new

Get trending papers in your email inbox!

Subscribe

Daily Papers

byAK and the research community

Oct 21

Latent World Action Model for GUI Agents

Pixel-space world models have recently emerged as a promising approach for GUI agents, predicting future screens prior to execution and subsequently re-perceiving them for action selection. However, this two-stage paradigm faces two key challenges in GUI environments: (L1) the high computational cost of pixel reconstruction and (L2) the need to reconstruct large and diverse appearance-level details beyond what is required for action selection. In practice, this screen-generation objective can induce an identity shortcut problem, where future-state prediction largely preserves the current state rather than capturing action-induced changes. In this work, we reformulate GUI world modeling by shifting the prediction target from full-screen reconstruction to action-induced future information in latent space. Concretely, we leverage a large multimodal model as the latent world model, whose shared representations support two dedicated heads for both action selection and predictive transition modeling. The action head directly translates these latent representations into action selection, while the transition head captures action-conditioned future information. To mitigate the identity shortcut, we further introduce an action-aware contrastive objective that encourages the transition representations to capture discriminative action-induced changes. Extensive experiments across offline and online GUI settings show that our method achieves up to 31.9% and 40.6% relative gains in success rate over pixel-space world models, respectively, while substantially reducing inference latency by up to 98.9%. Our code is available at https://github.com/sjyu001/latent2world.

kaist-ai KAIST AI
·
Oct 8 2

PhysiFormer: Learning to Simulate Mechanics in World Space

We present PhysiFormer, a diffusion transformer for physically-plausible 3D object motion. Unlike video world models that operate in view-dependent pixel space, PhysiFormer represents objects as 3D meshes expressed in world coordinates. Given the initial vertex positions and velocities, as well as object material type, rigid or elastic, the model samples future vertex trajectories. While related neural physics approaches build on ad-hoc latent spaces or explicitly enforce rigidity and causality, PhysiFormer shows that excellent results can be obtained without any such inductive biases, by casting vertex trajectory prediction as a single denoising diffusion process directly in world coordinates. The probabilistic formulation captures uncertainty in the learned dynamics, enabling diverse plausible futures from initial conditions, making this framework potentially useful for applications with unobserved uncertainty. The model features attention factorised over time, space, and objects for efficiency, enabling permutation-invariant multi-object reasoning without needing explicit object encoding. Trained on over 100k simulated trajectories, PhysiFormer generates rigid and elastic mechanics, and generalises to mixed-material settings, unseen real-world geometries, and larger object counts. It substantially outperforms autoregressive baselines in trajectory accuracy, rigidity preservation, and momentum-based physical consistency. Our results position coordinate-space diffusion as a promising step toward view-invariant, geometry-aware world modelling for robotics, graphics, and physical design. Visualisations, code, and models are available at https://yimingc9.github.io/physiformer.

  • 3 authors
·
Jun 24 1

WorldCraft: From Camera Navigation to Object Manipulation in Interactive Video World Models

Recent video-based world models have made pixel-space environments interactive at the camera level: users can navigate viewpoints while the model generates coherent visual continuations. Yet their action spaces remain incomplete: users can move the camera, but cannot act on individual objects. Since real-world interaction is inherently object-centric, such models remain closer to passive scene observers than truly manipulable environments. We present WorldCraft, a framework that expands interactive video world models from camera navigation to object-level trajectory actions. Given a user click and a sketched path, WorldCraft generates future frames in which the selected object follows the prescribed trajectory while the camera continues to navigate the scene. WorldCraft achieves this through a trajectory-centric control pipeline: First, Normalized World Trajectory (NWT) represents user-drawn motion in a camera-invariant world coordinate system and dynamically re-projects it under the current camera pose, separating object motion from camera-induced screen-space displacement; Spatial-Pathway LoRA (SP-LoRA) then injects this world-space signal through the model's spatial-control pathway, adding object manipulation capability while preserving the pretrained camera controller; finally, Trajectory-Anchored State Persistence (TASP) treats the world trajectory as a persistent spatial state and refreshes autoregressive memory after trajectory-conditioned generation, allowing moved objects to reappear at their updated positions after leaving the camera view. Experiments show that WorldCraft enables accurate object control, preserves the video-based world model's camera fidelity under camera-only evaluation, and maintains object state across long autoregressive rollouts with off-camera excursions.

tencent Tencent
·
May 23 2

BridgeV2W: Bridging Video Generation Models to Embodied World Models via Embodiment Masks

Embodied world models have emerged as a promising paradigm in robotics, most of which leverage large-scale Internet videos or pretrained video generation models to enrich visual and motion priors. However, they still face key challenges: a misalignment between coordinate-space actions and pixel-space videos, sensitivity to camera viewpoint, and non-unified architectures across embodiments. To this end, we present BridgeV2W, which converts coordinate-space actions into pixel-aligned embodiment masks rendered from the URDF and camera parameters. These masks are then injected into a pretrained video generation model via a ControlNet-style pathway, which aligns the action control signals with predicted videos, adds view-specific conditioning to accommodate camera viewpoints, and yields a unified world model architecture across embodiments. To mitigate overfitting to static backgrounds, BridgeV2W further introduces a flow-based motion loss that focuses on learning dynamic and task-relevant regions. Experiments on single-arm (DROID) and dual-arm (AgiBot-G1) datasets, covering diverse and challenging conditions with unseen viewpoints and scenes, show that BridgeV2W improves video generation quality compared to prior state-of-the-art methods. We further demonstrate the potential of BridgeV2W on downstream real-world tasks, including policy evaluation and goal-conditioned planning. More results can be found on our project website at https://BridgeV2W.github.io .

  • 11 authors
·
Feb 2

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

World Models That Know When They Don't Know: Controllable Video Generation with Calibrated Uncertainty

Recent advances in generative video models have led to significant breakthroughs in high-fidelity video synthesis, specifically in controllable video generation where the generated video is conditioned on text and action inputs, e.g., in instruction-guided video editing and world modeling in robotics. Despite these exceptional capabilities, controllable video models often hallucinate - generating future video frames that are misaligned with physical reality - which raises serious concerns in many tasks such as robot policy evaluation and planning. However, state-of-the-art video models lack the ability to assess and express their confidence, impeding hallucination mitigation. To rigorously address this challenge, we propose C3, an uncertainty quantification (UQ) method for training continuous-scale calibrated controllable video models for dense confidence estimation at the subpatch level, precisely localizing the uncertainty in each generated video frame. Our UQ method introduces three core innovations to empower video models to estimate their uncertainty. First, our method develops a novel framework that trains video models for correctness and calibration via strictly proper scoring rules. Second, we estimate the video model's uncertainty in latent space, avoiding training instability and prohibitive training costs associated with pixel-space approaches. Third, we map the dense latent-space uncertainty to interpretable pixel-level uncertainty in the RGB space for intuitive visualization, providing high-resolution uncertainty heatmaps that identify untrustworthy regions. Through extensive experiments on large-scale robot learning datasets (Bridge and DROID) and real-world evaluations, we demonstrate that our method not only provides calibrated uncertainty estimates within the training distribution, but also enables effective out-of-distribution detection.

  • 5 authors
·
Dec 5, 2025 2

SKIP: Sparse Keyframe Interpolation Paradigm for Efficient Embodied World Models

Embodied world models have emerged as a promising paradigm in robotics by predicting how robot actions affect the surrounding scene. However, the rollout inference remains computationally expensive in pixel space, as long-horizon manipulation videos typically have to be generated frame by frame. This cost cannot be easily reduced by indiscriminately dropping frames, since downstream policies rely on complete preservation of sparse task-relevant events such as approach, contact, grasp, and release. To address this challenge, we propose Sparse Keyframe Interpolation Paradigm (SKIP), an event-preserving sparse-to-dense framework that avoids dense frame-by-frame generation. SKIP first identifies task-relevant keyframes by leveraging robot-aware multimodal features. It then synthesizes only these keyframes with a sparse video diffusion model. A learned gap predictor and an action-conditioned interpolator subsequently reconstruct the missing intervals according to the robot actions. On LIBERO, SKIP generates dense rollouts 4.16times faster than a dense baseline while improving visual fidelity and reducing aggregate FVD by 89.0%. Importantly, SKIP-generated videos are effective policy-training data. Even when they fully replace real demonstrations, π_{0.5} success drops only 1.3 pp in LIBERO simulation and 6.7 pp on the real robot, whereas fully dense frame-by-frame generation collapses by 48 to 58 pp.

  • 14 authors
·
May 29

LAWM-3D: Learning 3D-Aware Latent Actions from Human Videos for Generalizable Robot World Models

World models enable agents to perform forward rollout and planning without real-world interaction. However, their application in open-world embodied intelligence remains limited by the high cost of action annotations and the heterogeneity of action spaces across platforms. Recently, latent action models (LAMs) have alleviated this bottleneck by learning action representations directly from unlabeled human videos in a self-supervised manner. Nevertheless, most existing LAMs rely on single-view inputs and operate primarily in 2D pixel space, raising a fundamental question: can simply incorporating multi-view videos into LAM training endow the learned latent actions with 3D-aware perception? Our study shows that the answer is negative. The primary reasons lie in future-frame appearance leakage as well as inter-camera appearance discrepancies and viewpoint variations. To address these issues, we propose LAWM-3D, which introduces three tightly coupled key designs: (1) a multi-view invariant unified action tokenization scheme for learning 3D-aware latent actions; (2) a geometric alignment constraint that anchors intermediate encoder features to a pretrained 3D foundation model, thereby explicitly providing cross-view geometric correspondences; and (3) a non-injective RGB-D joint reconstruction objective that prevents shortcut learning from future-frame appearance information, forcing the LAM to focus supervision on motion cues with geometric significance. Importantly, these components are not simply stacked but are tightly coupled through a unified motivation. Built upon a two-stage paradigm of large-scale human video pretraining followed by robot fine-tuning, extensive experiments demonstrate that the proposed 3D-aware latent actions significantly improve world model performance, achieving SOTA results in generation quality, physical consistency, and generalization ability.

  • 8 authors
·
Aug 5

Helping Music Co-Creation Agents 'Listen' Well: Hierarchical Self-Supervised World Models for Understanding and Generation

Collaborative music agents need internal representations rich enough to support both understanding and generation, yet flexible enough for a workflow where the human retains agency. We present a hierarchical self-supervised ``world model'' for symbolic music: a 2.55M-parameter Swin V2 encoder trained on MIDI piano-roll images with JEPA-style objectives (pitch- and time-shift equivariance, masked embedding prediction, and a distributional regularizer), using no labels and no music-theory vocabulary. Probing the frozen embeddings shows that the level at which a musical property becomes decodable tracks its musical time scale: phrase boundaries are read off the coarsest levels, note density and harmonic detail off the finest. Temporal and phrase structure emerge from the self-supervised objectives alone, while harmonic content must be asked for; a small chord-supervision head raises joint chord recovery from .18 to .54, and key detection, which is never supervised, from .16 to .70. Following the Representation AutoEncoder paradigm, a conditional flow-matching model stands in for a trained decoder, flowing in pixel space from PCA-reduced conditioning: it reproduces a target window at pixel F1 0.996, and the same per-level conditioning dropout that controls how far variations stray also enables graphical prompting for masked inpainting with no inpainting-specific sampler. The pipeline runs on CPU producing a suggestion in 2.8 s, or 0.6 s on Apple MPS, which we demonstrate in a live interactive demo. In concert with an LLM-based brain, these capabilities supply the core of a collaborative music creation agent in service of, rather than in place of, human agency.

  • 1 authors
·
Aug 4 2

Unified 4D World Action Modeling from Video Priors with Asynchronous Denoising

We propose X-WAM, a Unified 4D World Model that unifies real-time robotic action execution and high-fidelity 4D world synthesis (video + 3D reconstruction) in a single framework, addressing the critical limitations of prior unified world models (e.g., UWM) that only model 2D pixel-space and fail to balance action efficiency and world modeling quality. To leverage the strong visual priors of pretrained video diffusion models, X-WAM imagines the future world by predicting multi-view RGB-D videos, and obtains spatial information efficiently through a lightweight structural adaptation: replicating the final few blocks of the pretrained Diffusion Transformer into a dedicated depth prediction branch for the reconstruction of future spatial information. Moreover, we propose Asynchronous Noise Sampling (ANS) to jointly optimize generation quality and action decoding efficiency. ANS applies a specialized asynchronous denoising schedule during inference, which rapidly decodes actions with fewer steps to enable efficient real-time execution, while dedicating the full sequence of steps to generate high-fidelity video. Rather than entirely decoupling the timesteps during training, ANS samples from their joint distribution to align with the inference distribution. Pretrained on over 5,800 hours of robotic data, X-WAM achieves 79.2% and 90.7% average success rate on RoboCasa and RoboTwin 2.0 benchmarks, while producing high-fidelity 4D reconstruction and generation surpassing existing methods in both visual and geometric metrics.

  • 10 authors
·
Apr 28 1

A Lightweight Library for Energy-Based Joint-Embedding Predictive Architectures

We present EB-JEPA, an open-source library for learning representations and world models using Joint-Embedding Predictive Architectures (JEPAs). JEPAs learn to predict in representation space rather than pixel space, avoiding the pitfalls of generative modeling while capturing semantically meaningful features suitable for downstream tasks. Our library provides modular, self-contained implementations that illustrate how representation learning techniques developed for image-level self-supervised learning can transfer to video, where temporal dynamics add complexity, and ultimately to action-conditioned world models, where the model must additionally learn to predict the effects of control inputs. Each example is designed for single-GPU training within a few hours, making energy-based self-supervised learning accessible for research and education. We provide ablations of JEA components on CIFAR-10. Probing these representations yields 91% accuracy, indicating that the model learns useful features. Extending to video, we include a multi-step prediction example on Moving MNIST that demonstrates how the same principles scale to temporal modeling. Finally, we show how these representations can drive action-conditioned world models, achieving a 97% planning success rate on the Two Rooms navigation task. Comprehensive ablations reveal the critical importance of each regularization component for preventing representation collapse. Code is available at https://github.com/facebookresearch/eb_jepa.

  • 11 authors
·
Feb 3

GeoWAM: Visual Geometry World Action Models for Autonomous Driving

World action models (WAMs) have recently gained increasing attention as a framework for jointly modeling scene evolution and ego actions in autonomous driving. Most existing WAMs learn scene dynamics in pixel space by combining a video-generation backbone for future-observation prediction with an action head for ego-trajectory prediction. Pixels, however, provide only an indirect representation of these dynamics: they entangle geometry and motion with appearance, texture, and illumination, forcing the model to infer three-dimensional transformations from two-dimensional observations. We argue that geometry, represented by point clouds, offers a more natural state space for driving because it explicitly captures spatial structure and the rigid and non-rigid transformations that govern scene evolution while directly aligning with the space in which driving actions are executed. Building on this insight, we introduce GeoWAM, a visual geometry world action model for autonomous driving. Rather than predicting future images, GeoWAM is pretrained to forecast future scene geometry, yielding representations that jointly encode spatial structure and temporal evolution. A geometry-conditioned action head then leverages these learned geometric dynamics to predict future ego trajectories. Extensive open-loop and closed-loop evaluations show that visual geometry world modeling yields substantially stronger driving policies than image-based alternatives, establishing future-geometry prediction as an effective pretraining objective for autonomous driving.

  • 13 authors
·
Aug 24

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

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

  • 9 authors
·
Apr 29

Marionette: Predicting World States, Rendering Geometry, Painting Appearance

Interactive game world models typically autoregress visual observations directly in pixel or latent space, forcing structured properties such as pose, geometry, and occlusion to be implicitly maintained by the same generative sequence. Over long horizons, errors in these latent world properties accumulate, making consistency and controllability fragile. We explicitly model the evolving world state, delegate exact geometric computation to a fixed, zero-parameter renderer, and leave the neural model to synthesize appearance. We instantiate this idea as Marionette, a world model for interactive games with articulated characters. First, a two-stage autoregressive dynamics model predicts an explicit and interpretable 276-dimensional 3D world state comprising multi-entity articulated skeletons, metric root trajectories, and rotations. Second, a zero-parameter graphics bridge converts the predicted state into pose-control videos, computing world-space geometry and occlusion in closed form. Third, a control-conditioned video-diffusion observation model synthesizes photorealistic RGB observations from the resulting structured controls. Our experiments establish two properties of Marionette. First, the predicted world state is directly controllable. Forcing a mismatched action stream changes root-aligned joint error by 31% across 48 held-out segments. Second, long-horizon behaviour is determined in the state, and can be repaired there. Left free, the two generated characters drift to 21.2 m apart (recorded sessions stay near 5 m) and a third of frames show ground penetration. Two rules imposed on the explicit state, a terrain collider and a separation cap, cut penetration by 66% and keep the pair engaged, with no change to the observation model. Routing appearance through the predicted state costs no fidelity we can detect, at an FVD of 831 against 799 for recorded pose.

  • 5 authors
·
Aug 13 2

Reconstruction or Semantics? What Makes a Latent Space Useful for Robotic World Models

World model-based policy evaluation is a practical proxy for testing real-world robot control by rolling out candidate actions in action-conditioned video diffusion models. As these models increasingly adopt latent diffusion modeling (LDM), choosing the right latent space becomes critical. While the status quo uses autoencoding latent spaces like VAEs that are primarily trained for pixel reconstruction, recent work suggests benefits from pretrained encoders with representation-aligned semantic latent spaces. We systematically evaluate these latent spaces for action-conditioned LDM by comparing six reconstruction and semantic encoders to train world model variants under a fixed protocol on BridgeV2 dataset, and show effective world model training in high-dimensional representation spaces with and without dimension compression. We then propose three axes to assess robotic world model performance: visual fidelity, planning and downstream policy performance, and latent representation quality. Our results show visual fidelity alone is insufficient for world model selection. While reconstruction encoders like VAE and Cosmos achieve strong pixel-level scores, semantic encoders such as V-JEPA 2.1 (strongest overall on policy), Web-DINO, and SigLIP 2 generally excel across the other two axes at all model scales. Our study advocates semantic latent space as stronger foundation for policy-relevant robotics diffusion world models.

  • 4 authors
·
May 6

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.

  • 6 authors
·
Jul 6 1

LeFlow: Generative Latent Flow Planning for World Models

Latent world models are inherently strong encoders that transform image pixel to latent embedding, yet existing world models still rely on online trajectory optimization for action planning: for every state-goal pair, an iterative optimizer is run from scratch to search for optimal action sequences, treating the world model as a black-box simulator. This approach pays the full iterative optimization cost anew at every replanning step and reuses no planning experience across queries. In this work, we ask whether planning itself can be amortized once a latent world model has been learned. We present LeFlow, which learns a reusable latent trajectory prior operating directly in the latent dynamics space from the world model. LeFlow recasts planning as conditional latent trajectory generation: a rectified-flow model imagines a future latent path between the current and goal embeddings, an inverse dynamics decoder turns latent transitions into action chunks, and the frozen world model verifies each candidate by autoregressive rollout. Across four major goal-conditioned pixel-control benchmarks, LeFlow replaces iterative action-space optimization with amortized latent planning and fixed-budget rollout selection, achieving consistent success-rate gains with an order-of-magnitude reduction in planning time. Our results argue that latent world models should support not only prediction but reusable planning priors. Our code is available at https://github.com/hsiangwei0903/LeFlow.

  • 4 authors
·
Aug 24

MuDreamer: Learning Predictive World Models without Reconstruction

The DreamerV3 agent recently demonstrated state-of-the-art performance in diverse domains, learning powerful world models in latent space using a pixel reconstruction loss. However, while the reconstruction loss is essential to Dreamer's performance, it also necessitates modeling unnecessary information. Consequently, Dreamer sometimes fails to perceive crucial elements which are necessary for task-solving when visual distractions are present in the observation, significantly limiting its potential. In this paper, we present MuDreamer, a robust reinforcement learning agent that builds upon the DreamerV3 algorithm by learning a predictive world model without the need for reconstructing input signals. Rather than relying on pixel reconstruction, hidden representations are instead learned by predicting the environment value function and previously selected actions. Similar to predictive self-supervised methods for images, we find that the use of batch normalization is crucial to prevent learning collapse. We also study the effect of KL balancing between model posterior and prior losses on convergence speed and learning stability. We evaluate MuDreamer on the commonly used DeepMind Visual Control Suite and demonstrate stronger robustness to visual distractions compared to DreamerV3 and other reconstruction-free approaches, replacing the environment background with task-irrelevant real-world videos. Our method also achieves comparable performance on the Atari100k benchmark while benefiting from faster training.

  • 2 authors
·
May 23, 2024

PointWorld: Scaling 3D World Models for In-The-Wild Robotic Manipulation

Humans anticipate, from a glance and a contemplated action of their bodies, how the 3D world will respond, a capability that is equally vital for robotic manipulation. We introduce PointWorld, a large pre-trained 3D world model that unifies state and action in a shared 3D space as 3D point flows: given one or few RGB-D images and a sequence of low-level robot action commands, PointWorld forecasts per-pixel displacements in 3D that respond to the given actions. By representing actions as 3D point flows instead of embodiment-specific action spaces (e.g., joint positions), this formulation directly conditions on physical geometries of robots while seamlessly integrating learning across embodiments. To train our 3D world model, we curate a large-scale dataset spanning real and simulated robotic manipulation in open-world environments, enabled by recent advances in 3D vision and simulated environments, totaling about 2M trajectories and 500 hours across a single-arm Franka and a bimanual humanoid. Through rigorous, large-scale empirical studies of backbones, action representations, learning objectives, partial observability, data mixtures, domain transfers, and scaling, we distill design principles for large-scale 3D world modeling. With a real-time (0.1s) inference speed, PointWorld can be efficiently integrated in the model-predictive control (MPC) framework for manipulation. We demonstrate that a single pre-trained checkpoint enables a real-world Franka robot to perform rigid-body pushing, deformable and articulated object manipulation, and tool use, without requiring any demonstrations or post-training and all from a single image captured in-the-wild. Project website at https://point-world.github.io/.

  • 7 authors
·
Jan 7

$μ_0$: A Scalable 3D Interaction-Trace World Model

World models that capture how actions induce physical change enable scalable robot learning without reliance on embodiment-specific action labels. Pixel-space video models provide broad visual priors but expend model capacity on dense appearance reconstruction, while direct action models require embodiment-specific labels that hinder scalability. We present μ_0, a scalable world model based on 3D traces. Rather than predicting dense pixels or directly modeling actions, μ_0 forecasts smooth 3D trajectories for salient interaction points such as objects, tools, hands, and contact regions, yielding a compact, embodiment-agnostic motion interface. To enable training from diverse video sources, our TraceExtract system automatically extracts 3D supervision by selecting keypoints, constructing globally aligned traces, and associating motion segments with hierarchical language captions. This TraceExtract supervision pretrains μ_0 by combining a pretrained vision-language backbone with a modular trace expert, which represents each query via B-spline control points and predicts future traces. Experiments show that μ_0 outperforms baselines in both 2D and 3D trace prediction, including trace prediction models and tokenized VLM methods. Because μ_0 is frozen and reusable, it can be paired with action experts for downstream robot embodiments. Despite action-free pretraining, the resulting trace-conditioned policies achieve performance competitive with VLA models pretrained with action supervision, such as π_0. These results establish 3D traces as a scalable and transferable representation for cross-embodiment manipulation.

Copper-Policy: Focus on the Representation for Robust Robot Manipulation

World Action Models (WAMs) acquire behavioral priors by modeling future scene evolution, but predicting detailed futures in pixel or latent space incurs substantial cost. Recent evidence that co-training gains persist without test-time generation raises a question: what must a WAM learn to improve control? We introduce Copper-Policy, which learns a compact World representation with the policy rather than relying on a predefined target space. Through temporal joint-embedding prediction, it predicts future observation embeddings conditioned on task intention without reconstructing pixels. This prediction and action decoding shape the representation jointly, while the policy retains access to current-frame spatial detail for execution. Representation analyses show that the learned features better separate task-driven change from perturbations and provide complementary information for control. Compact prediction targets reduce training tokens per sample, enabling a 2B-parameter model trained in 9.67 hours on 8times RTX 5090 GPUs and 6times faster than Fast-WAM on matched A100 GPUs. Copper-Policy outperforms every compared method without embodied pretraining on RoboTwin and several embodied-pretrained VLAs on LIBERO-Plus (80.85%). On three challenging real-robot tasks, it performs comparably to π_{0.5} and attains a higher average score. Together, these results show that Copper-Policy combines strong control performance with efficient training.

  • 9 authors
·
Sep 25

Learning Video Dynamics with Predictive Differentiable Rendering

How to accurately predict a high-fidelity future world? While the visual world is inherently continuous, existing deterministic video prediction models operate in discrete pixel space and are mainly optimized with pixel-wise mean squared error (MSE), which often leads to over-smoothed predictions and a lack of fine-grained visual details. To address these limitations, we propose Predictive Differentiable Rendering (PDR), a novel end-to-end video prediction paradigm that bridges the gap between discrete and continuous representations. Inspired by recent progress in 3D reconstruction with 3D Gaussian Splatting, we introduce PredGS, a lightweight and plug-and-play adapter based on 2D Gaussian representation, which could be seamlessly integrated with existing pixel space predictors, significantly improving spatial detail preservation with negligible computational overhead. Furthermore, we develop predgsplat, a CUDA-accelerated differentiable 2D Gaussian renderer supporting arbitrary channels. Each Gaussian is defined by 5 + C learnable parameters (position, scale, rotation, and C channel amplitudes) and achieves up to 10x faster rendering than the baseline. Optimized by a combined L1 and SSIM loss, PDR overcomes the inherent blurring tendencies of MSE Loss, significantly enhancing the prediction performance. Extensive experiments on diverse real-world benchmarks, including TaxiBJ, WeatherBench, KTH, and Human3.6M, demonstrate that PDR consistently surpasses existing methods, delivering superior detail preservation, visual fidelity, and predictive accuracy.

  • 8 authors
·
Jun 29

Robust-WAM: Bridging Generative Pretraining and Semantic Foresight in World-Action Models

Mainstream World-Action Models (WAMs) adapt pretrained video generation models (VGMs) for robot control, transferring their learned dynamics prior for action prediction. These VGMs are typically trained in a variational autoencoder (VAE) latent space. However, the VAE latent space is optimized for pixel reconstruction, which rewards fine appearance detail and leaves the action prediction fragile under visual shifts. Recent works build WAMs in semantic latent space, which are more robust to appearance shifts. However, these models cannot leverage the large-scale VGM pretraining that exists only in VAE space. To overcome this dilemma, we propose Robust-WAM, a general post-training method for video-generation-based WAMs that preserves the VAE-based generative path and adds a lightweight semantic foresight alignment objective on the action stream. This retains the large-scale VGM pretraining while grounding actions in appearance-invariant dynamics that stay reliable under illumination shifts and other visual out-of-distribution conditions. Specifically, we employ learnable query tokens to bring future-scene semantics into the action stream by aligning their output hidden states with the semantic foresight of future ground-truth frames. To establish the temporal correspondence between each query and the future step it describes, we give it the positional encoding of the matching action tokens. Experiments on out-of-distribution generalization simulation benchmarks and a real-robot setup show that our Robust-WAM consistently improves the success rates of multiple WAM baselines without sacrificing in-distribution performance.

  • 15 authors
·
Aug 6

DriveWorld-VLA: Unified Latent-Space World Modeling with Vision-Language-Action for Autonomous Driving

End-to-end (E2E) autonomous driving has recently attracted increasing interest in unifying Vision-Language-Action (VLA) with World Models to enhance decision-making and forward-looking imagination. However, existing methods fail to effectively unify future scene evolution and action planning within a single architecture due to inadequate sharing of latent states, limiting the impact of visual imagination on action decisions. To address this limitation, we propose DriveWorld-VLA, a novel framework that unifies world modeling and planning within a latent space by tightly integrating VLA and world models at the representation level, which enables the VLA planner to benefit directly from holistic scene-evolution modeling and reducing reliance on dense annotated supervision. Additionally, DriveWorld-VLA incorporates the latent states of the world model as core decision-making states for the VLA planner, facilitating the planner to assess how candidate actions impact future scene evolution. By conducting world modeling entirely in the latent space, DriveWorld-VLA supports controllable, action-conditioned imagination at the feature level, avoiding expensive pixel-level rollouts. Extensive open-loop and closed-loop evaluations demonstrate the effectiveness of DriveWorld-VLA, which achieves state-of-the-art performance with 91.3 PDMS on NAVSIMv1, 86.8 EPDMS on NAVSIMv2, and 0.16 3-second average collision rate on nuScenes. Code and models will be released in https://github.com/liulin815/DriveWorld-VLA.git.

  • 7 authors
·
Feb 5

TraceGen: World Modeling in 3D Trace Space Enables Learning from Cross-Embodiment Videos

Learning new robot tasks on new platforms and in new scenes from only a handful of demonstrations remains challenging. While videos of other embodiments - humans and different robots - are abundant, differences in embodiment, camera, and environment hinder their direct use. We address the small-data problem by introducing a unifying, symbolic representation - a compact 3D "trace-space" of scene-level trajectories - that enables learning from cross-embodiment, cross-environment, and cross-task videos. We present TraceGen, a world model that predicts future motion in trace-space rather than pixel space, abstracting away appearance while retaining the geometric structure needed for manipulation. To train TraceGen at scale, we develop TraceForge, a data pipeline that transforms heterogeneous human and robot videos into consistent 3D traces, yielding a corpus of 123K videos and 1.8M observation-trace-language triplets. Pretraining on this corpus produces a transferable 3D motion prior that adapts efficiently: with just five target robot videos, TraceGen attains 80% success across four tasks while offering 50-600x faster inference than state-of-the-art video-based world models. In the more challenging case where only five uncalibrated human demonstration videos captured on a handheld phone are available, it still reaches 67.5% success on a real robot, highlighting TraceGen's ability to adapt across embodiments without relying on object detectors or heavy pixel-space generation.

  • 11 authors
·
Nov 26, 2025 1

MoDem-V2: Visuo-Motor World Models for Real-World Robot Manipulation

Robotic systems that aspire to operate in uninstrumented real-world environments must perceive the world directly via onboard sensing. Vision-based learning systems aim to eliminate the need for environment instrumentation by building an implicit understanding of the world based on raw pixels, but navigating the contact-rich high-dimensional search space from solely sparse visual reward signals significantly exacerbates the challenge of exploration. The applicability of such systems is thus typically restricted to simulated or heavily engineered environments since agent exploration in the real-world without the guidance of explicit state estimation and dense rewards can lead to unsafe behavior and safety faults that are catastrophic. In this study, we isolate the root causes behind these limitations to develop a system, called MoDem-V2, capable of learning contact-rich manipulation directly in the uninstrumented real world. Building on the latest algorithmic advancements in model-based reinforcement learning (MBRL), demo-bootstrapping, and effective exploration, MoDem-V2 can acquire contact-rich dexterous manipulation skills directly in the real world. We identify key ingredients for leveraging demonstrations in model learning while respecting real-world safety considerations -- exploration centering, agency handover, and actor-critic ensembles. We empirically demonstrate the contribution of these ingredients in four complex visuo-motor manipulation problems in both simulation and the real world. To the best of our knowledge, our work presents the first successful system for demonstration-augmented visual MBRL trained directly in the real world. Visit https://sites.google.com/view/modem-v2 for videos and more details.

  • 4 authors
·
Sep 25, 2023

A Frame is Worth One Token: Efficient Generative World Modeling with Delta Tokens

Anticipating diverse future states is a central challenge in video world modeling. Discriminative world models produce a deterministic prediction that implicitly averages over possible futures, while existing generative world models remain computationally expensive. Recent work demonstrates that predicting the future in the feature space of a vision foundation model (VFM), rather than a latent space optimized for pixel reconstruction, requires significantly fewer world model parameters. However, most such approaches remain discriminative. In this work, we introduce DeltaTok, a tokenizer that encodes the VFM feature difference between consecutive frames into a single continuous "delta" token, and DeltaWorld, a generative world model operating on these tokens to efficiently generate diverse plausible futures. Delta tokens reduce video from a three-dimensional spatio-temporal representation to a one-dimensional temporal sequence, for example yielding a 1,024x token reduction with 512x512 frames. This compact representation enables tractable multi-hypothesis training, where many futures are generated in parallel and only the best is supervised. At inference, this leads to diverse predictions in a single forward pass. Experiments on dense forecasting tasks demonstrate that DeltaWorld forecasts futures that more closely align with real-world outcomes, while having over 35x fewer parameters and using 2,000x fewer FLOPs than existing generative world models. Code and weights: https://deltatok.github.io.

amazon Amazon
·
Apr 5 2

Temporal-Distance JEPA: Plan-Aware Representation Learning for Latent World Model Predictive Control

Joint-Embedding Predictive Architectures (JEPAs) learn world models by predicting in representation space rather than reconstructing pixels, making them a natural backbone for latent model predictive control from offline demonstration logs. JEPA-style training optimizes short-horizon latent prediction, whereas planning requires a multi-step ranking of imagined futures by goal progress. Prior JEPA planners often inherit that ranking from embedding geometry, typically latent Euclidean distance, which arises as a byproduct of representation learning rather than as a progress cost mined from the logs. We propose temporal-distance JEPA (TD-JEPA), which retains the LeWM encoder--predictor backbone and mines a directed temporal cost from reward-free trajectories: same-trajectory step order supplies positive targets, cross-trajectory pairs act as heuristic negatives, and a rollout-consistency term matches the planner horizon. The mined supervision serves two roles: as the deployed planning cost when progress is topological, and as a representation signal that improves Euclidean planning when contact geometry dominates. Under locked evaluation, deploying the mined cost raises Two-Room success to 100.0% versus LeWM's 97.4%, while shared Euclidean planning on the same temporally trained checkpoint raises OGB-Cube by 14.2 points over LeWM and improves Push-T. Against LeWM and the concurrent RC-aux baseline under locked evaluation, TD-JEPA matches or exceeds both methods on every environment. Ablations show that the directed head, cross-trajectory negatives, and rollout consistency each contribute. TD-JEPA narrows the train--plan gap for JEPA world-model planners by discovering temporal progress structure in offline logs and co-designing cost form with plan-time deployment. Code is available at https://github.com/HKBU-KnowComp/TD-JEPA.

MoSE3: Learning World-Space SE(3) at Every Pixel

Dense 3D point tracking has been a prominent paradigm for modeling motion in dynamic scenes, but a point track is just a 3-DoF translation curve per pixel: it captures where pixels go, not the rotation of the underlying part, nor which pixels move together as one body. We propose MoSE3, the first feed-forward model that predicts dense SE(3) motion from monocular RGB video, producing full 6-DoF rigid transforms at every pixel in world space. Per-pixel SE(3) motion offers a richer view of how a scene moves: rotation, translation, and grouping all at once. Directly predicting SE(3) is challenging: rotations lie on a curved manifold that is ill-suited to Euclidean regression, and annotations for SE(3) are particularly difficult to acquire. To address these challenges, MoSE3 predicts per-pixel SE(3) through two jointly learned intermediates, 3D point tracks and rigidity embeddings, and recovers SE(3) by differentiably fitting transforms within each soft rigid cluster, enabling end-to-end prediction and supervision. To close the data gap, we introduce Art-Kubric, a large-scale synthetic dataset with dense SE(3) and rigidity labels for articulated objects with rich physical interactions. MoSE3 achieves state-of-the-art SE(3) estimation at pixel, part, and object levels on both rigid and articulated benchmarks, and state-of-the-art average 3D point tracking accuracy across three datasets, while showing strong generalization to real-world videos despite being trained solely on synthetic motion data.

  • 6 authors
·
Oct 1

UNITAS: A 3D-Native World Action Model for Embodied Manipulation

World action models (WAMs) aim to answer a coupled physical question: given a task instruction, what motion should the robot execute, and how will that motion change the surrounding world? Most existing WAMs build on pretrained video generators and represent world evolution through images or visual latents. Robotic interaction, however, takes place in metric three-dimensional space, while images are view-dependent projections whose pixel distances do not directly encode physical distances. We introduce UNITAS, to our knowledge the first 3D-native world action model that unifies observations, actions, and scene dynamics in a shared metric 3D frame within each interaction, using a common representation across robot embodiments and human hands. Action flow represents human hands and robot grippers as 3D point trajectories, while scene flow describes scene-point displacements conditioned on these trajectories. World-aligned 3D positional embeddings ground visual tokens with or without depth input, and a physical-time trajectory tokenizer encodes each point trajectory as one token anchored at its current 3D position. This interface supports both direct action execution and action-conditioned scene prediction. With 1.7B parameters, UNITAS achieves the best action-conditioned scene prediction on RoboTwin among the compared methods, with up to 49% lower displacement errors than PointWorld, and state-of-the-art manipulation success, including 99.8% on LIBERO and an average of 85% across real-world tasks. The code is available at https://github.com/DexForce/UNITAS.

Grounding World Simulation Models in a Real-World Metropolis

What if a world simulation model could render not an imagined environment but a city that actually exists? Prior generative world models synthesize visually plausible yet artificial environments by imagining all content. We present Seoul World Model (SWM), a city-scale world model grounded in the real city of Seoul. SWM anchors autoregressive video generation through retrieval-augmented conditioning on nearby street-view images. However, this design introduces several challenges, including temporal misalignment between retrieved references and the dynamic target scene, limited trajectory diversity and data sparsity from vehicle-mounted captures at sparse intervals. We address these challenges through cross-temporal pairing, a large-scale synthetic dataset enabling diverse camera trajectories, and a view interpolation pipeline that synthesizes coherent training videos from sparse street-view images. We further introduce a Virtual Lookahead Sink to stabilize long-horizon generation by continuously re-grounding each chunk to a retrieved image at a future location. We evaluate SWM against recent video world models across three cities: Seoul, Busan, and Ann Arbor. SWM outperforms existing methods in generating spatially faithful, temporally consistent, long-horizon videos grounded in actual urban environments over trajectories reaching hundreds of meters, while supporting diverse camera movements and text-prompted scenario variations.

naver-ai NAVER AI Lab
·
Mar 16 4

HY-World 2.0: A Multi-Modal World Model for Reconstructing, Generating, and Simulating 3D Worlds

We introduce HY-World 2.0, a multi-modal world model framework that advances our prior project HY-World 1.0. HY-World 2.0 accommodates diverse input modalities, including text prompts, single-view images, multi-view images, and videos, and produces 3D world representations. With text or single-view image inputs, the model performs world generation, synthesizing high-fidelity, navigable 3D Gaussian Splatting (3DGS) scenes. This is achieved through a four-stage method: a) Panorama Generation with HY-Pano 2.0, b) Trajectory Planning with WorldNav, c) World Expansion with WorldStereo 2.0, and d) World Composition with WorldMirror 2.0. Specifically, we introduce key innovations to enhance panorama fidelity, enable 3D scene understanding and planning, and upgrade WorldStereo, our keyframe-based view generation model with consistent memory. We also upgrade WorldMirror, a feed-forward model for universal 3D prediction, by refining model architecture and learning strategy, enabling world reconstruction from multi-view images or videos. Also, we introduce WorldLens, a high-performance 3DGS rendering platform featuring a flexible engine-agnostic architecture, automatic IBL lighting, efficient collision detection, and training-rendering co-design, enabling interactive exploration of 3D worlds with character support. Extensive experiments demonstrate that HY-World 2.0 achieves state-of-the-art performance on several benchmarks among open-source approaches, delivering results comparable to the closed-source model Marble. We release all model weights, code, and technical details to facilitate reproducibility and support further research on 3D world models.

  • 45 authors
·
Apr 14 8

PixelMoE: Scaling Pixel-Space Diffusion with LLM-Style Mixture-of-Experts

Pixel-space diffusion models provide an appealing alternative to latent-space diffusion models by directly modeling raw images without relying on a learned tokenizer. However, scaling pixel-space models has predominantly followed dense strategies, tightly coupling model capacity with active computation. In this work, we show that standard LLM-style Mixture-of-Experts (MoE) architectures can be effectively transferred to pixel-space diffusion. Building on this finding, we introduce PixelMoE, a pixel-space generative framework that sparsely scales model capacity with standard LLM-style MoE, without diffusion-specific routing mechanisms or auxiliary routing objectives. Specifically, PixelMoE combines standard Token-Choice (TC) routing with fine-grained routed experts for input-adaptive sparse computation, a shared expert for capturing common representations, and a bias-based load-balancing strategy. To complement sparse capacity scaling, PixelMoE further introduces Pixel-Space Hierarchical Flow Matching, which varies spatial resolution along the denoising trajectory from global structure formation to fine-grained detail refinement. At comparable active parameter counts, PixelMoE consistently outperforms its dense counterparts across model scales, demonstrating effective sparse capacity scaling in pixel space. On class-conditional ImageNet-1K, PixelMoE achieves FID scores of 1.47 at 256x256 and 1.53 at 512x512 without representation alignment or perceptual losses, comparing favorably with leading pixel-space and latent-space generative models. Code and models will be released soon.

  • 9 authors
·
Oct 12

TeleWorld: Towards Dynamic Multimodal Synthesis with a 4D World Model

World models aim to endow AI systems with the ability to represent, generate, and interact with dynamic environments in a coherent and temporally consistent manner. While recent video generation models have demonstrated impressive visual quality, they remain limited in real-time interaction, long-horizon consistency, and persistent memory of dynamic scenes, hindering their evolution into practical world models. In this report, we present TeleWorld, a real-time multimodal 4D world modeling framework that unifies video generation, dynamic scene reconstruction, and long-term world memory within a closed-loop system. TeleWorld introduces a novel generation-reconstruction-guidance paradigm, where generated video streams are continuously reconstructed into a dynamic 4D spatio-temporal representation, which in turn guides subsequent generation to maintain spatial, temporal, and physical consistency. To support long-horizon generation with low latency, we employ an autoregressive diffusion-based video model enhanced with Macro-from-Micro Planning (MMPL)--a hierarchical planning method that reduces error accumulation from frame-level to segment-level-alongside efficient Distribution Matching Distillation (DMD), enabling real-time synthesis under practical computational budgets. Our approach achieves seamless integration of dynamic object modeling and static scene representation within a unified 4D framework, advancing world models toward practical, interactive, and computationally accessible systems. Extensive experiments demonstrate that TeleWorld achieves strong performance in both static and dynamic world understanding, long-term consistency, and real-time generation efficiency, positioning it as a practical step toward interactive, memory-enabled world models for multimodal generation and embodied intelligence.

  • 27 authors
·
Dec 31, 2025

VFMF: World Modeling by Forecasting Vision Foundation Model Features

Forecasting from partial observations is central to world modeling. Many recent methods represent the world through images, and reduce forecasting to stochastic video generation. Although such methods excel at realism and visual fidelity, predicting pixels is computationally intensive and not directly useful in many applications, as it requires translating RGB into signals useful for decision making. An alternative approach uses features from vision foundation models (VFMs) as world representations, performing deterministic regression to predict future world states. These features can be directly translated into actionable signals such as semantic segmentation and depth, while remaining computationally efficient. However, deterministic regression averages over multiple plausible futures, undermining forecast accuracy by failing to capture uncertainty. To address this crucial limitation, we introduce a generative forecaster that performs autoregressive flow matching in VFM feature space. Our key insight is that generative modeling in this space requires encoding VFM features into a compact latent space suitable for diffusion. We show that this latent space preserves information more effectively than previously used PCA-based alternatives, both for forecasting and other applications, such as image generation. Our latent predictions can be easily decoded into multiple useful and interpretable output modalities: semantic segmentation, depth, surface normals, and even RGB. With matched architecture and compute, our method produces sharper and more accurate predictions than regression across all modalities. Our results suggest that stochastic conditional generation of VFM features offers a promising and scalable foundation for future world models.

  • 4 authors
·
Dec 11, 2025

Consistency-diversity-realism Pareto fronts of conditional image generative models

Building world models that accurately and comprehensively represent the real world is the utmost aspiration for conditional image generative models as it would enable their use as world simulators. For these models to be successful world models, they should not only excel at image quality and prompt-image consistency but also ensure high representation diversity. However, current research in generative models mostly focuses on creative applications that are predominantly concerned with human preferences of image quality and aesthetics. We note that generative models have inference time mechanisms - or knobs - that allow the control of generation consistency, quality, and diversity. In this paper, we use state-of-the-art text-to-image and image-and-text-to-image models and their knobs to draw consistency-diversity-realism Pareto fronts that provide a holistic view on consistency-diversity-realism multi-objective. Our experiments suggest that realism and consistency can both be improved simultaneously; however there exists a clear tradeoff between realism/consistency and diversity. By looking at Pareto optimal points, we note that earlier models are better at representation diversity and worse in consistency/realism, and more recent models excel in consistency/realism while decreasing significantly the representation diversity. By computing Pareto fronts on a geodiverse dataset, we find that the first version of latent diffusion models tends to perform better than more recent models in all axes of evaluation, and there exist pronounced consistency-diversity-realism disparities between geographical regions. Overall, our analysis clearly shows that there is no best model and the choice of model should be determined by the downstream application. With this analysis, we invite the research community to consider Pareto fronts as an analytical tool to measure progress towards world models.

  • 8 authors
·
Jun 14, 2024

PixelWorld: Towards Perceiving Everything as Pixels

Existing foundation models typically process visual input as pixels and textual input as tokens, a paradigm that contrasts with human perception, where both modalities are processed in a unified manner. With the rise of embodied and agentic AI, where inputs primarily come from camera pixels, the need for a unified perception framework becomes increasingly evident. In this paper, we propose to unify all modalities (text, tables, code, diagrams, images, etc) as pixel inputs, i.e. "Perceive Everything as Pixels" (PEAP). We introduce PixelWorld, a novel evaluation suite that unifies all the mentioned modalities into pixel space to gauge the existing models' performance. Our findings show that (1) PEAP outperforms baseline with token-based input in multimodal datasets, benefiting from unified input for better disambiguation, (2) significant declines in reasoning and coding capabilities across all models when processing pixel-based input, underscoring the need to enhance foundation models' perceptual abilities, (3) larger models can maintain strong performance on non-reasoning tasks under PEAP, while smaller models like Phi-3.5-V suffer significant performance degradation, (4) the attention pattern of PEAP is highly aligned with text token input, (5) PEAP can be accelerated significantly by exploiting the spatial sparsity. We conclude that the existing frontier models are competent in pixel perception, however, there is still headroom for improvement. Our code, dataset will be released upon acceptance.

  • 3 authors
·
Jan 31, 2025 2

A Comprehensive Survey on World Models for Embodied AI

Embodied AI requires agents that perceive, act, and anticipate how actions reshape future world states. World models serve as internal simulators that capture environment dynamics, enabling forward and counterfactual rollouts to support perception, prediction, and decision making. This survey presents a unified framework for world models in embodied AI. Specifically, we formalize the problem setting and learning objectives, and propose a three-axis taxonomy encompassing: (1) Functionality, Decision-Coupled vs. General-Purpose; (2) Temporal Modeling, Sequential Simulation and Inference vs. Global Difference Prediction; (3) Spatial Representation, Global Latent Vector, Token Feature Sequence, Spatial Latent Grid, and Decomposed Rendering Representation. We systematize data resources and metrics across robotics, autonomous driving, and general video settings, covering pixel prediction quality, state-level understanding, and task performance. Furthermore, we offer a quantitative comparison of state-of-the-art models and distill key open challenges, including the scarcity of unified datasets and the need for evaluation metrics that assess physical consistency over pixel fidelity, the trade-off between model performance and the computational efficiency required for real-time control, and the core modeling difficulty of achieving long-horizon temporal consistency while mitigating error accumulation. Finally, we maintain a curated bibliography at https://github.com/Li-Zn-H/AwesomeWorldModels.

  • 4 authors
·
Oct 19, 2025

DepthWorld: 3D World Model for Robot Manipulation

World models offer a data-driven alternative to traditional simulators for robotics, with applications spanning policy evaluation, improvement, and planning. All of these uses depend on faithful 3D geometry, yet current video-based world models are trained on RGB alone and produce rollouts that look correct frame-by-frame but do not compose into a consistent 3D world. Closing this gap requires progress on two fronts: large-scale 3D supervision for manipulation, and an architecture that can absorb it without disturbing strong pretrained video priors. We introduce a calibration pipeline that combines learned stereo depth with a joint factor graph, pooling all episodes collected from the same physical robot to recover its shared kinematic parameters alongside per-scene extrinsics. Applied to the DROID dataset, this yields DROID-3D, a calibrated 3D dataset providing dense metric depth and recalibrated multi-view extrinsics (achieving <0.7 px reprojection error on 90% of episodes for external cameras). We then train DepthWorld, a Stable Video Diffusion-based world model that jointly predicts multi-view RGB and depth via spatial latent tiling, leaving the pretrained Variational Autoencoder (VAE) unchanged. Depth supervision improves RGB prediction itself by +1.48 dB PSNR over an identical RGB-only baseline at equal training budget, while simultaneously yielding accurate metric depth for downstream geometric reasoning.

  • 3 authors
·
Oct 5

Back to Parsimonious Latents: Learning Task-Centric World Models from Visual Foundations

World models enable agents to predict future dynamics conditioned on actions, making the choice of latent representation central to planning and control. Such representations are often either learned directly from pixels with limited semantic structure or inherited from frozen visual foundation models with excessive task-irrelevant detail, yielding state spaces that are poorly matched to downstream planning and control. This is especially challenging in reward-free offline settings, where the model must learn from fixed trajectories without reward supervision or online interaction. To address this, we propose TC-WM, a framework for turning foundation-model embeddings into compact, task-sufficient world representations. The key design is to treat the pretrained embedding space as a semantic scaffold rather than as the final state space: TC-WM linearly projects high-dimensional visual embeddings into a compact latent as the dynamic space, aligns a subspace with the agent's physical state via contrastive learning, and reconstructs embeddings to preserve useful visual structure. This combines the generality of foundation features with the controllability of task-centric dynamics. Theoretically, we show that TC-WM suffices to identify the underlying task-centric latent factors up to a simple transformation. Empirically, TC-WM enables test-time planning across diverse environments (e.g., Robomimic and D4RL), achieving better world-modeling quality and more precise control than state-of-the-art approaches.

  • 4 authors
·
May 25

Adapting Vision-Language Models for Evaluating World Models

World models -- generative models that simulate environment dynamics conditioned on past observations and actions -- are gaining prominence in planning, simulation, and embodied AI. However, evaluating their rollouts remains a fundamental challenge, requiring fine-grained, temporally grounded assessment of action alignment and semantic consistency -- capabilities not captured by existing metrics. Vision-Language Models (VLMs) have shown promise as automatic evaluators of generative content due to their strong multimodal reasoning abilities. Yet, their use in fine-grained, temporally sensitive evaluation tasks remains limited and requires targeted adaptation. We introduce a evaluation protocol targeting two recognition tasks -- action recognition and character recognition -- each assessed across binary, multiple-choice, and open-ended formats. To support this, we present UNIVERSE (UNIfied Vision-language Evaluator for Rollouts in Simulated Environments), a method for adapting VLMs to rollout evaluation under data and compute constraints. We conduct a large-scale study comparing full, partial, and parameter-efficient finetuning across task formats, context lengths, sampling strategies, and data compositions. The resulting unified evaluator matches the performance of task-specific baselines using a single checkpoint. Human studies confirm strong alignment with human judgments, establishing UNIVERSE as a scalable, semantics-aware evaluator for world models.

  • 8 authors
·
Jun 22, 2025

World2VLM: Distilling World Model Imagination into VLMs for Dynamic Spatial Reasoning

Vision-language models (VLMs) have shown strong performance on static visual understanding, yet they still struggle with dynamic spatial reasoning that requires imagining how scenes evolve under egocentric motion. Recent efforts address this limitation either by scaling spatial supervision with synthetic data or by coupling VLMs with world models at inference time. However, the former often lacks explicit modeling of motion-conditioned state transitions, while the latter incurs substantial computational overhead. In this work, we propose World2VLM, a training framework that distills spatial imagination from a generative world model into a vision-language model. Given an initial observation and a parameterized camera trajectory, we use a view-consistent world model to synthesize geometrically aligned future views and derive structured supervision for both forward (action-to-outcome) and inverse (outcome-to-action) spatial reasoning. We post-train the VLM with a two-stage recipe on a compact dataset generated by this pipeline and evaluate it on multiple spatial reasoning benchmarks. World2VLM delivers consistent improvements over the base model across diverse benchmarks, including SAT-Real, SAT-Synthesized, VSI-Bench, and MindCube. It also outperforms the test-time world-model-coupled methods while eliminating the need for expensive inference-time generation. Our results suggest that world models can serve not only as inference-time tools, but also as effective training-time teachers, enabling VLMs to internalize spatial imagination in a scalable and efficient manner.

  • 9 authors
·
Apr 28

Trimming the Long-Tail of Visual World Modeling Evaluation

Physical interactions follow a long-tailed distribution: a set of common and regular interactions dominates human experience and visual data, while a broad spectrum of rare and irregular interactions remains underrepresented. Although recent visual world models, including image and video generation models, achieve impressive realism on existing benchmarks, they primarily focus on simulating common physical interactions. This raises a central question: Do current visual world models internalize and generalize physical principles? In this work, we introduce Tailor-Bench, a benchmark that challenges world models to simulate irregular physical interactions. To enable systematic evaluation, we design three scenario modes that progressively challenge model reasoning: Regular scenarios reflect common tool-task pairs, Unconventional scenarios replace conventional tools with attribute-compatible substitutes to test affordance generalization, and Impossible scenarios introduce attribute-violating tools to probe constraint awareness. Additionally, we design two complementary settings under a unified evaluation protocol: predictive generation requires inferring outcomes without guidance, while descriptive generation specifies the target outcome for faithful realization. Our experimental results reveal a clear long-tail gap in physical world modeling: performance degrades from Regular to Unconventional and Impossible scenarios, indicating limited generalization beyond common interactions. Failure analysis further shows that models rely on superficial visual patterns: image models fail to realize correct state changes, while video models further suffer from temporal inconsistencies.

4DWorldBench: A Comprehensive Evaluation Framework for 3D/4D World Generation Models

World Generation Models are emerging as a cornerstone of next-generation multimodal intelligence systems. Unlike traditional 2D visual generation, World Models aim to construct realistic, dynamic, and physically consistent 3D/4D worlds from images, videos, or text. These models not only need to produce high-fidelity visual content but also maintain coherence across space, time, physics, and instruction control, enabling applications in virtual reality, autonomous driving, embodied intelligence, and content creation. However, prior benchmarks emphasize different evaluation dimensions and lack a unified assessment of world-realism capability. To systematically evaluate World Models, we introduce the 4DWorldBench, which measures models across four key dimensions: Perceptual Quality, Condition-4D Alignment, Physical Realism, and 4D Consistency. The benchmark covers tasks such as Image-to-3D/4D, Video-to-4D, Text-to-3D/4D. Beyond these, we innovatively introduce adaptive conditioning across multiple modalities, which not only integrates but also extends traditional evaluation paradigms. To accommodate different modality-conditioned inputs, we map all modality conditions into a unified textual space during evaluation, and further integrate LLM-as-judge, MLLM-as-judge, and traditional network-based methods. This unified and adaptive design enables more comprehensive and consistent evaluation of alignment, physical realism, and cross-modal coherence. Preliminary human studies further demonstrate that our adaptive tool selection achieves closer agreement with subjective human judgments. We hope this benchmark will serve as a foundation for objective comparisons and improvements, accelerating the transition from "visual generation" to "world generation." Our project can be found at https://yeppp27.github.io/4DWorldBench.github.io/.

MetaEarth3D: Unlocking World-scale 3D Generation with Spatially Scalable Generative Modeling

Recent generative AI models have achieved remarkable breakthroughs in language and visual understanding. However, although these models can generate realistic visual content, their spatial scale remains confined to bounded environments, preventing them from capturing how geographic environments evolve across thousands of kilometers or from modeling the spatial structure of the large-scale physical world. This limitation poses a critical challenge for ultra-wide-area spatial intelligence in Earth observation and simulation, revealing a deeper gap in generative AI: progress has relied primarily on scaling model parameters and training data, while overlooking spatial scale as a core dimension of intelligence. Here, motivated by this missing dimension, we investigate spatial scale as a new scaling axis in foundation models and present MetaEarth3D, the first generative foundation model capable of spatially consistent generation at the planetary scale. Taking optical Earth observation simulation as a testbed, MetaEarth3D enables the generation of multi-level, unbounded, and diverse 3D scenes spanning large-scale terrains, medium-scale cities, and fine-grained street blocks. Built upon 10 million globally distributed real-world training images, MetaEarth3D demonstrates both strong visual realism and geospatial statistical realism. Beyond generation, MetaEarth3D serves as a generative data engine for diverse virtual environments in ultra-wide spatial intelligence. We argue that this study may help empower next-generation spatial intelligence for Earth observation.

  • 6 authors
·
Apr 18

Omni-WorldBench: Towards a Comprehensive Interaction-Centric Evaluation for World Models

Video--based world models have emerged along two dominant paradigms: video generation and 3D reconstruction. However, existing evaluation benchmarks either focus narrowly on visual fidelity and text--video alignment for generative models, or rely on static 3D reconstruction metrics that fundamentally neglect temporal dynamics. We argue that the future of world modeling lies in 4D generation, which jointly models spatial structure and temporal evolution. In this paradigm, the core capability is interactive response: the ability to faithfully reflect how interaction actions drive state transitions across space and time. Yet no existing benchmark systematically evaluates this critical dimension. To address this gap, we propose Omni--WorldBench, a comprehensive benchmark specifically designed to evaluate the interactive response capabilities of world models in 4D settings. Omni--WorldBench comprises two key components: Omni--WorldSuite, a systematic prompt suite spanning diverse interaction levels and scene types; and Omni--Metrics, an agent-based evaluation framework that quantifies world modeling capabilities by measuring the causal impact of interaction actions on both final outcomes and intermediate state evolution trajectories. We conduct extensive evaluations of 18 representative world models across multiple paradigms. Our analysis reveals critical limitations of current world models in interactive response, providing actionable insights for future research. Omni-WorldBench will be publicly released to foster progress in interactive 4D world modeling.

AGI-LAB-HF AGI Lab
·
Mar 23 10

Show, Don't Tell: Evaluating Spatial Cognition in Generative Pixels Rather Than LLM Text

Spatial intelligence is essential for agents to move from static semantic understanding toward interacting with the physical world. Many spatial tasks are grounded in continuous visual scenes, where locations, regions, and paths are more naturally expressed by pointing, marking, or drawing than by reporting precise coordinates or discrete textual symbols. Yet existing spatial reasoning benchmarks usually require coordinates, options, or text, creating an answer-interface mismatch for image-generation models. This makes it difficult to evaluate image-generation models under the same task semantics as text-output VLMs, despite their ability to externalize spatial judgments directly in pixel space. We propose ProVisE (Protocolized Visual Evaluation), a benchmark-agnostic framework that elicits protocol-constrained visual answers from image-generation models and parses them into structured predictions compatible with original metrics. ProVisE also includes an Agentic builder that constructs and validates task-specific protocols for new benchmarks. We further introduce SpatialGen-Bench, a curated diagnostic benchmark of 470 samples across 14 spatial subtasks, four capability levels, and diverse answer forms. We evaluate representative text-output VLMs and image-generation models in a unified setting and validate Agentic protocol construction on six external spatial benchmarks. Results show that image-generation models are competitive when spatial answers can be externalized directly in pixel space, while text-output VLMs retain a clear advantage in compositional spatial reasoning. These findings reveal complementary strengths of pixel-space expression and text-based reasoning and establish a metric-compatible testbed for studying spatial cognition in image-generation models.

OmniAI-ZJU ZJU-OmniAI
·
Jul 22 2

Iris-3B: Going Beyond the Latent with Pixel-Space Diffusion Training, Conversion and Fine-Tuning

Pixel-space diffusion models avoid the lossy VAE of latent models, which suggests an advantage on downstream tasks where fine-grained detail matters. We test this claim along both routes to a pixel-space backbone. We pretrain Iris-3B, a 3B-parameter pixel-space text-to-image transformer, from scratch through a 256to512to1024 curriculum, after first ablating the prediction target and representation alignment at 256^2 to decide what to scale. We also convert a pretrained latent model, FLUX.2 Klein base 4B, to pixel space. We fine-tune both families for monocular depth estimation and for image restoration/super-resolution. We find no significant improvement from using a pixel-space generative prior. Fine-tuned for depth with one matched direct-regression recipe, Iris-3B is level with the latent FLUX.2 Klein and the converted pixel FLUX.2 Klein falls behind it, and on 4times DIV2K restoration neither pixel model beats a latent FLUX.2 Klein fine-tune, the converted one trailing it slightly. We document the recipes, the failure modes and the remaining confounds behind this negative result. Nevertheless, Iris-3B shows that pixel-space pretraining with the pixel-transformer (PiT) head of PixelDiT scales to 3B parameters and to text-to-image quality competitive with latent models, matching Qwen-Image on OneIG under the official evaluators at 1024^2. We release its weights and training code in the hope that they help pave the way for further work on pixel-space generation.

speridlabs speridlabs
·
Oct 6 2

MBench: A Comprehensive Benchmark on Memory Capability for Video World Models

Recent advancements in video-based world models have demonstrated an unprecedented ability to synthesize high-fidelity visual sequences. However, a fundamental gap persists between visually plausible video generation and the functional requirements of a world model, particularly in maintaining a stable and reasonable internal state over extended temporal horizons. While existing benchmarks primarily emphasize visual quality, motion coherence, and text-video alignment, they largely overlook memory, the core capability of a world model to preserve consistency across long-term horizons and complex interactions. To address this gap, we present MBench, a comprehensive benchmark dedicated to quantifying and evaluating the memory capability of video world models. We systematically decompose the memory capability of video world models into three hierarchical and complementary core dimensions: entity consistency, environment consistency, and causal consistency, which are further refined into 12 quantifiable sub-dimensions for comprehensive characterization of long-term memory. Our benchmark is built upon rigorously curated real-captured long videos, and evaluated by rule-based quantitative matrices and VLM to enable objective and comprehensive consistency assessment. Extensive evaluations of mainstream state-of-the-art video world models reveal critical systemic limitations of existing methods in long-term state retention, providing a standardized benchmark and clear research direction to advance the field.

Tsinghua-IVG Tsinghua-IVG
·
Jun 7 2

Generative Visual Code Mobile World Models

Mobile Graphical User Interface (GUI) World Models (WMs) offer a promising path for improving mobile GUI agent performance at train- and inference-time. However, current approaches face a critical trade-off: text-based WMs sacrifice visual fidelity, while the inability of visual WMs in precise text rendering led to their reliance on slow, complex pipelines dependent on numerous external models. We propose a novel paradigm: visual world modeling via renderable code generation, where a single Vision-Language Model (VLM) predicts the next GUI state as executable web code that renders to pixels, rather than generating pixels directly. This combines the strengths of both approaches: VLMs retain their linguistic priors for precise text rendering while their pre-training on structured web code enables high-fidelity visual generation. We introduce gWorld (8B, 32B), the first open-weight visual mobile GUI WMs built on this paradigm, along with a data generation framework (gWorld) that automatically synthesizes code-based training data. In extensive evaluation across 4 in- and 2 out-of-distribution benchmarks, gWorld sets a new pareto frontier in accuracy versus model size, outperforming 8 frontier open-weight models over 50.25x larger. Further analyses show that (1) scaling training data via gWorld yields meaningful gains, (2) each component of our pipeline improves data quality, and (3) stronger world modeling improves downstream mobile GUI policy performance.

Gimbal360: Differentiable Auto-Leveling for Canonicalized 360^circ Panoramic Image Completion

Diffusion models excel at 2D outpainting, but extending them to 360^circ panoramic completion from unposed perspective images is challenging due to the geometric and topological mismatch between perspective projections and spherical panoramas. We present Gimbal360, a principled framework that explicitly bridges perspective observations and spherical panoramas. We introduce a Canonical Viewing Space that regularizes projective geometry and provides a consistent intermediate representation between the two domains. To anchor in-the-wild inputs to this space, we propose a Differentiable Auto-Leveling module that stabilizes feature orientation without requiring camera parameters at inference. Panoramic generation also introduces a topological challenge. Standard generative architectures assume a bounded Euclidean image plane, while Equirectangular Projection (ERP) panoramas exhibit intrinsic S^1 periodicity. Euclidean operations therefore break boundary continuity. We address this mismatch by enforcing topological equivariance in the latent space to preserve seamless periodic structure. To support this formulation, we introduce Horizon360, a curated large-scale dataset of gravity-aligned panoramic environments. Extensive experiments show that explicitly standardizing geometric and topological priors enables Gimbal360 to achieve state-of-the-art performance in structurally consistent 360^circ scene completion.

Orange-Team Orange Team
·
Mar 23

Pixel Reasoner: Incentivizing Pixel-Space Reasoning with Curiosity-Driven Reinforcement Learning

Chain-of-thought reasoning has significantly improved the performance of Large Language Models (LLMs) across various domains. However, this reasoning process has been confined exclusively to textual space, limiting its effectiveness in visually intensive tasks. To address this limitation, we introduce the concept of reasoning in the pixel-space. Within this novel framework, Vision-Language Models (VLMs) are equipped with a suite of visual reasoning operations, such as zoom-in and select-frame. These operations enable VLMs to directly inspect, interrogate, and infer from visual evidences, thereby enhancing reasoning fidelity for visual tasks. Cultivating such pixel-space reasoning capabilities in VLMs presents notable challenges, including the model's initially imbalanced competence and its reluctance to adopt the newly introduced pixel-space operations. We address these challenges through a two-phase training approach. The first phase employs instruction tuning on synthesized reasoning traces to familiarize the model with the novel visual operations. Following this, a reinforcement learning (RL) phase leverages a curiosity-driven reward scheme to balance exploration between pixel-space reasoning and textual reasoning. With these visual operations, VLMs can interact with complex visual inputs, such as information-rich images or videos to proactively gather necessary information. We demonstrate that this approach significantly improves VLM performance across diverse visual reasoning benchmarks. Our 7B model, \model, achieves 84\% on V* bench, 74\% on TallyQA-Complex, and 84\% on InfographicsVQA, marking the highest accuracy achieved by any open-source model to date. These results highlight the importance of pixel-space reasoning and the effectiveness of our framework.

  • 5 authors
·
May 21, 2025 2

Pixel-Perfect Visual Geometry Estimation

Recovering clean and accurate geometry from images is essential for robotics and augmented reality. However, existing geometry foundation models still suffer severely from flying pixels and the loss of fine details. In this paper, we present pixel-perfect visual geometry models that can predict high-quality, flying-pixel-free point clouds by leveraging generative modeling in the pixel space. We first introduce Pixel-Perfect Depth (PPD), a monocular depth foundation model built upon pixel-space diffusion transformers (DiT). To address the high computational complexity associated with pixel-space diffusion, we propose two key designs: 1) Semantics-Prompted DiT, which incorporates semantic representations from vision foundation models to prompt the diffusion process, preserving global semantics while enhancing fine-grained visual details; and 2) Cascade DiT architecture that progressively increases the number of image tokens, improving both efficiency and accuracy. To further extend PPD to video (PPVD), we introduce a new Semantics-Consistent DiT, which extracts temporally consistent semantics from a multi-view geometry foundation model. We then perform reference-guided token propagation within the DiT to maintain temporal coherence with minimal computational and memory overhead. Our models achieve the best performance among all generative monocular and video depth estimation models and produce significantly cleaner point clouds than all other models.

  • 9 authors
·
Jan 8

WorldStereo: Bridging Camera-Guided Video Generation and Scene Reconstruction via 3D Geometric Memories

Recent advances in foundational Video Diffusion Models (VDMs) have yielded significant progress. Yet, despite the remarkable visual quality of generated videos, reconstructing consistent 3D scenes from these outputs remains challenging, due to limited camera controllability and inconsistent generated content when viewed from distinct camera trajectories. In this paper, we propose WorldStereo, a novel framework that bridges camera-guided video generation and 3D reconstruction via two dedicated geometric memory modules. Formally, the global-geometric memory enables precise camera control while injecting coarse structural priors through incrementally updated point clouds. Moreover, the spatial-stereo memory constrains the model's attention receptive fields with 3D correspondence to focus on fine-grained details from the memory bank. These components enable WorldStereo to generate multi-view-consistent videos under precise camera control, facilitating high-quality 3D reconstruction. Furthermore, the flexible control branch-based WorldStereo shows impressive efficiency, benefiting from the distribution matching distilled VDM backbone without joint training. Extensive experiments across both camera-guided video generation and 3D reconstruction benchmarks demonstrate the effectiveness of our approach. Notably, we show that WorldStereo acts as a powerful world model, tackling diverse scene generation tasks (whether starting from perspective or panoramic images) with high-fidelity 3D results. Models will be released.

tencent Tencent
·
Mar 2 2