRe: Physics-Corrected Residual World Models for Material-Aware Deformable Dynamics

Predicting how deformable objects evolve under robotic manipulation is a longstanding challenge. Existing approaches typically rely on per-object optimization to fit material parameters, which can be slow and cannot generalize, while end-to-end learned alternatives extrapolate poorly and often violate basic physical structure. We present PhysCoRe, a physics-corrected residual world model that couples a differentiable Material Point Method (MPM) simulator with two feed-forward neural networks. A material refinement module, Material from Motion (MfM), infers per-particle elasticity from visual observations, grounding the simulator in object-specific physics. A residual correction module, Residual from Dynamics (RfD), learns the discrepancy and predicts corrections to the simulator's internal dynamics, absorbing systematic biases that the analytical model cannot capture. This design also supports online material identification on novel objects. MfM adapts from limited interactions, and its predictive uncertainty steers further exploration toward the regions where its estimate is least confident. Experiments on real deformable-object manipulation sequences show that PhysCoRe outperforms state-of-the-art baselines in prediction accuracy, and that its predicted confidence forms a reliable distribution across the object's geometry, providing a natural signal for future confidence-guided exploration.
Haocheng Yin, Shuohan Tao, Yongsheng Chen +1
Jul 22, 2026cs.CV

PerceptDrive: Perception Prior World-Action Modeling with Adaptive Expert Routing for End-to-End Autonomous Driving

Frozen perception foundation models encode rich geometric, semantic, and dynamic knowledge. Yet narrow conditioning interfaces may attenuate task-relevant cues, while static fusion cannot adjust expert contributions to each scene. We cast this challenge as the prior-to-plan transfer problem and introduce PerceptDrive, a perception prior world-action modeling framework with adaptive expert routing. PerceptDrive feeds teacher-distilled priors from a frozen, driving-adapted provider and dense observation latents from a frozen self-supervised video encoder into a trainable expert-routed world-action model. Expert-specific query branches process these signals, while a prior-retention objective anchors each branch to its prior. A router predicts soft gates from a shared scene representation and combines the expert conditions before trajectory generation. During training, privileged rule-based sub-metric estimates for branch-specific trajectory drafts provide soft-gate distillation targets. The predicted action-free future latent conditions a flow-matching actor. At inference, privileged components are absent; with one front-facing camera, PerceptDrive generates one trajectory per planning step without test-time scoring, reranking, or search. Experiments show that PerceptDrive achieves state-of-the-art performance with 90.4 PDMS on NAVSIM v1 and 90.2 EPDMS on NAVSIM v2, outperforming existing methods. Ablations confirm complementary gains from prior retention and scene-conditioned routing, alongside differential reliance on the three priors. These results demonstrate that preserving and adaptively routing perception priors improves direct planning without test-time candidate selection.
Yushan Liu, Tianxiong Lv, Bohua Wang +11
Jul 22, 2026cs.RO

KineBench: Benchmarking Embodied World Models via IDM-Free Kinematic Grounding

Evaluating the physical consistency of embodied world models(EWMs) is a critical open challenge. While closed-loop evaluation via simulator rollouts offers a more faithful assessment of physical plausibility than open-loop alternatives, existing frameworks almost exclusively rely on Inverse Dynamics Models(IDMs) for action extraction. Due to the intricate mapping from 2D pixel space to 3D kinematic space, the learned IDMs can be brittle to data outside their training distribution, resulting in unreliable action extraction from the generated videos with novel objects and scenarios. This creates an unavoidable attribution ambiguity between world model inaccuracies and extractor errors. To reduce this ambiguity, we present KineBench, an IDM-free closed-loop benchmark for EWMs, built upon an explicit kinematic grounding pipeline. Given a generated video, KineBench employs cascaded visual foundation models to directly extract 6D end-effector poses from individual frames, which are then executed in a physics simulator for closed-loop validation. Beyond execution-based task success, KineBench incorporates two classical 3D kinematic metrics--Spectral Arc Length (SPARC) and the Maruyama Manipulability Index--to characterize trajectory smoothness and kinematic feasibility from a robot-centric perspective. Built on 20 diverse manipulation tasks in ManiSkill3, KineBench evaluates EWMs across four progressive suites: basic execution, task transfer, visual out-of-distribution generalization, and complexity-conditioned scaling. Evaluation across frontier models reveals task-complexity-bounded nonlinear scaling in embodied video generation, providing empirical guidance for future data-scaling strategies.
Zeyu Liu, Zhangzhe Zhu, Yang Zhang +3
Jul 22, 2026cs.MA

Dreamer-CPC: Message Learning with World Models for Decentralized Multi-agent Reinforcement Learning

In multi-agent reinforcement learning (MARL), inter-agent communication is effective for improving performance under partial observability. Representation learning-based approaches enable decentralized agents to learn messages grounded in their own observations, but they rely only on current observations and cannot convey information accumulated over time. We propose Dreamer-CPC, a decentralized model-based MARL method that integrates message learning based on Collective Predictive Coding (CPC) into the world model of DreamerV3. Each agent independently maintains a world model and a message module, and infers and exchanges messages from the latent states of the world model that reflect the history of past observations and actions. We evaluated Dreamer-CPC in two environments: Observer, a non-cooperative information-sharing task, and CatchApple, a newly introduced task in which task-relevant observations are temporarily missing. In both environments, Dreamer-CPC outperformed IPPO-CPC, an existing CPC-based method that generates messages from current observations, as well as no-communication baselines. In particular, in CatchApple, Dreamer-CPC achieved 4 to 5 times the episode return of IPPO-CPC, demonstrating effective coordination where other methods fail due to missing observations. These results suggest that communication grounded in the latent dynamics of world models can support decentralized decision-making when current observations alone are insufficient.
Taisuke Takayama, Naoto Yoshida, Tadahiro Taniguchi
Jul 22, 2026cs.LG

The World Model Remembers, the Actor Forgets: Dream Rehearsal for Continual Model-Based RL

Model-based reinforcement-learning agents of the DreamerV3 family forget catastrophically when trained on task sequences, even when an unbounded replay buffer preserves every earlier experience. We ask a question the continual-RL literature has assumed an answer to but never measured: which component forgets? Under never-clear replay, pre-registered component-level probes (n=3 seeds throughout) show that the world model retains essentially everything measurable about old tasks -- reward discrimination (retention ratio ~1.0), value estimates, and termination structure -- while the actor's behavior collapses. Forgetting in this regime is a channel problem, not a memory problem. We demonstrate this by intervention: with the world model frozen and identical imagined rollouts, reinforcement learning in imagination fails to recover a lost skill (0/3 seeds), while supervised self-imitation on the world model's own graded dreams recovers it on 3/3 seeds with zero environment interaction. Interleaved during training, this graded dream rehearsal yields a task-label-free, parameter-constant continual learner: 3/3 four-task chains retained where plain replay passes 0/3, 3/3 eight-task chains, and consistent gains over matched real-episode cloning (paired difference +0.13, bootstrap 95% CI [0.07, 0.24], complete seed separation). The dream-grading step is load-bearing: we characterize two scoring failure modes, provide an offline selection gauge that caught both before they contaminated results, and give a realized-first grading rule that closes them. All experiments were pre-registered with committed protocols; every refuted hypothesis is reported.
Gurp Nijjer
Jul 22, 2026cs.LG

Koopman Dreamer: Spectrally Constrained Latent Dynamics for Stable World-Model Imagination

Latent world models improve sample efficiency in continuous control by optimizing policies over imagined latent trajectories, but common neural transitions offer limited direct control over modal persistence and error accumulation in long rollouts. We propose Koopman Dreamer, a Dreamer-style world model with a spectrally constrained deterministic latent dynamics core. Its Koopman-inspired backbone uses two-dimensional rotation--scaling blocks with bounded radii to represent damping, rotation, and near-periodic modes. Linear and low-rank bilinear action terms capture global and state-dependent control effects, while stochastic-state modulation supplies local correction information. To reduce the mismatch between posterior-conditioned training and prior-only imagination, the model combines posterior-conditioned EMA teacher targets with one-step consistency, multi-step rollout, and open-loop observation-prediction objectives. We further derive a multi-step rollout-error bound that separates amplification by the spectral backbone and bilinear interaction from the additive effects of stochastic-state mismatch and modeling residuals, clarifying the trade-off between error attenuation and long-term information retention. Experimental results on proprioceptive continuous-control tasks from the DeepMind Control Suite and UAV-LiDAR autonomous navigation demonstrate that Koopman Dreamer improves the stability of long-horizon latent rollouts and achieves stronger closed-loop control performance on tasks that rely on high-quality multi-step imagination.
Jiaqi Li, Xinglong Zhang, Haibin Xie +3
Jul 21, 2026cs.CV

Masked Visual Actions for Unified World Modeling

Video models absorb rich priors over how the visual world moves, interacts, and responds to contact, making them promising substrates for robotic world modeling. The central challenge is how to communicate action to such models in a form aligned with the visual space in which they learned these interaction priors, yet still grounded in physical manipulation. We introduce Masked Visual Actions, a pixel-space control interface that expresses action as a partially revealed trajectory of an arbitrary entity in a video. Revealing robot motion makes the model act as a forward dynamics model that predicts the scene's response to low-level robot actions, while revealing desired object motion makes the same model recover robot behavior consistent with that outcome. Finetuned with only 15 hours of masked examples from real videos and simulation, a single checkpoint achieves strong visual fidelity and controllability across diverse scenes and multiple embodiments. In downstream manipulation settings, the model produces imagined rollouts whose outcomes correlate with real-world execution for policy evaluation, improves decision making by ranking candidate futures in model-based planning, and supports inverse modeling by synthesizing robot motion from desired object motion.
Hadi Alzayer, Wenlong Huang, Haonan Chen +8
Jul 21, 2026cs.CV

ABot-World-0: Infinite Interactive World Rollout on a Single Desktop GPU

We present ABot-World-0, an action-conditioned video world model for real-time, long-horizon closed-loop interaction, supported by a multi-source data infrastructure spanning AAA games, simulation engines, and internet videos to learn controllable world dynamics. WorldExplorer performs agent-driven collection guided by training feedback, while a unified pipeline applies 14 deterministic quality checks, VLM-based assessment, and synchronized action and text annotation. We progressively distill a bidirectional action-conditioned teacher into a causal student through teacher forcing and ODE distillation, and introduce LongForcing to align long student self-rollouts with an extended-horizon teacher, mitigating accumulated distribution shift and autoregressive drift. Raw keyboard actions provide a unified control interface for scene roaming and third-person character interaction, while reference-character memory provides persistent appearance cues for identity consistency during third-person rollouts. For deployment, we co-design a streaming inference stack with a lightweight VAE decoder, efficient attention, memory-aware scheduling, and low-bit DiT inference. Across optimized low-bit configurations, ABot-World-0 streams 720P video at up to 16 FPS on a single NVIDIA RTX 5090 desktop GPU, with 1.2s action-to-first-frame latency and approximately 19GiB peak VRAM. Experiments on WorldRoamBench and extended interactive rollouts demonstrate competitive controllability and coherent long-horizon world evolution.
Fan Jiang, Zhaoxu Sun, Mengchao Wang +38
Jul 21, 2026cs.RO

Agentic Real2Sim: Physics-based World Modeling with Vision-Language Agents

Real-to-sim conversion for robotic interaction with objects remains labor-intensive because it requires more than visual reconstruction: a streamlined real2sim process must recover scene geometries and object states, infer physical parameters, and assemble actors, objects, cameras, poses, and trajectories into a runnable physical simulation. Today this process still depends on brittle workflow glue across visual perception tools and simulators: manual tuning of visual foundation models, mesh cleanup, coordinate frame alignments, etc. We introduce \textit{Agentic Real2Sim}, a framework for generalized physical world modeling with vision-language agents that converts a real-world recording of object-robot interaction into a simulatable episodic twin, and connects the resulting twin to downstream policy fine-tuning and evaluation. We evaluate Agentic Real2Sim on rigid-object manipulation, deformable-object interaction, and humanoid motion scenes, spanning domains that are usually handled by separate Real2Sim pipelines. The framework's agentic decisions can be driven by an open-weight VLM backend at a small fraction of the cost of frontier models, while attaining a comparable conversion success rate. The framework further supports custom scene conversion, fine-tuning of a pretrained policy with data generated from converted episodes, and works effectively as a surrogate for real-world policy evaluation. The project site, including code is available at https://agentic-real2sim.github.io.
Guanxiong Chen, Qianjun Xia, Jiawei Peng +24
Jul 21, 2026cs.RO

WorldScape Policy 2.0: Empowering Steerable World Action Modeling with Reasoning-Augmented Memory and In-Context Learning

World Action Models (WAMs) offer a promising paradigm for robotic manipulation by jointly modeling visual state transitions and robot actions. However, existing WAMs are constrained by limited temporal context, coarse episode-level language supervision, and predominantly text-only conditioning, which hinder task-progress tracking and fine-grained language-video-action grounding while limiting visual-context reasoning and cross-embodiment transfer. In this paper, we introduce WorldScape Policy 2.0, a controllable WAM with reasoning-augmented long short-term memory. Its causal short-term visual memory supplies recent observations as DiT prefill to preserve local interaction dynamics, while its long short-term event memory organizes historical VLM outputs into global-history, local-active, and event-boundary representations for progress-aware retrieval. The retrieved history augments perception and autoregressively generated planning tokens, yielding an implicit subgoal condition for autonomous planning; semantic forcing further transfers event-level instruction semantics into this latent planning pathway. To establish fine-grained multimodal controllability, we construct ManipEvent-5M, an event-grounded embodied pretraining dataset containing nearly 5 million event segments with aligned action trajectories, episode-level task instructions, segment-level subtask captions, goal images, and video demonstrations. These designs provide a unified interface for autonomous planning from high-level instructions and controllable execution from fine-grained text, goal-image, or video-context prompts. Experiments in both simulation and real-world platforms demonstrate superior capabilities in long-horizon autonomous planning, fine-grained instruction following and in-context adaptation.
Haisheng Su, Zongdai Liu, Xin Jin +13
Jul 21, 2026cs.AI

DWM: Separating World Effects from Actions in Latent World Models

Latent world models underpin much of modern model-based control, yet current action-conditioned formulations supervise the next-latent transition with a single, undifferentiated target, forcing a monolithic learning signal to absorb every source of state change. In real world, however, transitions arise from two heterogeneous sources: an action-driven component induced by the agent, and an action-invariant world effect -- the change that would still occur under a null action, dictated by the environment's intrinsic dynamics (e.g., gravity-driven sliding, inertia, contact rebound, and persistent drift). Fusing them into a single target entangles the two inside the latent transition, prevents the model from attributing observed changes to their underlying causes, and undermines the transferability of the learned dynamics. We introduce DWM (Decomposed World Model), a supervision-level framework that operationalizes this decomposition. DWM augments the predictor of a latent world model with an auxiliary world head, regularized by a normalized world-contrastive objective to be action-invariant, while the original pred head is coupled to it via an orthogonality constraint; together, the two signals induce an explicit additive decomposition of the predicted transition into an action-invariant and a complementary action-driven component, without altering the underlying architecture or inference pipeline. To evaluate DWM under persistent world effects, we construct W-variants of three standard control benchmarks -- PushT-W, Reacher-W, and TwoRoom-W -- each instantiating a distinct action-invariant dynamic. DWM matches strong baselines on the flat counterparts and delivers a mean absolute improvement of 13.1% in CEM planning success across the W-variants.
Yi-Ge Zhang, Tianqi Du, Qi Zhang +1
Jul 21, 2026cs.RO

RoboInter1.5: A Holistic Intermediate Representation Suite for Embodied World Modeling and Robotic Manipulation

Existing robot datasets remain expensive to curate, embodiment-specific, and insufficiently annotated with the fine-grained structure required for generalizable reasoning, execution, or long-horizon environment dynamics simulation. Building on our prior work, RoboInter1.0, we present RoboInter1.5, an extended and holistic suite of intermediate representations for both robotic manipulation and embodied world modeling. RoboInter1.5 provides a unified resource of data, benchmarks, and models centered on dense manipulation-oriented intermediate representations. Specifically, RoboInter-Data contains over 230k manipulation episodes across 571 scenes with dense per-frame annotations covering more than ten types of intermediate representations, including subtasks, primitive skills, object and gripper grounding, segmentation, affordance, grasp poses, contact points, motion traces, etc. Built upon these annotations, RoboInter-VQA introduces spatial and temporal embodied VQA tasks to benchmark and improve the intermediate-representation reasoning capabilities of our RoboInter-VLM. RoboInter-VLA further studies how such representations benefit action execution through implicit, explicit, and modular plan-then-execute paradigms. To better model the physical world, we further introduce RoboInter-World, which leverages intermediate representations as structured conditioning signals for controllable prediction of future world states. Extensive evaluations demonstrate that RoboInter1.5 provides a unified spatiotemporal scaffolding for intermediate representations. Rather than treating intermediate representations merely as interpretable signals, RoboInter1.5 conceptualizes them as a bidirectional interface that both regularizes low-level action spaces and constrains the latent rollouts of open-world physical simulators.
Ziqin Wang, Hao Li, Weijun Wang +5
Jul 21, 2026cs.AI

Do AI-Native Biotechs Need Departments? Benchmarking Company World Models for AI-Driven Drug Development

AI-native biotechnology companies are often designed by copying human biotech org charts into agent roles. We argue for a different abstraction: a Company World Model, defined as a persistent asset-to-value state representation with transition models, explicit value functions, planning, and updating across scientific, regulatory, BD, commercial, financial, and execution constraints. We introduce a dry-lab benchmark for testing whether AI-agent organizations should mimic departments or operate around such a world model. The benchmark contains 45 retrospective public-information decision cases with strict time cutoffs, hidden outcomes, common schemas, automatic scoring, and blinded pairwise judging. We compare human-org-mimic, stronger human-org-mimic-plus, AI-native asset-centric, and AI-native value-conversion architectures. The value-conversion architecture is a prompt-level approximation of a Company World Model: a Live Asset Value Record updated by Deal, Approval, Revenue, and Investment Arbiter loops. Under a success function defined by external BD, regulatory approval and launch, and revenue discipline, it achieved the highest automatic value-conversion score and was strongly preferred over the original baselines by value-specific blinded judges. Stress tests narrowed the claim: a stronger human baseline remained competitive, and a neutral judge did not show robust value-conversion dominance. Codex-only mechanistic ablations suggest that Revenue Room, Deal Room, and Approval Room carry useful work under the target objective. The central finding is objective-sensitive: departments may remain useful governance views, but the core AI-native operating primitive should be a shared, predictive asset-to-value state rather than a static human org chart. The study is dry-lab only and does not establish real-world drug success, clinical benefit, or revenue prediction accuracy.
Yinan Wang
Jul 20, 2026cs.AI

AutoWorldModel-Bench: A State-Centric Benchmark for Automated World-Model Research

World modeling is an unsettled field: architectures, training objectives, and state representations interact in complex ways, and no single recipe dominates across environments. This makes it an ideal testbed for AI coding agents acting as autonomous researchers--a setting in which the improvement direction is not specified in advance, unlike the engineering-to-spec tasks that dominate current agent benchmarks. We introduce AutoWorldModel-Bench, a closed-loop benchmark in which frontier coding agents autonomously improve a provided world-model starter under a fixed compute budget. The benchmark spans eight game environments under a unified structured-state representation--ground-truth entity state extracted from each game and consumed through a shared tensor format--which isolates dynamics modeling from perception and enables minutes-per-run iteration. Across 64 sessions, Codex-5.4 and Claude Opus 4.6 improve their starter on 63; in 91% of sessions the winning edit is a non-trivial research-style modification--a new objective, representation, rollout procedure, or architectural change--rather than a hyperparameter tweak. Our benchmark offers a setting in which frontier coding agents can be evaluated on open-ended research rather than engineering-to-spec problems.
Marjan Moodi, Xuankang Zhu, Fernando De Mesentier Silva +2
Jul 20, 2026cs.AI

AlayaWorld: Interactive Long-Horizon World Modeling -- Full Technical Report

Unlike conventional video game development, which relies on labor-intensive pipelines for asset production, animation, physics, and programming, video world models generate interactive environments from user inputs instantly. It enable us to create customized, explorable, and continuously evolving virtual world from text, an image, or video. Realizing this vision requires four tightly coupled capabilities: interaction, persistent spatiotemporal consistency, stable long-horizon generation, and efficient response. We present AlayaWorld, an interactive long-horizon video world model that generates 24-fps video at 540p and 720p. Built on a 15B video diffusion transformer, AlayaWorld generates short latent chunks autoregressively under camera trajectories and switchable text prompts. Its bounded visual context combines a persistent sink frame, compressed temporal history, geometry-aligned spatial memory, and recent-frame conditioning. To reduce long-term drift, the model is trained with corrupted histories and prediction residuals collected from its own roll-outs. We further introduce a discrete autoregressive distillation formulation that combines distribution-matching distillation, self-forcing++, and consistency distillation, reducing inference from approximately 30 sampling steps to four steps per chunk. On iWorld-Bench, AlayaWorld achieves the best performance over long-horizon generation. Conceived as a full-stack, open-source, and long-term project, AlayaWorld is intended to provide an extensible foundation for future research on interactive video world models.
AlayaWorld Team, Kaipeng Zhang, Chuanhao Li +15
Jul 20, 2026cs.LG

FlashRT: Agent Harness for Guiding Agents to Deploy Real-Time Multimodal Applications

Real-time multimodal applications, including voice agents and interactive video generation, compose heterogeneous models into pipelines whose efficient deployment requires application-specific decisions about placement, streaming, and intra-model parallelism. Existing serving systems and auto-parallelism compilers commit to limited transformations and fixed workload assumptions, so achieving high performance on a new application requires hand-crafting an efficient implementation. We present FlashRT, an agent harness that guides coding agents to lift simple developer-written reference implementations into optimized multi-GPU deployments that flexibly weigh target metrics like latency and throughput. Using a new chain-of-program paradigm, FlashRT directs a generic coding agent through a multi-pass transformation process where an agent transforms the reference into an intermediate representation (IR) to capture data dependencies and persistent-state scopes, validates this IR via a sequential interpreter, and performs static analyses to identify candidate transformations. Then, the agent iteratively implements, verifies, and benchmarks each candidate under a measurement-gated optimization loop to produce effective deployments that span different hardware budgets. Across various applications, including video world models and multimodal LLMs, FlashRT converts reference implementations into highly efficient deployments, delivering up to ~70x latency reduction and 2.8x throughput improvement on NVIDIA B200 GPUs. On AMD MI355X GPUs, FlashRT matches the peak latency reduction while increasing peak throughput improvement to 3.6x, demonstrating that agent-driven optimization can be more scalable on platforms with less mature expert optimization. In fact, for Qwen3-Omni text-to-audio inference, FlashRT reduces response latency by 65% compared to the expert vLLM-Omni implementation on AMD MI355X.
Krish Agarwal, Zhuoming Chen, Yanyuan Qin +3
Jul 20, 2026cs.AI

SAGE: Subgoal-Conditioned Action Generation for Latent World Model Planning

Latent world models have emerged as a powerful planning paradigm by learning action-conditioned predictive dynamics and using them as internal simulators to imagine and evaluate candidate action sequences. However, as the planning horizon grows, performance becomes increasingly constrained by proposal quality: a fixed candidate budget must search an exponentially larger action space, making it difficult to expose the world model to high-quality candidate futures for evaluation. In this paper, we introduce a prior-conditioned planner that replaces random proposal initialization with structured guidance. At each planning stage, a goal-conditioned generator predicts the next reachable latent subgoal for a specified duration, which is then used to condition the generation of candidate action sequences. To capture semantic information across temporal scales, we use subgoals of varying durations as priors, balancing fine-grained local control with higher-level long-horizon progress. Then the frozen world model evaluates and refines these subgoal-conditioned proposals before execution. Experiments on PushT and OGBench Cube show that coupling latent subgoal decomposition with prior-conditioned action generation substantially improves long-horizon planning while preserving strong short-horizon performance. To be specific, when the target offset is 150150, it raises PushT success from 12.7%12.7\% to 64.7%64.7\% and OGBench Cube success from 26.7%26.7\% to 67.3%67.3\%.
Letian Cheng, Qi Zhang, Yisen Wang
Jul 20, 2026cs.NI

Mobile Network Control with a World Model

The increasing complexity of mobile networks necessitates intelligent and dynamic control strategies for efficient, energy-conserving management. We propose a world model-based approach for network control that enables adaptive configuration of crucial parameters. The world model is trained from historical data and predicts the impact of its actions on future network states. Our controller leverages the model's uncertainty estimate to robustly find optimal network configuration changes. Furthermore, the optimization objective can be changed dynamically without model retraining. We demonstrate the effectiveness of the approach in simulated closed-loop control of a mobile network energy-saving feature. Our results show improved performance in balancing energy savings with quality of service, compared to traditional methods and reinforcement learning approaches. Finally, we show the world model performance on real network data from, and evaluate counterfactual actions proposed by the controller under various throughput constraints.
Maxime Bouton, Ioanna Mitsioni, Simon Lindståhl +1
Jul 20, 2026cs.AI

Reinforcement Learning: From Algorithms To Foundation Models

Reinforcement learning (RL) provides a framework for sequential decision making under explicit objectives. In its classical form, RL studies how an agent should act to maximise long-term reward in a dynamic environment. In richer settings, the problem extends beyond a single agent and fixed environment: intelligent behavior may require strategic interaction, adaptation to uncertainty, and reasoning over high-dimensional worlds. This thesis studies RL from two perspectives: algorithms in games and RL in the era of foundation models. The first part focuses on multi-agent RL in games. It examines how incentives, policies, and equilibrium concepts interact in competitive and general-sum environments, spanning two-player zero-sum games, large-scale video games, and multi-player settings with general structure. These works investigate learning in multi-agent systems and the behavior of RL methods in interactive environments. The second part studies RL with generative and foundation models, motivated by the idea that prior knowledge can enrich sequential decision making. Pretrained generative models and learned world models serve as representation tools and structured priors for planning, control, and policy optimization. The thesis develops diffusion-based world models, investigates RL for efficient video generation, explores generative models as policy classes, and studies interactive video world models in which actions shape future observations. It also addresses long-horizon modeling through architectures with memory. Together, these contributions present a unified view of RL as objective-driven adaptation in complex sequential domains. From strategic games to generative world models, the thesis highlights how RL connects decision making, environment modeling, and emerging foundation-model capabilities, offering a broader perspective on the principles underlying intelligent behavior.
Zihan Ding
Jul 20, 2026cs.RO

GeoWorldAD: Geometry World Action Model for Autonomous Driving

Autonomous driving requires both safe and efficient planning decisions in dynamic 3D environments. Although recent Vision/Video-Action models learn policies directly from visual observations and scale well with advances in vision transformers and large-scale training data, they often lack explicit geometric grounding and future-aware spatial guidance, limiting their ability to balance collision avoidance and driving progress. In this work, we propose GeoWorldAD, a geometry world action model that grounds trajectory planning in ego-aligned 3D space and anticipates short-horizon scene evolution with latent future geometry tokens. Present geometry provides essential spatial constraints for safe planning, while future geometry reveals how surrounding agents and ego-centric free space may evolve, reducing overly conservative decisions without sacrificing safety. To efficiently exploit these geometric cues, GeoWorldAD progressively aggregates multi-scale present geometry and latent future geometry through iterative trajectory refinement. Experiments on NAVSIM v1 and v2 demonstrate state-of-the-art performance, highlighting the effectiveness of explicit 3D geometry grounding and future geometry world modeling for safe and efficient autonomous driving.
Songyan Zhang, Jinyuan Tian, Hanbing Li +9
Jul 20, 2026cs.RO

Test-Time Scaling for World Action Models via Zero-Shot Geometric Evaluation

Test-time scaling improves foundation-model inference by spending additional computation, but robot control requires deciding whether extra compute is useful before executing an action. World Action Models (WAMs) make this decision natural: each rollout exposes both an action chunk and predicted future observations. We propose \methodgated, a training-free selective test-time scaling framework for WAMs. We first instantiate \method, a fixed-budget Best-of-NN selector that ranks sampled rollouts by cross-view depth reprojection consistency of their predicted futures, computed with a frozen geometry foundation model. \methodgated\ adds a lightweight action--future consistency gate that invokes \method\ only when the initial rollout appears internally inconsistent. Across five benchmark--backbone settings on RoboCasa, LIBERO Long, and RoboTwin~2.0, fixed-budget \method\ improves N=8N{=}8 task success in every setting, e.g., raising the RoboCasa group average from 66.3%66.3\% to 68.4%68.4\% with Cosmos Policy and from 80.8%80.8\% to 82.5%82.5\% with X-WAM. With gating enabled, \methodgated\ recovers on average 74.8%74.8\% of the always-on success gain while triggering additional sampling on only 26.2%26.2\% of decision points. Offline diagnostics show that cross-view reprojection is a strong task-label-free selector, and we identify false low-score selections as a failure mode that helps explain why performance can saturate or degrade as NN increases.
Zesen Zhao, Minkyoung Cho, Hui shen +4
Jul 19, 2026cs.AI

An Explicit World Model Based on Data-First Ontology: DaoQL Multimodal Storage Validation and Counterfactual Reasoning Evaluation

Large language models encode world models implicitly in neural weights, which exposes four structural risks in high-precision domains such as medicine and finance: hallucination, frozen knowledge, poor explainability, and poor modifiability. This paper proposes data-first ontology: LLMs are treated as reasoning and language engines, while deterministic knowledge is moved into an explicit multimodal database, DaoQL. We formalize an explicit world model and show that, under rule independence, deterministic evaluation, and fixed conflict resolution, explicit models provide a sufficient condition for composable counterfactual decomposability; implicit models lack atomic read/delta semantics and therefore provide no comparable architectural guarantee. The implemented system focuses on DaoQL's verified storage layer and explicit Eval path, integrating graph, column, vector, and full-text engines within one process. KVCache graph nodes, expert hot updates, and the DaoQL-Agent runtime remain future work. On an embedded same-machine setup, DaoQL reports graph BFS at 1.20 ms, HNSW at 83.1 us, and a Fluent hybrid query at 105.8 us; these results indicate engineering potential but must be interpreted with deployment-shape differences from client-server systems. Exploratory measurements on LDBC SNB SF1 and ANN-Benchmarks further show 34/34 query coverage with interactive-class queries mostly in the sub-millisecond to millisecond range, but only 1.8 QPS overall due to long-tail BI/IC queries; ANN-Benchmarks reaches Recall@10 >= 99% at thousand-level QPS after a bridge-edge protection fix. In a five-domain counterfactual experiment (n = 1250), DaoQL+GPT-4o achieves 94% composable counterfactual decomposability, 49 percentage points above GPT-4o alone. The paper explicitly separates provable structure, preliminary empirical evidence, and architectural roadmap claims.
Zhanbo Li, Shifeng Wu, Xiangjin Meng +1
Jul 19, 2026cs.CL

EvolvingWorld: An Open-Schema Framework for Co-Evolving Role-Play Agents and World Model in Interactive Literary World

This paper introduces EvolvingWorld, a framework and benchmark for character and world co-evolution in interactive literary worlds. Existing systems either treat interactive literary simulation as static persona imitation or isolated scene generation, failing to capture how characters and worlds evolve together over time. To address this, EvolvingWorld models literary simulation as a long-horizon process where characters interact, scenes progress, and character and world states are persistently updated. Unlike prior systems relying on fixed schemas, EvolvingWorld adopts an open-schema framework to support simulation across diverse literary worlds. The framework consists of two coupled modules: a Character Agent for multi-character role-play and persistent profile evolution, and an LLM-based World Model for global and location/entity-level state maintenance and scene progression. Based on this architecture, we formulate 7 trainable tasks for scene initialization, interaction generation, and state update. We construct a dataset from 57 books, producing 138,596 supervised training samples and 222 snapshots for testing. Furthermore, we introduce a trajectory-level LLM-as-Judge evaluation protocol spanning 10 dimensions and 20 metrics. Experiments show that EvolvingWorld can improve long-horizon simulation by effectively maintaining persistent, coherent character and world development.
Qing Zong, Yue Guo, Mengxin Yang +2
Jul 17, 2026cs.AI

DSWorld: A Data Science World Model for Efficient Autonomous Agents

Despite strong capabilities in data understanding and decision-making, autonomous data science agents still heavily rely on trial-and-error workflows that involve expensive computation. This bottleneck motivates models that can anticipate the effects of data science operations before real execution. In this paper, we introduce the concept of Data Science World Model, which model the data science execution environment by predicting environment state transitions conditioned on current workflow states and candidate operations. We further propose DSWorld, a practical framework that combines structured state construction, cost-aware routing, lightweight real execution, and an LLM-based simulator for expensive operations. To support training, we construct an 8K-scale transition trajectory dataset and introduce Reflective World Model Optimization, an error-aware reinforcement learning strategy for improving transition prediction. Experiments show that DSWorld accelerates RL-based agent training by approximately 14×14\times and search-based inference by approximately 33-6×6\times while maintaining competitive performance, and outperforms the strongest LLM baseline by 35.6% on transition prediction tasks. The code is available at https://anonymous.4open.science/r/DSWorld.
Zherui Yang, Fan Liu, Hao Liu
Jul 17, 2026cs.CV

Orbis 2: A Hierarchical World Model for Driving

Current world models operate at a single level of abstraction, with most prioritizing perceptual fidelity while lacking the spatial reasoning and semantic understanding required for real-world downstream tasks. We present a hierarchical driving world model that factorizes future prediction across two levels operating at distinct temporal and abstraction scales: a high-level predictor that forecasts coarse scene structure over extended temporal horizons, and a low-level generator that produces detailed predictions conditioned on the high-level output. This decomposition yields high perceptual fidelity while also capturing strong spatial and semantic representations. We further show that pretraining with a diffusion forcing objective yields substantially richer internal representations than the standard teacher forcing objective, while teacher forcing -- predicting only the next frame from clean context -- produces more stable autoregressive rollouts. We therefore introduce a generic two-stage training paradigm that pretrains the model with diffusion forcing and fine-tunes with teacher forcing, combining the representational benefits of the former with the rollout stability of the latter. Our approach achieves state-of-the-art results across the standard suite of driving world model evaluations on established benchmarks, including long-horizon generation fidelity, steering responsiveness evaluated on counterfactual scenarios, and internal representation quality. Project page with code, demo, checkpoints and qualitative results: https://lmb-freiburg.github.io/orbis2.github.io/
Sudhanshu Mittal, Arian Mousakhan, Silvio Galesso +4
Jul 17, 2026cs.AI

SeerGuard: A Safety Framework for Mobile GUI Agents via World Model Prediction

Mobile graphical user interface (GUI) agents have demonstrated remarkable capabilities in automating complex tasks, yet they introduce critical safety risks because a single erroneous action can lead to irreversible consequences. Existing safety mechanisms are primarily reactive, lacking the ability to assess risks before execution. In this paper, we introduce SeerGuard, a consequence-aware safety framework designed to mitigate these risks through pre-execution instruction-level screening and action-level risk assessment. Specifically, the action-level assessment analyzes agent-proposed actions within current GUI states, anticipating likely outcomes to identify risks before they are executed. To enable these capabilities, we construct a unified safety-augmented world model (SAWM) via multi-task learning, integrating semantic next-state prediction with safety risk assessment. Extensive experiments demonstrate that SeerGuard generalizes effectively across diverse mobile GUI agents. On Qwen3-VL-8B-Instruct, it increases the safety-utility score from 0.1910.191 to 0.5960.596 at ω=0.8ω=0.8 and reduces the risk-cost score from 0.3470.347 to 0.1350.135 at α=0.8α=0.8. Further analyses on our SAWM validate the effectiveness of the instruction-level screening, alongside the capability of action risk assessment and next-state prediction.
Xue Yu, Bo Yuan, Kailin Zhao +3
Jul 16, 2026cs.LG

BadWAM: When World-Action Models Dream Right but Act Wrong

World-action models (WAMs) are emerging as a promising foundation for embodied control: rather than predicting actions alone, they learn representations that couple action generation with future world prediction. This coupling is often viewed as a source of robustness, interpretability, and safety, as a robot's action can in principle be checked against its imagined future. In this paper, we show that this assumption is fragile. We introduce BadWAM, a unified framework for modeling and evaluating World-Action Drift Attacks: a new class of WAM-specific adversarial attacks that use small visual perturbations to break the alignment between what a WAM imagines and what it executes. BadWAM characterizes this attack surface along two natural criteria: attack strength and stealthiness. When the adversary prioritizes disruption, BadWAM instantiates an action-only adversarial attack, which directly drives the model toward task-failing actions. When the adversary additionally prioritizes stealth, BadWAM instantiates an imagination-preserving adversarial attack, which seeks to induce harmful action shifts while keeping the model's predicted future close to its clean imagination. Together, these two attacks capture a spectrum of WAM-specific failures: from overt action hijacking to stealthier cases where the model appears to imagine a plausible future but executes a desynchronized action. We evaluate BadWAM across different variants of WAMs. Results show that our attacks substantially reduce task success rates under closed-loop execution. For example, our action-only attack reduces the model performance from 96.5% to 43.1% success. The results of our imagination-preserving attack further exposes a WAM-specific vulnerability: moderate future-preserving regularization can maintain strong attack performance while reducing future imagination drift.
Qi Li, Xingyi Yang, Xinchao Wang
Jul 16, 2026cs.AI

Concept-Guided Spatial Regularization for World Models in Atari Pong

World models are usually evaluated as components of model-based reinforcement learning (MBRL) systems, while the world models themselves are rarely studied in isolation. We examine five representative visual world-model agents in Atari Pong: DreamerV3, DIAMOND, TWISTER, Simulus, and STORM. After reproducing their training pipelines and matching the reported agent performance, we freeze the learned world models and evaluate them with a closed-loop rollout diagnostic: a policy trained separately from the corresponding MBRL agent interacts with each frozen model, and the generated video trajectories are inspected for visual and dynamical errors. Across all five models, the rollouts contain clear failures, including ball disappearance, incorrect ball motion, and invalid ball-paddle interactions. Beyond visual trajectories, we further evaluate them with pixel-space zero-shot MBRL, where a new policy is trained entirely inside a frozen world model and then evaluated in the real environment. Across all five models, the resulting policies substantially underperform those produced by the corresponding original MBRL training pipelines. The gap is particularly large for DreamerV3, whose mean return drops from -5.5 to -20.9, near the minimum Pong return of -21. We hypothesize that insufficient modeling of task-critical concepts, such as the ball in Pong, may contribute to these failures. We therefore propose Concept-Guided Spatial Regularization (CGSReg), an auxiliary pixel reconstruction loss applied to segmented concept regions. Experiments show that CGSReg improves both closed-loop rollouts and pixel-space zero-shot MBRL in DreamerV3, DIAMOND, and TWISTER. Its effects vary across the remaining models and evaluation metrics, indicating that CGSReg alone does not address all world-model bottlenecks.
Yukuan Lu, Zaishuo Xia, Weyl Lu +1
Jul 16, 2026cs.LG

Kernel weighted importance sampling for off-policy evaluation in contextual bandits

This article presents a novel estimator for performing off-policy evaluation using only offline data for contextual bandits. The proposed estimator, Kernel-WIS is demonstrated to be asymptotically consistent and to empirically outperform strong baselines (including vanilla weighted importance sampling), particularly under complex conditions including behaviour policy miss-specification. The benefit of Kernel-WIS is derived from combining the bounded property of vanilla weighted importance sampling with the linearity of vanilla importance sampling.
Joshua Spear, Matthieu Komorowski, Rebecca Pope +2
Jul 16, 2026cs.RO

DriftWorld: Fast World Modeling through Drifting

Predictive world models enable robots to plan by imagining the outcomes of their actions, but their value for control hinges on generating many rollouts quickly. This creates a bottleneck for diffusion-based world models: multistep sampling makes each rollout expensive, limiting large-scale action search at inference time. We introduce DriftWorld, an action-conditioned world model based on drifting generative models. Rather than denoising iteratively at inference, DriftWorld learns an action-conditioned drift during training, allowing it to generate future frames from the current observation and a candidate action sequence in a single forward pass at 30+ fps, which is 17x faster on average than diffusion based baselines. We evaluate DriftWorld on standard vision-based robotic manipulation benchmarks, including Bridge-V2, RT-1, Language Table, Push-T, and Robomimic. By producing rollouts that are both accurate and fast, DriftWorld achieves state-of-the-art decision-making performance with far less inference time than diffusion-based world model baselines. Beyond online control, DriftWorld can also serve as an offline simulator for ranking real-world robot policies, with rollout-based scores correlating with ground truth at up to 0.99. These results show that drifting models are a strong fit for robot world modeling, where fast, high-quality imagination directly supports planning and policy evaluation.
Susie Lu, Haonan Chen, Weirui Ye +1
Jul 16, 2026cs.RO

Steering Robustness into World Action Models via Mechanistic Interpretability and Optimal Control

World Action Models (WAMs) enable semantically- and physically-informed control but are brittle under distribution shift. In this work, we use mechanistic interpretability to study how robustness-relevant perturbations are represented in WAM activation space. Comparing activations across successful and unsuccessful rollouts, we find some WAM architectures exhibit low-dimensional linear separability for robustness-critical features, while others do not. This motivates the use of contrastive activation directions for training-free WAM steering. We also show that local linearity in WAM activation dynamics enables efficient feedback steering via model-based optimal control, yielding World-Action Linear Quadratic Regulator (WA-LQR), a minimally-invasive reduced-order LQR controller. Via mechanistic evaluations, we predict strong steerability in the Cosmos-Policy and DiT4DiT models but weak steerability in LingBot-VA, consistent with steering intervention results. On Cosmos-Policy and DiT4DiT, WA-LQR generalizes contrastive directions to new tasks and improves robustness to camera, gripper, and visual-noise perturbations over unsteered and prompt steering baselines.
Jihoon Hong, Julian Skifstad, Qiyue Dai +2
Jul 15, 2026cs.CV

From Pixels to States: Rethinking Interactive World Models as Game Engines

Building interactive worlds that respond coherently to player actions has long been a shared goal of computer graphics, games, and artificial intelligence. Recent video generative models provide a data-driven route toward this goal by predicting future observations conditioned on user actions, and are increasingly regarded as potential next-generation game engines. Realizing a genuinely interactive game world, however, requires interaction outcomes that follow rules over evolving game conditions, consequences that persist over long horizons, and a generation loop that operates in real time. Conventional game engines realize these properties through a recurrent action-state-observation loop, in which player actions update an explicit game state according to predefined rules and observations are rendered from the resulting state. Taking this loop as an organizing lens, this paper examines interactive game world modeling along four dimensions: player action control, game state dynamics, state-observation persistence, and real-time interactive generation. For each dimension, we start from the capabilities required by an interactive game world, group existing approaches into representative families, and discuss the strengths and trade-offs of each family. Complementing this analysis, we present a scalable data engine for Black Myth: Wukong that collects over 90 hours of gameplay with frame-aligned player actions, ground-truth game states, and visual observations, together with structured and semantic annotations, as a resource for state-aware game world modeling. We hope this paper offers a clear picture of where the field stands and fosters progress toward interactive game worlds.
Zhen Li, Zian Meng, Shuwei Shi +4
Jul 15, 2026cs.CV

M4^\text{4}World: A Multi-view Multimodal Driving World Model for Interactive Object Manipulation and Minute-long Streaming

Driving-world generation has emerged as a core capability for scalable autonomous-driving simulation, yet existing methods remain limited in object-level controllability and long-horizon stability. We present M4^\text{4}World, a Multi-view and Multimodal generative driving world model that synthesizes future surround-view video streams and synchronized LiDAR scans while supporting interactive object Manipulation and stable Minute-long streaming. Fine-grained object manipulation is realized through a flexible conditioning interface that supports explicit control over both the spatial layout and visual appearance of individual objects. Stable minute-long streaming, on the other hand, is achieved through a multi-stage training framework that enables online causal generation in only four denoising steps while maintaining coherent world dynamics throughout extended rollouts. Building on these components, we introduce an efficient few-clip post-training as well as a suite of visual reference-conditioned generation models, preserving general generation ability while allowing rare-case customization for long-tail controllability. To assess controllability beyond realism, we further introduce an automated VLM-based judging pipeline that evaluates scene-level condition adherence, view-wise object controllability, and cross-view object consistency. Comprehensive experiments show that M4^\text{4}World consistently delivers high generation quality, precise controllability, and stable minute-long streaming. Together with downstream long-tail augmentation and scene editing, these results demonstrate the potential of M4^\text{4}World for controllable, scalable driving simulation.
Ke Cheng, Hanqiao Ye, Lei Shi +8
Jul 15, 2026cs.RO

GigaWorld-Policy-0.5: A Faster and Stronger WAM Empowered by AutoResearch

World Action Models (WAMs) improve robot policy learning by jointly modeling actions and future visual observations, using future scene evolution as dense supervision for physically grounded action generation. However, a common design in existing WAMs is to explicitly generate future videos at inference time, incurring substantial computational overhead and hindering real-time closed-loop deployment. GigaWorld-Policy addresses this issue with an action-centered formulation, where future visual dynamics are used during training while action-only decoding is used at inference time. Building upon this framework, we present GigaWorld-Policy-0.5, an enhanced action-centered WAM designed for more efficient robot control. During pretraining, GigaWorld-Policy-0.5 adopts a mixed Action-Conditioned World Modeling (AC-WM) and WAM training strategy. This strengthens the coupling between visual dynamics and robot actions and improves the transferability of action representations for downstream policy learning. For efficient inference, GigaWorld-Policy-0.5 introduces a Mixture-of-Transformers architecture that separates visual dynamics modeling and action generation into specialized experts, reducing active computation during action-only inference and achieving 85 ms inference latency on a local RTX 4090 setup. In addition, we employ an agent-based AutoResearch pipeline to systematically search training configurations, enabling more efficient identification of optimal experimental setups while reducing the time and manual intervention required for hyperparameter tuning. Experiments and ablations show that GigaWorld-Policy-0.5 preserves the training benefits of future visual dynamics while improving inference efficiency for robot control.
GigaWorld Team, Angen Ye, Angyuan Ma +26
Jul 15, 2026cs.LG

RENEW: Towards Learning World Models and Repairing Model Exploitation from Preferences

World models are widely used in offline reinforcement learning (RL) to improve sample efficiency and generate experience beyond a fixed dataset. However, they are vulnerable to model exploitation where data coverage is thin. Prior work addresses this either by collecting more expert demonstrations, which is often expensive, unsafe, or unavailable, or by conservative algorithms that avoid uncertain regions, which limits generalization. We propose instead to repair exploitation directly using human preferences over imagined rollouts, leveraging the strong intuitive physics that allows humans to easily spot egregious dynamics hallucinations. We formalize this as Dynamics Learning from Human Feedback (DLHF), a Bradley-Terry preference loss over trajectory log-likelihoods under a learned dynamics model. Unfortunately, naive DLHF is sample inefficient, so we introduce RENEW, which uses epistemic uncertainty to focus finetuning where the model is most exploitable. We evaluate on several Jumanji and classic control environments and find that while naive DLHF requires an outsize preference budget, RENEW makes the framework practical by improving sample efficiency, limiting catastrophic forgetting, and reducing exploitation in pretrained world models. Taken together, our results provide initial evidence that preferences can supervise world model dynamics directly, offering a new approach to addressing exploitation in offline model-based RL.
Logan Mondal Bhamidipaty, Mykel Kochenderfer, Subramanian Ramamoorthy
Jul 15, 2026cs.CV

From Surface Forecasting to Observability Forecasting: A Latent World Model for Cloud-Aware EO Monitoring

The bottleneck of Earth Observation processing chains is not the arrival of new imagery but whether the surface is actually visible when the image arrives. We study this as an observability forecasting problem on EarthNet2021. Given recent multispectral imagery and exogenous weather drivers, the goal is to predict whether the next acquisition will be usable and, if not, when a usable view is likely to return. To do this, we adapt LeWorldModel, a joint-embedding predictive architecture world model, to cloud-aware Earth Observation sequences. The final pipeline converts raw minicubes into episodic HDF5 sequences with five image channels (blue, green, red, near-infrared, cloud mask) and eight meteorological and calendar covariates. The resulting model has 18.0M trainable parameters and is trained from scratch on 23,904 training episodes. The trained leWorldModel is evaluated under a locked protocol: linear probes are fit on train only, calibration choices are set on an internal validation split, and the fitted heads are then frozen for valsplit, IID, OOD, and extreme evaluation. On the full frozen-bundle observability benchmark, LeWorldModel consistently outperforms persistence. For next-step usability, balanced accuracy ranges from 0.769 to 0.887, compared with 0.493 to 0.556 for persistence. For exact first-usable-horizon prediction, accuracy ranges from 0.602 to 0.806, compared with 0.120 to 0.369 for persistence. Against a frozen LightGBM baseline fit on the same training windows, LeWorldModel is better on continuous clear/cloud regression and on exact recovery timing on valsplit, IID, and extreme, while LightGBM is stronger on the simpler binary any-usable-within-six task and is more robust on OOD. In separate sampled diagnostic analyses, LeWM also produces strong ranking-based anomaly signals under synthetic temporal inconsistencies.
Mohanad Albughdadi
Jul 15, 2026cs.AI

When a Verified World Model Still Loses: Play-Adequacy vs Prediction-Accuracy in LLM-Synthesized Code World Models

Large language models can synthesize a game's rules as executable code - a Code World Model (CWM) - which a classical planner then searches over. Such models are typically accepted when they reach high transition accuracy on sampled trajectories. We argue this is the wrong notion of adequacy for planning. We show four things. (1) An LLM-synthesized CWM can pass a sampling gate at 100% transition accuracy and be ≥98%\geq 98\% state-accurate on the planner's own search distribution, yet lose systematically at play, because the <1%<1\% it gets wrong is exactly the pivotal dynamics; the play cost of the omitted rule is 0.0910.091 (seed-clustered 95% CI [0.065,0.117][0.065,0.117], n=4800n=4800). We call this the verified-vs-correct gap, and confirm it end-to-end through the synthesis pipeline. (2) The harm follows a quantitative law, danger=play_cost×(1−rarity)N\mathrm{danger}=\mathrm{play\_cost}\times(1-\mathrm{rarity})^N, whose (1−rarity)N(1-\mathrm{rarity})^N gate-miss factor is proven exact and whose play cost is empirically bounded. (3) The failure is not repaired by more data: LLM synthesis behaves as rule translation, not rule inference, and did not infer the omitted rule across models (GPT-5.x) and data regimes (including DAgger and targeted examples). (4) The same mechanism recurs on the belief-inference function of imperfect-information CWMs: we prove a coverage bound (a size-NN gate is identifying when N≳bdmax⁡N\gtrsim b^{d_{\max}}), explaining why shallow games such as Kuhn poker show no gap, and hand-construct Beacon, a verified-but-wrong inference function that passes the gate yet loses every game. These results suggest adequacy for planning-oriented world models should be measured on the search distribution or by play directly, not by prediction accuracy on sampled transitions.
Javier Aguilar Martín
Jul 15, 2026q-bio.NC

Grounded world models in biological organisms and future embodied AI

Recent advances in generative and embodied AI have been driven by large-scale predictive learning over multimodal data. However, the resulting systems remain largely based on passive training regimes where linguistic regularities create the scaffold onto which information from other modalities is attached. Conversely, neuroscience and cognitive science suggest that biological intelligence is organized in the opposite way, where grounded world models acquired through interaction with the environment provide the semantic scaffold to which language is attached. Here, we illustrate five examples of neural circuits supporting grounded world modelling, which underlie navigation in physical and conceptual spaces, affordance-based perception and interaction with objects, active perception and exploratory learning, allostatic control and emotion, and the distinction between self- and world-generated outcomes. These examples highlight several features largely missing from current embodied AI, including the role of intrinsic dynamics as a foundation for learning, the centrality of action in aligning these dynamics with the external world, the prominence of autonomous experience and open-ended learning over passive assimilation of externally provided data, and the fact that early predictive and control mechanisms scaffold higher cognitive abilities such as reasoning, conceptual navigation, planning, imagination, understanding others' minds, and communication. Finally, we discuss whether and how principles derived from biological systems may inform future embodied AI, including training regimes based on social interaction to construct world models that are not only grounded but also socially shared and aligned with human norms and values.
Giovanni Pezzulo, Davide Nuzzi, Marco D'Alessandro +3
Jul 14, 2026cs.AI

Learning Safe Agent Behaviour from Human Preferences and Justifications via World Models

We address the problem of safely training an agent policy and deploying a good and safe policy, in settings where the environment dynamics are unknown and no suitable reward function is available. In the context of safety-critical environments, we consider traditional reinforcement learning impractical and resort to the resource of human input. We introduce DROPJ, a human-centred method for both safe training and deployment. We first learn a world model (a learned simulator) from a dataset of prior real-world trajectories. A human then plays the game in this learned simulator to extract several informative simulated trajectories. From these, we sample pairs of simulated trajectory segments and elicit from a human their preference over these segments, as well as a reason (justification) for their choice. We then train a reward model from these justified preferences and use it, together with the world model, to directly deploy the agent using model predictive control. Running real-user experiments, we find that generating informative simulated trajectories from a user significantly reduces the computational cost during training compared to other strategies, and can also improve the performance during deployment. In the context of training within a learned simulator, we show that the use of preferences rather than other types of feedback substantially improves the performance during deployment. We further demonstrate that safety justifications accompanying preferences can significantly enhance safety or prioritise user-prescribed aspects of safety associated with them during deployment.
Ilias Kazantzidis, Timothy J. Norman, Yali Du +1
Jul 14, 2026cs.RO

FlowWAM: Optical Flow as a Unified Action Representation for World Action Models

World Action Models (WAMs) are able to leverage pretrained video generators for both world modeling and action prediction. However, directly leveraging such video generators for control raises a new challenge: how to represent actions in a suitable form that aligns with pretrained video generators while carrying enough motion cues for accurate control. Existing numerical actions fail to satisfy the former, and prior visual action representations overlook the temporal motion structure across frames. We address this issue with FlowWAM, a dual-stream diffusion framework that adopts optical flow as a unified, video-native action representation. Flow videos share the same format as RGB videos and encode rich per-pixel displacement. By jointly modeling them within a shared pretrained video generator, FlowWAM can naturally implement two modes of WAMs. In policy mode, FlowWAM generates flow for action prediction, while in world-model mode, it uses target flow sequences to guide future video generation. Moreover, since flow can be easily extracted from raw videos without action labels, FlowWAM can leverage large-scale action-unlabeled video datasets for pretraining. We empirically find that our flow-based action representation delivers gains across both modes. On RoboTwin manipulation, FlowWAM raises the success rate to 92.94% on the Clean setting and 92.14% on Random, outperforming both VLA and WAM baselines. On WorldArena world modeling, it achieves the best overall EWMScore (63.71) with an 18.4% relative improvement in trajectory accuracy. More results can be found on our project website: https://flow-wam.github.io .
Yixiang Chen, Peiyan Li, Yuan Xu +13
Jul 14, 2026cs.RO

Mind the Gap: Promises and Pitfalls of Hierarchical Planning in LeWorldModel

We investigate whether temporal hierarchy can improve LeWorldModel on long-horizon goal-conditioned control. We introduce Hi-LeWM, an extension that freezes the pretrained low-level LeWM and adds high-level planning over latent subgoals. We evaluate Hi-LeWM on PushT and Cube across increasing goal offsets. Hierarchy does not automatically improve performance: at short horizons, the best configuration uses a one-step high-level horizon, while longer horizons reveal a mismatch between the learned high-level action space and the inference-time search distribution. Experiments with true future latent subgoals show that the frozen low-level controller can execute well-aligned intermediate targets, indicating that high-level subgoal generation is the main bottleneck. Unconstrained search can select latent macro-actions that appear favorable under the learned model but produce poor control targets. Constraining search around macro-actions encoded from training trajectories, with appropriate subgoal execution timing, recovers useful hierarchical regimes, improving over flat LeWM by +11.3 percentage points at medium-range horizons and +14.7 percentage points at the longest PushT horizon. Overall, temporal abstraction can benefit compact frozen LeWM, but only when high-level search remains compatible with the low-level controller
Niccolò Caselli, Francesco Massafra, Samuele Punzo +3
Jul 14, 2026cs.CV

The GEST-Engine: From Event Graphs to Synthetic Video. A Full Technical Report

We present the GEST-Engine, a complete system that goes from natural-language text to fully-annotated multi-actor video. At its core is an explicit world model: rather than encoding state as a learned latent, the engine maintains a complete, inspectable representation of the world (which actors exist, where they are, what they are doing, which objects they hold, and how events relate in time and space), expressed as a formal Graph of Events in Space and Time (GEST) and realized deterministically inside the open world of a commercial game engine driven through an open-source multiplayer scripting framework. GESTs are produced either procedurally or by an agentic text-to-GEST system in which an LLM Director plans a story through tool calls validated by a programmatic state backend, so every generated specification is executable by construction. A GEST then enters a four-stage execution pipeline: graph parsing and validation, entity and action grounding, temporal orchestration (Allen-style constraints resolved by Floyd-Warshall transitive closure), and execution and capture. In a single simulation pass the engine emits frame-aligned RGB video, dense per-pixel depth, instance segmentation, per-actor skeletal pose, per-frame pairwise spatial-relation graphs, 2D bounding boxes, event-to-frame temporal mappings, and natural-language descriptions, all at zero marginal annotation cost. We further describe an in-game world editor, runtime capability extraction, a text-generation pipeline, and a production system that renders corpora at scale across parallel virtual machines. Because every frame traces back to a semantic specification, the engine guarantees object permanence, multi-actor coordination, and temporal consistency by construction, making its output valuable as training data, evaluation benchmarks, and diagnostic tools for video understanding.
Nicolae Cudlenco, Mihai Masala, Marius Leordeanu
Jul 13, 2026cs.CV

Cycle-World: Mitigating Error Accumulation in Long-term Video World Models via Reverse-Prediction Cycle Consistency

Autoregressive diffusion models have enabled high-quality video generation, yet their sequential nature inherently suffers from error accumulation. In long-horizon video synthesis, minor prediction deviations compound over time, inevitably leading to unconstrained generative drift, structural collapse, and severe visual degradation. To address this, we propose Cycle-World, a novel framework designed for stable and temporally consistent long-video generation. Our approach tackles error drift by enforcing strict temporal reversibility across both the training and inference phases. Theoretically, we demonstrate that forward generative drift can be strictly bottlenecked by a cycle-consistency objective. During training, we integrate an efficient reverse-prediction model to implicitly embed causal constraints into the forward generator, compelling it to produce reversible sequences that tightly adhere to the natural video manifold. At inference time, we repurpose this frozen reverse model as a runtime corrector. Through gradient-based cycle guidance, it iteratively refines the generated latent representations, actively suppressing accumulated errors before they are committed to the historical context. Extensive experiments on the VBench benchmark demonstrate that Cycle-World's dual-phase synergy significantly mitigates error drift, achieving state-of-the-art overall generation quality and long-horizon temporal consistency in 60-second synthesis.
Zihan Su, Teng Hu, Jiangning Zhang +4
Jul 13, 2026cs.RO

From World Action Models to Embodied Brains: A Roadmap for Open-World Physical Intelligence

Artificial general intelligence ultimately requires agents that can reason and act in the physical world. Action models, vision-language-action policies, and world models have advanced this goal, while World Action Models (WAMs) are particularly promising because they connect candidate interventions with predicted consequences. However, progress remains fragmented: models use incompatible action spaces and prediction targets, datasets and tasks follow different conventions, and runtime systems expose limited interfaces for reuse and evaluation. We review the evolution toward WAMs and organize these limitations into three coupled gaps: model roles and representations, objectives and standardization, and system composition. Building on this analysis, we propose a co-evolution roadmap for physical intelligence centered on the \emph{embodied brain}, a long-term model target for integrating multimodal context, comparing candidate interventions, and issuing state-transition or capability requests rather than direct actuator commands. WAMs provide promising prototypes for its predictive functions, while a physical harness grounds model outputs through tools, controllers, verification, and trace logging. Shared contracts align heterogeneous models, data, tasks, and embodiments, and closed-loop post-training converts verified interaction into reusable experience. Together, these components define a modular physical-intelligence stack for adaptive and self-improving embodied agents.
Yuanzhi Liang, Xufeng Zhan, Haibin Huang +2
Jul 13, 2026cs.CV

ABot-3DWorld 0: A Universal World Model to Explore Any 3D Space

We present ABot-3DWorld 0, a universal multimodal 3D world model that turns text, image, and video inputs into high-fidelity, explorable 3D worlds. At the heart of our framework is a unified Spatial Generative Primitive (SGP), a compact tuple of a high-quality panorama and a spatial point cloud that delivers an efficient description of any 3D space. Multimodal inputs are first lifted into this primitive; a 3D-consistent panoramic video generator then explores the primitive along a planned trajectory; finally, our panoramic video reconstruction engine converts the generated video into a clean, photorealistic 3D Gaussian Splatting (3DGS) world. This pipeline covers two regimes: rich inputs (multi-view sets, casual video) are lifted into the SGP through a geometry-rigorous recovery that mirrors the observed scene, while a single image or sentence is completed generatively into a creative world. The result is one low-barrier engine for general 3D content creation that further anchors generated worlds to geographic points of interest, enabling map-native spatial exploration at consumer scale. Experiments show that ABot-3DWorld 0 sets the state of the art among open-source methods and demonstrates stronger scene fidelity than Marble under rich multimodal inputs.
Mingchao Sun, Luyang Tang, Yu Liu +34
Jul 13, 2026cs.RO

Xiaomi-Robotics-U0: Unified Embodied Synthesis with World Foundation Model

Recent foundation image and video generation models offer strong generalization and controllability, but their direct application to embodied scenarios is limited by requirements for multi-view consistency, geometric coherence, and robot embodiment constraints. Existing methods typically adapt foundation models with limited robot data, often sacrificing visual knowledge acquired during large-scale pre-training. We present Xiaomi-Robotics-U0, a 38-billion-parameter multimodal autoregressive model for unified embodied synthesis. It treats embodied generation as an extension of foundation image and video generation and jointly optimizes text-to-image generation, image editing, embodied scene generation, embodied transfer, and embodied video generation. This unified framework preserves the generalization of the pre-trained world foundation model while adapting it to embodied settings. Xiaomi-Robotics-U0 is the first model to support high-quality multi-view scene generation across multiple robot embodiments and to introduce structured, controllable embodied transfer for fine-grained editing while preserving multi-view consistency and interaction dynamics. It achieves state-of-the-art results on single-step and sequential generation tasks, outperforming GPT-Image-2.0 in human evaluations of embodied scene generation and transfer, ranking first on World Arena for embodied video generation, and improving the out-of-distribution success rate of pi_0.5 from 36.9% to 63.2% on challenging real-world manipulation tasks. These results show that foundation world models can serve both as embodied world models and scalable data engines for embodied intelligence. Code and checkpoints are available at https://robotics.xiaomi.com/xiaomi-robotics-u0.html.
Xinghang Li, Jun Guo, Qiwei Li +21
Jul 13, 2026cs.RO

Towards Predictive, Aligned, and Scalable Robot Learning

Learning, at its core, extends beyond memorization to the ability to reason and solve novel problems by navigating a space of possibilities. We introduce Lumo-2, a latent world-action model that generates actions by reasoning over world dynamics in latent space. The learned latent world dynamics capture physically grounded visual transitions, naturally encoding future possibilities and providing a unified substrate for cross-modal alignment. This formulation enables predictive reasoning akin to world modelling while remaining lightweight and focused on physical dynamics relevant to control. Central to our approach is the hypothesis that action generation quality is governed by the geometry of the latent space. We observe that standard reconstruction-based action tokenization objectives induce representations biased toward low-level signal fidelity, leading to misalignment between reconstruction quality and downstream control performance. To address this limitation, we propose a multi-stage modality pre-alignment strategy in which action representations are progressively aligned with latent world dynamics, vision, and language. This process enforces cross-modal consistency, promotes abstraction, and induces a structured latent space for predictive reasoning. We provide a systematic empirical study of latent world modelling and modality alignment, analyzing their roles in scaling laws and out-of-distribution generalization. Results show that Lumo-2 consistently outperforms strong vision-language-action (VLA) and world-action model (WAM) baselines, with gains on challenging real-world tasks requiring temporal reasoning, physical understanding, or high control complexity, including long-horizon and dexterous manipulation. These findings suggest that structured multimodal alignment and predictive reasoning are fundamental principles for advancing embodied intelligence.
Peijun Tang, Shangjin Xie, Baifu Huang +6