World Models

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67 papers in the last 28 days · 1.1% of indexed attention

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Period ending 2026-09-21

23 new papers

A weekly snapshot of new work published in World Models.

Period ending 2026-09-14

13 new papers

A weekly snapshot of new work published in World Models.

Period ending 2026-09-07

17 new papers

A weekly snapshot of new work published in World Models.

575 papers

Latest in World Models

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.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

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.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.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.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.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 12, 2026cs.CV

Is Energy Guidance All You Need? Training-Free Norm Injection for Driving World Models

Driving world models built on large video-diffusion backbones generate realistic scenes but are hard to control: enforcing a traffic norm typically means retraining the backbone or conditioning it on hand-built layouts. We ask whether controllability requires training at all. Our experiment shows that a rectified-flow driving world model, which jointly generates future video and a planned ego trajectory, can have its planned trajectory steered entirely at sampling time by differentiable energy functions that encode driving norms, without knowledge-specific retraining of the diffusion backbone. Concretely, we demonstrate that a world model built on Open-Sora 2.0 MM-DiT backbone can be steered to brake at a counterfactual target by injecting energy guidance at sampling time. However, we find that the generated video does not yet follow the steered trajectory through the backbone's joint self-attention and identify the cross-stream coupling as a crucial requirement for end-to-end-controllable rollouts.
Xiyan Su, Frank Diermeyer, Markus Lienkamp
Jul 12, 2026cs.RO

World Models as Adversaries: Multi-Agent Self-Play Fine-Tuning for Robust Motion Planning

Robust motion planning in dense traffic requires autonomous vehicles to interact in rare and safety-critical scenarios that are underrepresented in naturalistic driving data. Although adversarial training offers a feasible solution, existing methods often rely on external scenario generators, heuristic perturbations, or simulator-heavy rollouts, which makes them difficult to integrate with modern autoregressive planners. Here, we cast adversarially robust planner learning as a constrained min-max game and propose Adversarial World Modeling (AWM), a theoretically grounded multi-agent self-play fine-tuning framework. Since solving the exact game is intractable, AWM introduces a principled decoupled solver. In the inner minimization, the planner's predictive world model is converted into a role-conditioned adversary that learns sparse, scene-adaptive attack coalitions via counterfactual credit assignment. In the outer maximization, the ego planner optimizes a regret-aware robust best response against the frozen AWM, utilizing tail-risk weighting and reference-anchored trust regions to improve hard-case recovery while preserving nominal driving behavior. Experiments on the nuPlan and InterPlan benchmarks demonstrate that our method generates transferable adversarial interactions and yields a robust planner that achieves competitive closed-loop performance in both nominal and highly interactive long-tail scenarios. Theoretical analysis justifies the decoupled solver and the main optimization components.
Tong Nie, Yuewen Mei, Junlin He +3
Jul 11, 2026cs.DC

Stateful Worlds, Stateless Elasticity: Exact-State Serving for Interactive World Models

A persistent interactive world model keeps its running state resident on the GPU that serves it: a multi-gigabyte attention cache, almost all of it rewritten at every generation step. That state cannot be recomputed in interactive time or approximated without changing the world, so a live session pins its device. The pin is a scheduling problem. WorldMove moves a live session under one guarantee: the destination is bit-identical to the source, or nothing is installed. It relocates the cache in 18.8 ms same-node, 101x faster than save/load. It holds a checksum-verified 92.1-94.8 Gb/s on a 100 Gb fabric. At that rate the cache fits inside one interactive block. Migrating an actively generating session, it converges at a block boundary and the destination continues the world bit for bit. An admissibility condition decides each move. The move must complete inside the readout horizon, over bandwidth that covers the state plus its dirty rate. Lifted to a fleet schedulability test, it governed a consolidation loop that executed 48 of 48 migrations bit-identical across two providers. Two constraints are structural. Bit-exactness survives only inside a controlled configuration of one GPU architecture, so moving the state is the only way to preserve it exactly in interactive time. Verification cannot hide inside the wire on this fabric. Receive-path checksums stall the transport at protocol timescales under fan-in, and unscheduled incast silently collapses a receiver while every delivered byte stays correct. An incast-aware admission controller holds zero misses to 1.4x offered load and sheds overload as rejects. A lossless GPU codec widens the admission gate to fabrics raw motion cannot use. We exercise the serving loop and the mover separately, each end to end. Their composition on one fabric is unbuilt. Exact-state elasticity is a joint scheduling problem over transport and verification.
Jin Li, Jiawei Chen
Jul 11, 2026cs.LG

Adaptive Compute in Latent World Models: When Depth Helps, Hurts, or Doesn't Matter

Adaptive-compute world models -- early-exit or mixture-of-depths predictors that spend variable depth per step -- assume depth buys better predictions and can be routed adaptively. In autoregressive rollouts, the first assumption requires depth's per-step precision to survive composition. We test this with a pre-registered instrument, the shallow penalty ρ=err(shallowest-exit rollout)/err(full-depth rollout)ρ=\mathrm{err}(\text{shallowest-exit rollout})/\mathrm{err}(\text{full-depth rollout}), across nine DeepMind Control tasks under matched single-step (K=1K=1) and multi-step (K=4K=4) training, three seeds each. We find three regimes: on 6/9 tasks depth helps rollouts (intrinsic, ρρ up to 4.7×4.7\times), on 2/9 the shallow exits beat the full stack (inversion, ρρ down to 0.85×0.85\times), and one is flat. The robust inversion (cheetah) is not a property of the dynamics but is created by training: an ablation supervising early exits only at the first rollout step erases it (ρ:0.87→1.18ρ: 0.87\to1.18, n=8n=8, Δ=+0.31Δ=+0.31), while an intrinsic-tradeoff task is unaffected -- a double dissociation we call the routability catch-22, since the supervision that makes exits routable is what trains them to out-roll the full stack. The regime is partly predictable a priori: observation/action dimensionality and one-step model error correlate with ρρ at ∣Spearman∣≈0.75|\text{Spearman}|\approx0.75 (n=9n=9). Inside a CEM planner, ρρ's sign predicts whether planning benefits from depth, most sharply on the inversion task, where shallow planning beats deep. Finally, three cautions: a task's regime depends on the metric space, the rollout horizon, and the encoder. All thresholds and gates were fixed before the compute campaign, including a pre-registered negative for the hypothesis that motivated the study.
Achyuthan Sivasankar
Jul 10, 2026cs.CV

PanoWorld: Real-World Panoramic Generation

In this work, we aim to address the challenge of long-range memory in panoramic world models by exploiting the rotation-equivariant property of omnidirectional representations, where rotation can be treated as an implicit geometric transformation.Building on this insight, we propose PanoWorld, which simplifies camera trajectories into translations via fixed headings for both current-action modeling and long-range memory through Dense Panoramic Ray-Conditioning (DPRC) and Geometry-aware Memory Augmentation (GMA).Then, a three-stage training pipeline is introduced to progressively optimize each component. To better evaluate physical consistency under large-scale spatial variations and diverse illumination conditions, where existing datasets are relatively stable, we construct World360, a large-scale dataset consisting of both real-world video clips collected via panoramic unmanned aerial vehicles and high-quality simulated clips generated by AirSim360.Extensive experiments on World360 demonstrate the effectiveness of PanoWorld, outperforming alternative methods by a large margin.Our models, training code, and dataset will be publicly available. More information can be found on our project page: https://lihaoy-ux.github.io/panoworld-page/.
Haoyuan Li, Dizhe Zhang, Yuemei Zhou +7
Jul 10, 2026cs.CV

Causally Debiased Latent Action Model for Embodied Action Conditioned World Models

Action-conditioned world models (ACWMs) aim to simulate future observations conditioned on embodied actions, offering a promising foundation for robot planning, policy evaluation, and data augmentation. However, learning controllable ACWMs requires large-scale action-labeled data, which remains costly to collect in the real world. Latent action models (LAMs) mitigate this bottleneck by inferring latent actions from unlabeled videos, but existing LAMs are typically trained with reconstruction-only objectives and therefore entangle action-relevant dynamics with action-irrelevant visual factors such as backgrounds and untouched objects. In this work, we identify this action-irrelevant bias as a key obstacle to controllable ACWMs and introduce evaluation metrics to measure latent-action bias, action following, and robustness. We propose CD-LAM, a causally debiased framework for LAM-based ACWMs. CD-LAM introduces three efficient fine-tuning objectives: embodiment-centric reconstruction, action-centric contrastive learning, and latent space calibration, which together encourage embodiment-focused, action-aware, and calibrated non-collapsed latent action representations. Experiments on 2B and 14B ACWM backbones show that CD-LAM substantially improves latent-action controllability, downstream robot-action following, visual fidelity, and adaptation efficiency, requiring only 6k fine-tuning steps and more than 12×\times fewer robot-action adaptation updates than the baseline.
Yufan Wei, Kun Zhou, Lingjun Mao +9
Jul 9, 2026cs.AI

GATS: Graph-Augmented Tree Search with Layered World Models for Efficient Agent Planning

Large Language Model (LLM) agents have shown promise in multi-step planning tasks, but existing approaches like LATS (Language Agent Tree Search) and ReAct rely heavily on LLM inference during planning, leading to high computational costs and stochastic behavior. We present \textbf{GATS} (Graph-Augmented Tree Search), a planning framework that combines systematic UCB1-based tree search with a layered world model to eliminate LLM calls during inference while achieving superior planning performance. Our three-layer world model integrates: (L1) exact symbolic action matching, (L2) statistics learned from execution logs, and (L3) LLM-based prediction for unknown actions. On synthetic planning tasks with branching paths and dead-ends, GATS achieves \textbf{100% success rate} compared to 92 % for LATS and 64% for ReAct. On a comprehensive stress test spanning 12 challenging scenarios -- including coding workflows, web navigation, and long-horizon tasks -- GATS maintains \textbf{100% success} while LATS drops to 88.9 % and ReAct to 23.9%. GATS requires \textbf{zero LLM calls per task} during planning (vs. 37 per task for LATS) and produces deterministic plans with zero variance across runs. Our results demonstrate that systematic search with learned world models can substantially outperform LLM-guided exploration for agent planning.
Maureese Williams, Dymitr Nowicki
Jul 9, 2026cs.LG

Write-Protected Discrete Bottlenecks for Language-Grounded World Models: A Structural Limitation and Sufficient Fix

How should language interface with a world model's discrete symbol system? The dominant paradigm -- end-to-end injection of LLM/VLM features into robot world models (RT-2, Octo, PaLM-E) -- implicitly assumes that language gradients can directly shape physical symbol representations. We ask whether this assumption is safe, find that it is not, and characterize the minimal architectural constraint that prevents the failure. Any language gradient entering a Gumbel-softmax-based discrete symbol bottleneck forces a structural trade-off: the vanilla estimator collapses to 2.2/64 symbols (4/5 seeds), while five anti-collapse strategies maintain diversity but fail to learn semantic labels (all <= 9.2% accuracy). No tested GumbelBottleneck variant achieves both objectives simultaneously. Within this family of discrete bottlenecks, the failure is structural rather than a matter of optimization. We characterize a sufficient set of three constraints that prevent the failure: (1) cut the gradient chain (z.detach()), preventing language signals from reaching the symbol bottleneck; (2) provide a gradient-free semantic channel -- a non-parametric Memory Table (Dict[symbol -> Counter[label]], zero parameters, zero gradients) where co-occurrence counting replaces gradient-based binding; (3) handle symbol collisions via DP-Means streaming clustering for automatic sub-cluster splitting. All three layers together achieve 97.2% grounding accuracy vs. 22.2% without Layer 3. Across two experiments spanning 74 independent runs, we demonstrate zero symbol collapse in all 32 seeds, with the blackboard achieving 79-100% semantic binding across three encoder architectures (CNN, V-JEPA 300M, CLIP ViT-L), two environments, and three texture conditions. The fix trains fewer than 2M parameters and requires no LLM fine-tuning.
Jiayi Fang
Jul 8, 2026cs.RO

EgoWAM: World Action Models Beyond Pixels with In-the-Wild Egocentric Human Data

Egocentric human data offers scalable supervision for robot manipulation. However, behavior cloning entangles transferable content like objects, scenes, and task semantics, with non-transferable factors like human morphology, head motion, and behavioral style. We study whether World Action Models (WAMs) provide a better training signal by requiring policies to predict not only actions, but also how the scene evolves. The central question is what world representation best enables human-to-robot transfer. We hypothesize that an effective world target should abstract appearance, capture agent-invariant physical effects, and separate camera motion from environment change. We introduce EgoWAM, a controlled human-robot co-training framework that fixes the policy backbone, action head, and data mixture while varying only the world prediction target, comparing Pixel, DINO, and 3D motion flow. Across three real-world bimanual tasks, WAM co-training scales more effectively with in-the-wild egocentric human data than behavior cloning. Pixel-based prediction transfers weakly, while DINO and 3D flow yield substantial gains: DINO improves out-of-distribution object and scene generalization by up to 4x, and 3D flow improves in-domain performance by 20-30%. More details: https://gatech-rl2.github.io/egowam.github.io
Baoyu Li, Xinchen Yin, Mengying Lin +2
Jul 8, 2026cs.RO

TouchWorld: A Predictive and Reactive Tactile Foundation Model for Dexterous Manipulation

Dexterous manipulation in everyday environments requires both anticipation and reaction: a robot must predict how contact should evolve while rapidly correcting local errors caused by slip, misalignment, unstable grasping, or force mismatch. Vision and language provide semantic and geometric guidance, but they cannot reliably reveal hidden contact states such as force, slip, and contact stability. Although tactile sensing exposes these physical cues, most existing policies treat touch as a low-frequency observation stream within a monolithic action model, coupling slow task reasoning, action generation, and fast contact feedback in a single loop. We introduce TouchWorld, a predictive-and-reactive tactile foundation model for dexterous manipulation. TouchWorld uses a hierarchical policy that separates vision-language subtask planning, tactile world-model prediction, visuo-tactile goal-conditioned action generation, and high-frequency tactile residual refinement. A High-Level Planning Layer produces executable subtasks and predicts tactile subgoals; a Visuo-Tactile Goal-Conditioned Policy generates nominal action chunks; and a Tactile-Conditioned Refinement Policy performs online residual correction using recent tactile and proprioceptive feedback. By using touch as both a predictive contact reference and a fast feedback signal, TouchWorld preserves the semantic generalization of vision-language-action policies while improving local contact adaptation. Across six long-horizon and contact-rich dexterous manipulation tasks, TouchWorld achieves 65.0% success in the clean setting and 53.7% success under human perturbations, outperforming the strongest baseline by 15.7 and 18.5 percentage points, respectively.
Jianyi Zhou, Feiyang Hong, Yunhao Li +9
Jul 8, 2026cs.RO

Validate the Dream Before You Trust Its Verdict: Admissibility for World-Model Simulators

Across robotics, World Models (WMs) are increasingly used to evaluate action policies by simulating the consequences of actions in an imagined world, and returning a success or safety verdict. Yet a verdict is only as trustworthy as the WM that produced it, and the WM itself needs to be certified. In video-generation WMs, fidelity metrics such as Fréchet Video Distance (FVD) reward visual realism, but ignore whether the world responds correctly to the policy's actions, including those unseen in training. Classical simulation-based validation assumes a trusted simulator evaluating an untrusted policy, whereas generative WMs are themselves unverified learned artifacts. Hence, we argue that any WM used as a test oracle must first be accredited before its verdicts can serve as evidence. Building on credibility practices from safety-critical simulation, including Verification, Validation & Accreditation (VV&A), Safety of the Intended Functionality (SOTIF), and scenario-based testing standards, we define an admissibility ladder (L0-L4) that a WM must climb before its closed-loop verdicts are accepted as assurance evidence. Our framework is embodiment-agnostic, and is instantiated in autonomous driving (AD), where assurance methods for traditional simulation are most mature. Applied to two driving WMs, the lower rungs reveal a reversal: the model that ranks higher on visual generation quality (L0) ranks lower on action-following (L1-L2), so visual fidelity does not predict the action-robustness a closed-loop verdict depends on.
Christian Oefinger, Finn Rasmus Schäfer, Korbinian Moller +2
Jul 8, 2026cs.RO

WAM-TTT: Steering World-Action Models by Watching Human Play at Test Time

Steering robot foundation models (RFMs) toward new task variants or user-preferred behaviors remains challenging, often requiring additional robot demonstrations, task-specific fine-tuning, or long-context conditioning. We present WAM-TTT, a test-time training framework for steering world action models from raw human videos. Rather than treating human videos as trajectories to imitate, WAM-TTT absorbs them into a lightweight adaptive memory inside a frozen WAM through self-supervised video prediction. To make this memory useful for control, we introduce a meta-training stage that aligns human demonstrations with robot behaviors using paired human-robot data and a key--value memory reconstruction objective. At test time, only unlabeled human videos are required to adapt the memory, while the pretrained WAM remains frozen. This enables efficient and reusable steering without robot actions, human-side annotations, or task-specific fine-tuning, while preserving the generalization ability of the foundation model. Extensive experiments show that WAM-TTT consistently outperforms in-context human-video conditioning baselines across diverse manipulation tasks and generalization settings.
Yusen Feng, Bingchen Han, Jiangran Lyu +13
Jul 7, 2026cs.RO

RynnWorld-4D: 4D Embodied World Models for Robotic Manipulation

Robotic manipulation in the open world requires not only recognizing what a scene looks like, but also anticipating how its 3D structure moves under interaction. We argue that synchronized RGB, depth, and optical flow, namely RGB-DF, provide a physically grounded representation that captures the underlying 4D dynamics of a scene. Compared to 2D pixel videos, this multi-modal synergy aligns visual appearance with geometric structure and temporal motion, creating a representation space significantly closer to the low-level end-effector actions demanded by robotic systems, thereby narrowing the gap between world prediction and policy learning. Building on this insight, we introduce RynnWorld-4D, a generative model that co-produces future RGB frames, depth maps, and optical flow from a single RGB-D image and a language instruction within one unified diffusion process. This 4D world model features a tri-branch architecture that integrates cross-modal attention with frame-wise 3D RoPE, ensuring that appearance, geometry, and motion evolve consistently. To supply training data at scale, we curate Rynn4DDataset 1.0, a massive dataset of over 254.4 million frames across egocentric human and robotic manipulation videos with high-quality pseudo-labels for depth and optical flow. We further propose RynnWorld-4D-Policy, an inverse dynamics head that consumes the internal 4D representations of RynnWorld-4D in a single forward pass, bypassing expensive multi-step denoising, to output robot actions in a closed-loop manner. Experiments show that RynnWorld-4D produces temporally and spatially coherent 4D predictions, and that RynnWorld-4D-Policy achieves state-of-the-art performance on real-world dexterous bimanual manipulation tasks, particularly excelling in tasks demanding spatial precision and temporal coordination.
Haoyu Zhao, Xingyue Zhao, Siteng Huang +3
Jul 7, 2026cs.AI

A Definition and Roadmap for World Models

World models -- internal simulators that learn the structure and dynamics of an environment -- have become one of the most actively debated concepts in AI. From model-based reinforcement learning and video generation to embodied robotics and ultimately, physical AI, researchers across AI subfields are building systems that they call "world models", yet there is no consensus on what a world model fundamentally is, what it should predict, or how it should be built. This perspective article provides a scientific definition of world models, discussions of their key technical aspects, and a staged roadmap for developing effective world models.
Xinyuan Chen, Haoyu Guo, Shi Guo +10
Jul 7, 2026cs.LG

The Rank-One Corner: How Much Value Equivalence Does a Task Need from a World Model?

A learned world model is usually judged by how faithfully it reconstructs its observations or predicts reward, as though quality were something the model simply has or lacks. But what a task actually needs from a model is narrower: the few predictive coordinates its queries depend on, which we call the closure. We show that how much of that closure a latent comes to represent is set not by the model's capacity or its observations but by the dimensionality of the objective it is trained against, and we measure this directly on a DreamerV3 stack in a controlled environment with known ground-truth closure. An aligned scalar value signal -- the objective at the heart of value equivalence -- installs only a one-dimensional projection of a closure that needs several dimensions: read through a single linear probe, the recoverable structure rises from R^2=0.10 to 0.76 as the scalar is replaced by the full objective. Sweeping the objective's dimensionality from one to four installs exactly that many predictive directions through an auxiliary head, and the same staircase appears -- at attenuated magnitude but the same rank -- through the model's own value head, so the dissociation is dimensional rather than an artifact of head form. Capacity-matched comparisons and in-situ pressure checks rule out the obvious alternatives. The law governs a regime, and we measure its boundary: on a companion closed-loop task whose structure is observable frame by frame, reconstruction installs that structure and the scalar objective suffices -- the objective decides what a latent represents exactly where cheaper training signals cannot already recover it. Value equivalence is thus not all-or-nothing but dimensional: the familiar single-reward objective is its rank-one corner, and a model installs as much of a task's structure as the objective it is asked to predict.
Donna Vakalis
Jul 7, 2026cs.CV

MoWorld: A Flash World Model

The future of World Models depends not only on scaling model capability, but also on scaling practicality and inference efficiency. High-frame-rate inference enables responsive perception, planning, and control in real-world autonomous systems. To this end, we present MoWorld, a cost-effective yet high-performance Flash World Model with an end-to-end framework spanning data generation, pre-training, distillation, and efficient inference, enabling up to 50 FPS real-time interaction with cinematic visual quality without the need of high-end GPUs. To enable large-scale real-world deployment, MoWorld jointly optimizes model capability and cost throughout the entire development pipeline. Specifically, unlike existing approaches that primarily rely on large-scale video corpora, MoWorld is built upon a scalable 3D-native data engine accumulated from our large-scale 3D vision and generative modeling pipeline, enabling the efficient construction of geometrically consistent training data across diverse real-world and synthetic environments. Based on this foundation, a curriculum cross-frame pre-training strategy for stable and scalable World Model learning, an efficient denoising-step distillation algorithm to reduce diffusion training cost, and a mixed-precision parallel inference framework for low-cost real-time deployment. MoWorld is the first real-time interactive World Model built on the Neural Processing Unit (NPU) and can achieves up to 50 FPS in such the devices, enabling practical and efficient deployment at scale. Comprehensive evaluations demonstrate that MoWorld achieves leading performance; notably, its average inference cost is only 30%-50% of that of existing World Models, providing a practical foundation for large-scale real-world applications of World Models. We also demonstrate diverse applications of MoWorld.
Team Moxin, Deyi Ji, Tianrun Chen +26
Jul 7, 2026cs.RO

Imagined Rollouts are Kinematic, Not Dynamic: A Diagnosis of Long-Horizon World-Model Failure

Long-horizon failure in world models is conventionally attributed to compounding error, a generic framing that does not distinguish what kind of error compounds. We propose a kinematic-vs-dynamic reframing: world models tend to imagine kinematically rather than dynamically. We operationalize this as the imagined Kinematic-Consistency Error, a per-step diagnostic that measures how far a rollout departs from a closed-form kinematic null, paired with a perturbation protocol that tests whether iKCE responds when physical conditions cross a regime boundary. We instantiate the diagnostic on a released DreamerV3 checkpoint trained on DMC walker-walk, where imagined iKCE runs roughly two orders of magnitude above that of matched real-physics rollouts. Across a friction sweep that crosses the gait-collapse boundary, the model's iKCE stays statistically flat even as the trained policy's reward collapses through the same range, providing the kinematic-not-dynamic signature. The diagnostic distinguishes kinematic from dynamic imagination at horizons longer than the embodiment's gait period.
Finn Rasmus Schäfer, Korbinian Moller, Yuan Gao +3
Jul 6, 2026cs.RO

Deform360: A Massive Multi-view Visuotactile Dataset for Deformable World Models

Predicting object dynamics (i.e., world modeling) is a fundamental challenge for robotic manipulation, and modeling deformable objects presents a particularly difficult case due to their high-dimensional state spaces and complex material properties. While current world models approach this through two distinct paradigms: learning the dynamics over the 2D pixel space or more explicit 3D geometric space. A systematic understanding of their relative strengths and limitations remains elusive due to the lack of diverse, large-scale real-world data. To address this, we present Deform360, a large-scale visuotactile dataset featuring 198 daily-life objects, 1,980 interaction sequences, and over 215 hours of observations from 41 surround-view cameras and bimanual tactile grippers to capture both global motion and contact-induced local deformations. Leveraging a novel markerless visuotactile 3D tracking pipeline to extract dense geometry and motion, we systematically evaluate current state-of-the-art world models, comparing 2D video models against 3D particle models. Finally, we provide a preliminary demonstration indicating the real-world applicability of our dataset by performing robot planning tasks on deformable objects. Our analysis reveals key insights into the trade-offs between structural priors and scalability, providing a solid benchmark for future research in generalizable deformable object-centric world modeling. Project website: https://deform360.lhy.xyz
Hongyu Li, Wanjia Fu, Xiaoyan Cong +11
Jul 6, 2026cs.CV

Multiplayer Interactive World Models with Representation Autoencoders

We introduce the first multiplayer world model for highly dynamic environments governed by complex physical interactions. Whereas single-player world models treat the other agents as part of the environment, ours conditions on the action streams of multiple agents, learning to attribute changes in the scene to the correct player and to stay coherent under arbitrary combinations of their actions. We study this problem in the game of Rocket League, where players compete and cooperate under fast, tightly coupled dynamics. Trained on 10,000 hours of gameplay collected with publicly available bots, our 5-billion-parameter latent diffusion model generates four-player matches in real time, producing 20 frames per second on a single Nvidia B200 GPU. Although trained only on short clips, its rollouts stay stable far beyond the training horizon: distributional quality holds steady out to five minutes, the longest horizon we measure, and in practice we observe rollouts continuing for hours with no sign of collapse. We systematically investigate the central design choices: the video codec, the generative objective, and the multiplayer conditioning scheme. In addition, we characterize how behavior changes with model and data scale, including the capabilities that emerge and the failure modes that persist. We further develop targeted evaluations that probe the model's physical understanding rather than visual appearance alone. To support continued research on multiplayer world models, we release our dataset, our full training and inference codebase, and a live demo.
Anthony Hu, Václav Volhejn, Adrien Ramanana Rahary +24
Jul 6, 2026cs.RO

Learning 4D Geometric Priors for Inference-Efficient World Action Models

World Action Models (WAMs) have shown strong potential for robotic manipulation by jointly modeling visual future dynamics and executable action sequences. However, existing video-action co-training methods primarily optimize appearance-oriented video latents, which may insufficiently capture the temporally evolving geometry required for precise manipulation. We propose MECo-WAM, a Multi-Expert Co-Training World Action Model that injects action-relevant 4D geometric priors into video-action representations while preserving the original lightweight inference graph. During training, MECo-WAM combines video and action experts with a lightweight 4D expert supervised by relational targets from a frozen VGGT encoder. Asymmetric expert visibility prevents non-causal shortcuts from auxiliary geometry to action generation. To transfer geometric knowledge into the deployed video-action pathway, we introduce decayed 4D read-mask attention, which provides restricted current-frame geometric guidance early in training and progressively removes this dependency. We further propose action-aware temporal geometric distillation, which aligns within-frame geometric relations and their temporal evolution while emphasizing visual regions most relevant to robot actions. At deployment, all auxiliary 4D components are removed. Experiments on LIBERO (98.2%), RoboTwin 2.0 (92.6%), and challenging real-world manipulation tasks show that MECo-WAM improves manipulation performance without increasing inference cost.
Jianjun Zhang, Jian Zhu, Taiyi Su +4
Jul 5, 2026cs.RO

Mask2Real-WM: Segmentation Masks as a Sim-to-Real Bridge for Controllable Dexterous World Models

Action-conditioned world models allow robots to predict the future consequences of candidate actions without additional physical interaction, supporting policy evaluation, planning, and data augmentation. We present Mask2Real-WM, a two-stage action-conditioned world model for dexterous manipulation that decouples pixel prediction into a dynamics model and a rendering model. The dynamics model predicts future segmentation masks from past masks and 23-DoF action sequences. The rendering model maps the predicted masks to photorealistic RGB using a ControlNet-augmented Stable Video Diffusion backbone. The smaller sim-to-real gap in segmentation space enables the dynamics model to benefit from large-scale pretraining on over 50 h of synthetic simulation data, followed by fine-tuning on fewer than 2.5 h of real demonstrations. Experiments on a dexterous pick-and-place benchmark show that mask conditioning and simulation pretraining are both required for per-DoF action controllability across all 23 degrees of freedom. In contrast, monolithic baselines capture broad hand and end-effector trajectories but do not reliably reflect fine-grained, per-joint action effects.
Riccardo O. Feingold, Davide Liconti, Chenyu Yang +1
Jul 5, 2026cs.CV

CRISP: A Spatiotemporal Camera-Radar Backbone for Driving via Forecasting-Based World-Model Pretraining

Camera-radar (CR) fusion is a practical sensing configuration for autonomous driving, but existing models are typically trained with task-specific supervision, limiting reusable representation learning. We present CRISP, a spatiotemporal CR backbone pretrained through forecasting-based representation learning. Given historical multi-view images and radar sweeps, CRISP learns a unified bird's-eye-view (BEV) representation by predicting future LiDAR point clouds. LiDAR is used only as privileged supervision during pretraining; the deployed model requires only camera and radar. To make forecasting-based pretraining effective for CR fusion, CRISP introduces an enhanced radar encoder, radar-enhanced temporal self-attention, and multimodal feature rendering with modality innovation gating. These components inject radar range and Doppler cues into BEV temporal propagation and allow BEV tokens to selectively incorporate camera and radar evidence. Experiments on nuScenes show that CRISP improves long-horizon point cloud forecasting and transfers effectively to downstream tasks, including 3D detection, tracking, online mapping, motion forecasting, future occupancy prediction, and planning, suggesting that predictive CR pretraining is a promising path toward scalable driving representations under practical sensor configurations. The project website is https://umfieldrobotics.github.io/CRISP.
Jingyu Song, Yi Liu, Katherine A. Skinner
Jul 5, 2026cs.CV

Geographic Diversity Beats Data Volume for Cross-Domain Generalization in Zero-Label JEPA Driving World Models

Self-supervised latent world models can assign a surprise score to driving scenarios without any human labels. A natural follow-up question is whether such a model, trained on driving data from one geographic region, can generalize its notion of complexity to unseen cities and sensor configurations. We study this question through a controlled transfer experiment: we train JEPA-based world models on nuPlan data (Pittsburgh, Boston, Singapore) and evaluate zero-shot on held-out Argoverse 2 validation scenarios from Miami and Austin. We find that models trained on geographically diverse data generalize significantly better than models trained on equal amounts of single-geography data. In a matched-scale ablation at 63,000 scenarios per condition (n=3 seeds each), combined training reduces mean surprise score by 16.5% relative to nuPlan-only training (0.228 +/- 0.015 vs 0.273 +/- 0.008). Notably, training on 200,000 AV2-only scenarios (3x more data from one geography) still produces higher surprise (0.264) than the combined 63K model, suggesting that geographic diversity is a stronger predictor of cross-domain generalization than raw data volume.
Santosh Jaiswal
Jul 5, 2026cs.LG

Learning Task-Sufficient World Models by Synergizing Agentic Exploration and Structured Modeling

Learning and planning in imagination using world models provides an effective paradigm for training agents for decision-making. However, existing approaches often rely on high-dimensional latent spaces or generic visual embeddings that retain many factors irrelevant to control, limiting efficiency and generalization across tasks. To this end, we study how agents can learn world models with representations that are task-specific, minimal, and sufficient for decision-making. We achieve this via a closed-loop synergy between the agent and the world model, in which structured world-model learning distills task-sufficient representations from informative interaction data. On the agent side, agents actively probe the environment to collect informative trajectories that expose task-relevant latent factors, guided by an adaptive curriculum. On the world-model side, we learn structured representations over observations to distill compact, task-sufficient latent states from the collected interaction data. This synergy enables the empirical recovery of task-sufficient latent representations that capture all control-relevant factors. Leveraging these representations, the resulting policies achieve improved sample efficiency and generalization, including generalization across skills, object-skill compositions, and previously unseen tasks on standard continuous-control and robotic-manipulation benchmarks.
Fan Feng, Yujia Zheng, Minghao Fu +5
Jul 5, 2026cs.LG

DynaVieW: Schema-Guided World Modeling for Understanding Hierarchical Visual Dynamics

Multimodal LLMs struggle to systematically model the temporal evolution of visual scenes in videos or multi-image sequences. Such inputs require models to predict or simulate multiple levels of dynamic constituents, such as actions taken in the visual sequence, and the associated changes to the visual environment that result. To address this challenge, we propose a dynamic schema-guided world model, DynaVieW, optimized for visual dynamic prediction and simulation. DynaVieW achieves an in-depth understanding of visual dynamics by learning interleaved state-transition sequences, where states cover broad visual scenes from video keyframes, and transitions capture comprehensive dynamic constituents within a hierarchical schema. DynaVieW jointly models transition prediction and state simulation under a mixture-of-experts architecture, with a cross-expert selective attention and a schema token re-weighted loss, to ensure effective and robust learning. DynaVieW's understanding of visual dynamics boosts its downstream performance in visual narrative creation and world simulation, showing improved consistency, controllability, and instruction-following.
Silin Gao, Hao Zhao, Zeming Chen +8
Jul 3, 2026cs.CV

WorldBagel: Uncovering the Power of Unified Multimodal Models for Vision-Language-Action-World Modeling

World models aim to capture environment dynamics in ways that support perception, reasoning, and action, and have recently become a central direction in Vision-Language-Action-World (VLAW) modeling. Meanwhile, unified vision-language models have demonstrated strong multimodal generation capabilities, yet their potential as world models remains underexplored. In this work, we introduce \texttt{WorldBagel}, a unified VLAW framework built on BAGEL, a modern multimodal unified model, and use it to systematically investigate the role of unification in world modeling. Across multi-task robotic manipulation and cross-domain experiments, \texttt{WorldBagel} consistently outperforms task-specific alternatives and learns action representations that are more structured and semantically aligned with visual and linguistic context. Experiments on LIBERO, Language Table, and Franka show that unification is not only an architectural convenience, but also a key factor in learning effective VLAW models, leading to consistent empirical gains and deeper insights into multimodal world modeling. Code and model checkpoints will be released upon acceptance.
Zelin Zhao, Min Shi, Bo Yuan +5
Jul 3, 2026cs.LG

Reduced-Order Models: The Mother of World Models

World models -- compressed latent representations of an environment that support action-conditioned prediction and planning -- are typically presented as a product of modern self-supervised learning. This paper argues that the functional anatomy of a world model was independently developed, deployed, and formally analyzed decades earlier in the model-order-reduction (MOR) and control literature, under different names and for a different purpose: the real-time operation of physical systems. We trace the anatomy across three communities. Low-dimensional models of turbulence built on proper orthogonal decomposition (POD) supplied latent dynamics learned from data of a chaotic environment; eigenface methods in early computer vision supplied the encoder-decoder half, including a primitive runtime validity check; and measurement-based POD frameworks for facility thermal control assembled the complete loop -- POD coefficients as latent state, parametric dependence on actuator setpoints as action conditioning, modal reconstruction as decoding, and, critically, a priori analytical error bounds as a verification layer that certified when the model's predictions could be trusted in closed loop. We then examine what each tradition possesses that the other lacks: MOR contributes verification, physical grounding, and extreme data efficiency; learned world models contribute nonlinear representation, transferability, and horizon. We argue that the outstanding obstacle to deploying world models in systems that cannot fail -- power, thermal, process control -- is not predictive fidelity but verifiability, and we outline a research agenda for physics-grounded, verifiable world models that unifies the two lineages.
Rajat Ghosh