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SubscribeDeepSeek-R1 Thoughtology: Let's <think> about LLM Reasoning
Large Reasoning Models like DeepSeek-R1 mark a fundamental shift in how LLMs approach complex problems. Instead of directly producing an answer for a given input, DeepSeek-R1 creates detailed multi-step reasoning chains, seemingly "thinking" about a problem before providing an answer. This reasoning process is publicly available to the user, creating endless opportunities for studying the reasoning behaviour of the model and opening up the field of Thoughtology. Starting from a taxonomy of DeepSeek-R1's basic building blocks of reasoning, our analyses on DeepSeek-R1 investigate the impact and controllability of thought length, management of long or confusing contexts, cultural and safety concerns, and the status of DeepSeek-R1 vis-\`a-vis cognitive phenomena, such as human-like language processing and world modelling. Our findings paint a nuanced picture. Notably, we show DeepSeek-R1 has a 'sweet spot' of reasoning, where extra inference time can impair model performance. Furthermore, we find a tendency for DeepSeek-R1 to persistently ruminate on previously explored problem formulations, obstructing further exploration. We also note strong safety vulnerabilities of DeepSeek-R1 compared to its non-reasoning counterpart, which can also compromise safety-aligned LLMs.
Efficient World Models with Context-Aware Tokenization
Scaling up deep Reinforcement Learning (RL) methods presents a significant challenge. Following developments in generative modelling, model-based RL positions itself as a strong contender. Recent advances in sequence modelling have led to effective transformer-based world models, albeit at the price of heavy computations due to the long sequences of tokens required to accurately simulate environments. In this work, we propose Delta-IRIS, a new agent with a world model architecture composed of a discrete autoencoder that encodes stochastic deltas between time steps and an autoregressive transformer that predicts future deltas by summarizing the current state of the world with continuous tokens. In the Crafter benchmark, Delta-IRIS sets a new state of the art at multiple frame budgets, while being an order of magnitude faster to train than previous attention-based approaches. We release our code and models at https://github.com/vmicheli/delta-iris.
RoundaboutHD: High-Resolution Real-World Urban Environment Benchmark for Multi-Camera Vehicle Tracking
The multi-camera vehicle tracking (MCVT) framework holds significant potential for smart city applications, including anomaly detection, traffic density estimation, and suspect vehicle tracking. However, current publicly available datasets exhibit limitations, such as overly simplistic scenarios, low-resolution footage, and insufficiently diverse conditions, creating a considerable gap between academic research and real-world scenario. To fill this gap, we introduce RoundaboutHD, a comprehensive, high-resolution multi-camera vehicle tracking benchmark dataset specifically designed to represent real-world roundabout scenarios. RoundaboutHD provides a total of 40 minutes of labelled video footage captured by four non-overlapping, high-resolution (4K resolution, 15 fps) cameras. In total, 512 unique vehicle identities are annotated across different camera views, offering rich cross-camera association data. RoundaboutHD offers temporal consistency video footage and enhanced challenges, including increased occlusions and nonlinear movement inside the roundabout. In addition to the full MCVT dataset, several subsets are also available for object detection, single camera tracking, and image-based vehicle re-identification (ReID) tasks. Vehicle model information and camera modelling/ geometry information are also included to support further analysis. We provide baseline results for vehicle detection, single-camera tracking, image-based vehicle re-identification, and multi-camera tracking. The dataset and the evaluation code are publicly available at: https://github.com/siri-rouser/RoundaboutHD.git
Optimal Counterfactual Explanations for Scorecard modelling
Counterfactual explanations is one of the post-hoc methods used to provide explainability to machine learning models that have been attracting attention in recent years. Most examples in the literature, address the problem of generating post-hoc explanations for black-box machine learning models after the rejection of a loan application. In contrast, in this work, we investigate mathematical programming formulations for scorecard models, a type of interpretable model predominant within the banking industry for lending. The proposed mixed-integer programming formulations combine objective functions to ensure close, realistic and sparse counterfactuals using multi-objective optimization techniques for a binary, probability or continuous outcome. Moreover, we extend these formulations to generate multiple optimal counterfactuals simultaneously while guaranteeing diversity. Experiments on two real-world datasets confirm that the presented approach can generate optimal diverse counterfactuals addressing desired properties with assumable CPU times for practice use.
Physically Embodied Gaussian Splatting: A Realtime Correctable World Model for Robotics
For robots to robustly understand and interact with the physical world, it is highly beneficial to have a comprehensive representation - modelling geometry, physics, and visual observations - that informs perception, planning, and control algorithms. We propose a novel dual Gaussian-Particle representation that models the physical world while (i) enabling predictive simulation of future states and (ii) allowing online correction from visual observations in a dynamic world. Our representation comprises particles that capture the geometrical aspect of objects in the world and can be used alongside a particle-based physics system to anticipate physically plausible future states. Attached to these particles are 3D Gaussians that render images from any viewpoint through a splatting process thus capturing the visual state. By comparing the predicted and observed images, our approach generates visual forces that correct the particle positions while respecting known physical constraints. By integrating predictive physical modelling with continuous visually-derived corrections, our unified representation reasons about the present and future while synchronizing with reality. Our system runs in realtime at 30Hz using only 3 cameras. We validate our approach on 2D and 3D tracking tasks as well as photometric reconstruction quality. Videos are found at https://embodied-gaussians.github.io/.
LoRA-Ensemble: Efficient Uncertainty Modelling for Self-attention Networks
Numerous crucial tasks in real-world decision-making rely on machine learning algorithms with calibrated uncertainty estimates. However, modern methods often yield overconfident and uncalibrated predictions. Various approaches involve training an ensemble of separate models to quantify the uncertainty related to the model itself, known as epistemic uncertainty. In an explicit implementation, the ensemble approach has high computational cost and high memory requirements. This particular challenge is evident in state-of-the-art neural networks such as transformers, where even a single network is already demanding in terms of compute and memory. Consequently, efforts are made to emulate the ensemble model without actually instantiating separate ensemble members, referred to as implicit ensembling. We introduce LoRA-Ensemble, a parameter-efficient deep ensemble method for self-attention networks, which is based on Low-Rank Adaptation (LoRA). Initially developed for efficient LLM fine-tuning, we extend LoRA to an implicit ensembling approach. By employing a single pre-trained self-attention network with weights shared across all members, we train member-specific low-rank matrices for the attention projections. Our method exhibits superior calibration compared to explicit ensembles and achieves similar or better accuracy across various prediction tasks and datasets.
RESPER: Computationally Modelling Resisting Strategies in Persuasive Conversations
Modelling persuasion strategies as predictors of task outcome has several real-world applications and has received considerable attention from the computational linguistics community. However, previous research has failed to account for the resisting strategies employed by an individual to foil such persuasion attempts. Grounded in prior literature in cognitive and social psychology, we propose a generalised framework for identifying resisting strategies in persuasive conversations. We instantiate our framework on two distinct datasets comprising persuasion and negotiation conversations. We also leverage a hierarchical sequence-labelling neural architecture to infer the aforementioned resisting strategies automatically. Our experiments reveal the asymmetry of power roles in non-collaborative goal-directed conversations and the benefits accrued from incorporating resisting strategies on the final conversation outcome. We also investigate the role of different resisting strategies on the conversation outcome and glean insights that corroborate with past findings. We also make the code and the dataset of this work publicly available at https://github.com/americast/resper.
Mixture of experts models for multilevel data: modelling framework and approximation theory
Multilevel data are prevalent in many real-world applications. However, it remains an open research problem to identify and justify a class of models that flexibly capture a wide range of multilevel data. Motivated by the versatility of the mixture of experts (MoE) models in fitting regression data, in this article we extend upon the MoE and study a class of mixed MoE (MMoE) models for multilevel data. Under some regularity conditions, we prove that the MMoE is dense in the space of any continuous mixed effects models in the sense of weak convergence. As a result, the MMoE has a potential to accurately resemble almost all characteristics inherited in multilevel data, including the marginal distributions, dependence structures, regression links, random intercepts and random slopes. In a particular case where the multilevel data is hierarchical, we further show that a nested version of the MMoE universally approximates a broad range of dependence structures of the random effects among different factor levels.
Modelling Major Disease Outbreaks in the 21st Century: A Causal Approach
Epidemiologists aiming to model the dynamics of global events face a significant challenge in identifying the factors linked with anomalies such as disease outbreaks. In this paper, we present a novel method for identifying the most important development sectors sensitive to disease outbreaks by using global development indicators as markers. We use statistical methods to assess the causative linkages between these indicators and disease outbreaks, as well as to find the most often ranked indicators. We used data imputation techniques in addition to statistical analysis to convert raw real-world data sets into meaningful data for causal inference. The application of various algorithms for the detection of causal linkages between the indicators is the subject of this research. Despite the fact that disparities in governmental policies between countries account for differences in causal linkages, several indicators emerge as important determinants sensitive to disease outbreaks over the world in the 21st Century.
Blind Judgement: Agent-Based Supreme Court Modelling With GPT
We present a novel Transformer-based multi-agent system for simulating the judicial rulings of the 2010-2016 Supreme Court of the United States. We train nine separate models with the respective authored opinions of each supreme justice active ca. 2015 and test the resulting system on 96 real-world cases. We find our system predicts the decisions of the real-world Supreme Court with better-than-random accuracy. We further find a correlation between model accuracy with respect to individual justices and their alignment between legal conservatism & liberalism. Our methods and results hold significance for researchers interested in using language models to simulate politically-charged discourse between multiple agents.
MultiFC: A Real-World Multi-Domain Dataset for Evidence-Based Fact Checking of Claims
We contribute the largest publicly available dataset of naturally occurring factual claims for the purpose of automatic claim verification. It is collected from 26 fact checking websites in English, paired with textual sources and rich metadata, and labelled for veracity by human expert journalists. We present an in-depth analysis of the dataset, highlighting characteristics and challenges. Further, we present results for automatic veracity prediction, both with established baselines and with a novel method for joint ranking of evidence pages and predicting veracity that outperforms all baselines. Significant performance increases are achieved by encoding evidence, and by modelling metadata. Our best-performing model achieves a Macro F1 of 49.2%, showing that this is a challenging testbed for claim veracity prediction.
Foresight -- Generative Pretrained Transformer (GPT) for Modelling of Patient Timelines using EHRs
Background: Electronic Health Records hold detailed longitudinal information about each patient's health status and general clinical history, a large portion of which is stored within the unstructured text. Existing approaches focus mostly on structured data and a subset of single-domain outcomes. We explore how temporal modelling of patients from free text and structured data, using deep generative transformers can be used to forecast a wide range of future disorders, substances, procedures or findings. Methods: We present Foresight, a novel transformer-based pipeline that uses named entity recognition and linking tools to convert document text into structured, coded concepts, followed by providing probabilistic forecasts for future medical events such as disorders, substances, procedures and findings. We processed the entire free-text portion from three different hospital datasets totalling 811336 patients covering both physical and mental health. Findings: On tests in two UK hospitals (King's College Hospital, South London and Maudsley) and the US MIMIC-III dataset precision@10 0.68, 0.76 and 0.88 was achieved for forecasting the next disorder in a patient timeline, while precision@10 of 0.80, 0.81 and 0.91 was achieved for forecasting the next biomedical concept. Foresight was also validated on 34 synthetic patient timelines by five clinicians and achieved relevancy of 97% for the top forecasted candidate disorder. As a generative model, it can forecast follow-on biomedical concepts for as many steps as required. Interpretation: Foresight is a general-purpose model for biomedical concept modelling that can be used for real-world risk forecasting, virtual trials and clinical research to study the progression of disorders, simulate interventions and counterfactuals, and educational purposes.
rSVDdpd: A Robust Scalable Video Surveillance Background Modelling Algorithm
A basic algorithmic task in automated video surveillance is to separate background and foreground objects. Camera tampering, noisy videos, low frame rate, etc., pose difficulties in solving the problem. A general approach that classifies the tampered frames, and performs subsequent analysis on the remaining frames after discarding the tampered ones, results in loss of information. Several robust methods based on robust principal component analysis (PCA) have been introduced to solve this problem. To date, considerable effort has been expended to develop robust PCA via Principal Component Pursuit (PCP) methods with reduced computational cost and visually appealing foreground detection. However, the convex optimizations used in these algorithms do not scale well to real-world large datasets due to large matrix inversion steps. Also, an integral component of these foreground detection algorithms is singular value decomposition which is nonrobust. In this paper, we present a new video surveillance background modelling algorithm based on a new robust singular value decomposition technique rSVDdpd which takes care of both these issues. We also demonstrate the superiority of our proposed algorithm on a benchmark dataset and a new real-life video surveillance dataset in the presence of camera tampering. Software codes and additional illustrations are made available at the accompanying website rSVDdpd Homepage (https://subroy13.github.io/rsvddpd-home/)
Learning and Leveraging World Models in Visual Representation Learning
Joint-Embedding Predictive Architecture (JEPA) has emerged as a promising self-supervised approach that learns by leveraging a world model. While previously limited to predicting missing parts of an input, we explore how to generalize the JEPA prediction task to a broader set of corruptions. We introduce Image World Models, an approach that goes beyond masked image modeling and learns to predict the effect of global photometric transformations in latent space. We study the recipe of learning performant IWMs and show that it relies on three key aspects: conditioning, prediction difficulty, and capacity. Additionally, we show that the predictive world model learned by IWM can be adapted through finetuning to solve diverse tasks; a fine-tuned IWM world model matches or surpasses the performance of previous self-supervised methods. Finally, we show that learning with an IWM allows one to control the abstraction level of the learned representations, learning invariant representations such as contrastive methods, or equivariant representations such as masked image modelling.
Property-Aware Multi-Speaker Data Simulation: A Probabilistic Modelling Technique for Synthetic Data Generation
We introduce a sophisticated multi-speaker speech data simulator, specifically engineered to generate multi-speaker speech recordings. A notable feature of this simulator is its capacity to modulate the distribution of silence and overlap via the adjustment of statistical parameters. This capability offers a tailored training environment for developing neural models suited for speaker diarization and voice activity detection. The acquisition of substantial datasets for speaker diarization often presents a significant challenge, particularly in multi-speaker scenarios. Furthermore, the precise time stamp annotation of speech data is a critical factor for training both speaker diarization and voice activity detection. Our proposed multi-speaker simulator tackles these problems by generating large-scale audio mixtures that maintain statistical properties closely aligned with the input parameters. We demonstrate that the proposed multi-speaker simulator generates audio mixtures with statistical properties that closely align with the input parameters derived from real-world statistics. Additionally, we present the effectiveness of speaker diarization and voice activity detection models, which have been trained exclusively on the generated simulated datasets.
Adapting Multi-modal Large Language Model to Concept Drift in the Long-tailed Open World
Real-world data often exhibit extreme imbalances and out-of-distribution (OOD) instances, which significantly biases the model training. While it has been extensively studied in vision and language domains separately, the impact of long-tailed open worlds on multi-modal large language models (MLLMs) has been largely overlooked. In this paper, we first demonstrate the susceptibility and vulnerability of vision-language models to significant biases caused by tail drift and out-of-distribution (OOD) drift during both the pre-training and fine-tuning stages. To eliminate the bias from different sources, we integrate the tailed drift adaptation and OOD drift detection into a unified framework by extending the concept drift theory to multi-modal. Specifically, a T-distribution-based drift adapter is proposed to effectively mitigate the bias induced by the long-tailed problem, which also facilitates the model in distinguishing OOD data through explicit distribution modelling. Extensive experiments show significant improvements in our model's ability to adapt to tailed drift and OOD drift. Moreover, it enhances the efficiency and accuracy of image-text alignment in vision language model pre-training, particularly in the long-tail open world scenario. Furthermore, we create a set of multi-modal datasets called OpenMMlo, specifically tailored for the long-tailed open world scenario, to validate our findings. To foster the development of the multi-modal community, we have made both OpenMMlo datasets and our code publicly available at: https://github.com/Anonymous0Knight/ConceptDriftMLLMs.
Scaling Open-Vocabulary Object Detection
Open-vocabulary object detection has benefited greatly from pretrained vision-language models, but is still limited by the amount of available detection training data. While detection training data can be expanded by using Web image-text pairs as weak supervision, this has not been done at scales comparable to image-level pretraining. Here, we scale up detection data with self-training, which uses an existing detector to generate pseudo-box annotations on image-text pairs. Major challenges in scaling self-training are the choice of label space, pseudo-annotation filtering, and training efficiency. We present the OWLv2 model and OWL-ST self-training recipe, which address these challenges. OWLv2 surpasses the performance of previous state-of-the-art open-vocabulary detectors already at comparable training scales (~10M examples). However, with OWL-ST, we can scale to over 1B examples, yielding further large improvement: With an L/14 architecture, OWL-ST improves AP on LVIS rare classes, for which the model has seen no human box annotations, from 31.2% to 44.6% (43% relative improvement). OWL-ST unlocks Web-scale training for open-world localization, similar to what has been seen for image classification and language modelling.
World Modeling Makes a Better Planner: Dual Preference Optimization for Embodied Task Planning
Recent advances in large vision-language models (LVLMs) have shown promise for embodied task planning, yet they struggle with fundamental challenges like dependency constraints and efficiency. Existing approaches either solely optimize action selection or leverage world models during inference, overlooking the benefits of learning to model the world as a way to enhance planning capabilities. We propose Dual Preference Optimization (D^2PO), a new learning framework that jointly optimizes state prediction and action selection through preference learning, enabling LVLMs to understand environment dynamics for better planning. To automatically collect trajectories and stepwise preference data without human annotation, we introduce a tree search mechanism for extensive exploration via trial-and-error. Extensive experiments on VoTa-Bench demonstrate that our D^2PO-based method significantly outperforms existing methods and GPT-4o when applied to Qwen2-VL (7B), LLaVA-1.6 (7B), and LLaMA-3.2 (11B), achieving superior task success rates with more efficient execution paths.
Diffusion for World Modeling: Visual Details Matter in Atari
World models constitute a promising approach for training reinforcement learning agents in a safe and sample-efficient manner. Recent world models predominantly operate on sequences of discrete latent variables to model environment dynamics. However, this compression into a compact discrete representation may ignore visual details that are important for reinforcement learning. Concurrently, diffusion models have become a dominant approach for image generation, challenging well-established methods modeling discrete latents. Motivated by this paradigm shift, we introduce DIAMOND (DIffusion As a Model Of eNvironment Dreams), a reinforcement learning agent trained in a diffusion world model. We analyze the key design choices that are required to make diffusion suitable for world modeling, and demonstrate how improved visual details can lead to improved agent performance. DIAMOND achieves a mean human normalized score of 1.46 on the competitive Atari 100k benchmark; a new best for agents trained entirely within a world model. To foster future research on diffusion for world modeling, we release our code, agents and playable world models at https://github.com/eloialonso/diamond.
Understanding Physical Dynamics with Counterfactual World Modeling
The ability to understand physical dynamics is critical for agents to act in the world. Here, we use Counterfactual World Modeling (CWM) to extract vision structures for dynamics understanding. CWM uses a temporally-factored masking policy for masked prediction of video data without annotations. This policy enables highly effective "counterfactual prompting" of the predictor, allowing a spectrum of visual structures to be extracted from a single pre-trained predictor without finetuning on annotated datasets. We demonstrate that these structures are useful for physical dynamics understanding, allowing CWM to achieve the state-of-the-art performance on the Physion benchmark.
PoE-World: Compositional World Modeling with Products of Programmatic Experts
Learning how the world works is central to building AI agents that can adapt to complex environments. Traditional world models based on deep learning demand vast amounts of training data, and do not flexibly update their knowledge from sparse observations. Recent advances in program synthesis using Large Language Models (LLMs) give an alternate approach which learns world models represented as source code, supporting strong generalization from little data. To date, application of program-structured world models remains limited to natural language and grid-world domains. We introduce a novel program synthesis method for effectively modeling complex, non-gridworld domains by representing a world model as an exponentially-weighted product of programmatic experts (PoE-World) synthesized by LLMs. We show that this approach can learn complex, stochastic world models from just a few observations. We evaluate the learned world models by embedding them in a model-based planning agent, demonstrating efficient performance and generalization to unseen levels on Atari's Pong and Montezuma's Revenge. We release our code and display the learned world models and videos of the agent's gameplay at https://topwasu.github.io/poe-world.
Aether: Geometric-Aware Unified World Modeling
The integration of geometric reconstruction and generative modeling remains a critical challenge in developing AI systems capable of human-like spatial reasoning. This paper proposes Aether, a unified framework that enables geometry-aware reasoning in world models by jointly optimizing three core capabilities: (1) 4D dynamic reconstruction, (2) action-conditioned video prediction, and (3) goal-conditioned visual planning. Through task-interleaved feature learning, Aether achieves synergistic knowledge sharing across reconstruction, prediction, and planning objectives. Building upon video generation models, our framework demonstrates unprecedented synthetic-to-real generalization despite never observing real-world data during training. Furthermore, our approach achieves zero-shot generalization in both action following and reconstruction tasks, thanks to its intrinsic geometric modeling. Remarkably, even without real-world data, its reconstruction performance far exceeds that of domain-specific models. Additionally, Aether leverages a geometry-informed action space to seamlessly translate predictions into actions, enabling effective autonomous trajectory planning. We hope our work inspires the community to explore new frontiers in physically-reasonable world modeling and its applications.
CheXWorld: Exploring Image World Modeling for Radiograph Representation Learning
Humans can develop internal world models that encode common sense knowledge, telling them how the world works and predicting the consequences of their actions. This concept has emerged as a promising direction for establishing general-purpose machine-learning models in recent preliminary works, e.g., for visual representation learning. In this paper, we present CheXWorld, the first effort towards a self-supervised world model for radiographic images. Specifically, our work develops a unified framework that simultaneously models three aspects of medical knowledge essential for qualified radiologists, including 1) local anatomical structures describing the fine-grained characteristics of local tissues (e.g., architectures, shapes, and textures); 2) global anatomical layouts describing the global organization of the human body (e.g., layouts of organs and skeletons); and 3) domain variations that encourage CheXWorld to model the transitions across different appearance domains of radiographs (e.g., varying clarity, contrast, and exposure caused by collecting radiographs from different hospitals, devices, or patients). Empirically, we design tailored qualitative and quantitative analyses, revealing that CheXWorld successfully captures these three dimensions of medical knowledge. Furthermore, transfer learning experiments across eight medical image classification and segmentation benchmarks showcase that CheXWorld significantly outperforms existing SSL methods and large-scale medical foundation models. Code & pre-trained models are available at https://github.com/LeapLabTHU/CheXWorld.
Geometry Forcing: Marrying Video Diffusion and 3D Representation for Consistent World Modeling
Videos inherently represent 2D projections of a dynamic 3D world. However, our analysis suggests that video diffusion models trained solely on raw video data often fail to capture meaningful geometric-aware structure in their learned representations. To bridge this gap between video diffusion models and the underlying 3D nature of the physical world, we propose Geometry Forcing, a simple yet effective method that encourages video diffusion models to internalize latent 3D representations. Our key insight is to guide the model's intermediate representations toward geometry-aware structure by aligning them with features from a pretrained geometric foundation model. To this end, we introduce two complementary alignment objectives: Angular Alignment, which enforces directional consistency via cosine similarity, and Scale Alignment, which preserves scale-related information by regressing unnormalized geometric features from normalized diffusion representation. We evaluate Geometry Forcing on both camera view-conditioned and action-conditioned video generation tasks. Experimental results demonstrate that our method substantially improves visual quality and 3D consistency over the baseline methods. Project page: https://GeometryForcing.github.io.
X-MOBILITY: End-To-End Generalizable Navigation via World Modeling
General-purpose navigation in challenging environments remains a significant problem in robotics, with current state-of-the-art approaches facing myriad limitations. Classical approaches struggle with cluttered settings and require extensive tuning, while learning-based methods face difficulties generalizing to out-of-distribution environments. This paper introduces X-Mobility, an end-to-end generalizable navigation model that overcomes existing challenges by leveraging three key ideas. First, X-Mobility employs an auto-regressive world modeling architecture with a latent state space to capture world dynamics. Second, a diverse set of multi-head decoders enables the model to learn a rich state representation that correlates strongly with effective navigation skills. Third, by decoupling world modeling from action policy, our architecture can train effectively on a variety of data sources, both with and without expert policies: off-policy data allows the model to learn world dynamics, while on-policy data with supervisory control enables optimal action policy learning. Through extensive experiments, we demonstrate that X-Mobility not only generalizes effectively but also surpasses current state-of-the-art navigation approaches. Additionally, X-Mobility also achieves zero-shot Sim2Real transferability and shows strong potential for cross-embodiment generalization.
WorldDreamer: Towards General World Models for Video Generation via Predicting Masked Tokens
World models play a crucial role in understanding and predicting the dynamics of the world, which is essential for video generation. However, existing world models are confined to specific scenarios such as gaming or driving, limiting their ability to capture the complexity of general world dynamic environments. Therefore, we introduce WorldDreamer, a pioneering world model to foster a comprehensive comprehension of general world physics and motions, which significantly enhances the capabilities of video generation. Drawing inspiration from the success of large language models, WorldDreamer frames world modeling as an unsupervised visual sequence modeling challenge. This is achieved by mapping visual inputs to discrete tokens and predicting the masked ones. During this process, we incorporate multi-modal prompts to facilitate interaction within the world model. Our experiments show that WorldDreamer excels in generating videos across different scenarios, including natural scenes and driving environments. WorldDreamer showcases versatility in executing tasks such as text-to-video conversion, image-tovideo synthesis, and video editing. These results underscore WorldDreamer's effectiveness in capturing dynamic elements within diverse general world environments.
Dropout's Dream Land: Generalization from Learned Simulators to Reality
A World Model is a generative model used to simulate an environment. World Models have proven capable of learning spatial and temporal representations of Reinforcement Learning environments. In some cases, a World Model offers an agent the opportunity to learn entirely inside of its own dream environment. In this work we explore improving the generalization capabilities from dream environments to real environments (Dream2Real). We present a general approach to improve a controller's ability to transfer from a neural network dream environment to reality at little additional cost. These improvements are gained by drawing on inspiration from Domain Randomization, where the basic idea is to randomize as much of a simulator as possible without fundamentally changing the task at hand. Generally, Domain Randomization assumes access to a pre-built simulator with configurable parameters but oftentimes this is not available. By training the World Model using dropout, the dream environment is capable of creating a nearly infinite number of different dream environments. Previous use cases of dropout either do not use dropout at inference time or averages the predictions generated by multiple sampled masks (Monte-Carlo Dropout). Dropout's Dream Land leverages each unique mask to create a diverse set of dream environments. Our experimental results show that Dropout's Dream Land is an effective technique to bridge the reality gap between dream environments and reality. Furthermore, we additionally perform an extensive set of ablation studies.
Critiques of World Models
World Model, the supposed algorithmic surrogate of the real-world environment which biological agents experience with and act upon, has been an emerging topic in recent years because of the rising needs to develop virtual agents with artificial (general) intelligence. There has been much debate on what a world model really is, how to build it, how to use it, and how to evaluate it. In this essay, starting from the imagination in the famed Sci-Fi classic Dune, and drawing inspiration from the concept of "hypothetical thinking" in psychology literature, we offer critiques of several schools of thoughts on world modeling, and argue the primary goal of a world model to be simulating all actionable possibilities of the real world for purposeful reasoning and acting. Building on the critiques, we propose a new architecture for a general-purpose world model, based on hierarchical, multi-level, and mixed continuous/discrete representations, and a generative and self-supervision learning framework, with an outlook of a Physical, Agentic, and Nested (PAN) AGI system enabled by such a model.
Is Sora a World Simulator? A Comprehensive Survey on General World Models and Beyond
General world models represent a crucial pathway toward achieving Artificial General Intelligence (AGI), serving as the cornerstone for various applications ranging from virtual environments to decision-making systems. Recently, the emergence of the Sora model has attained significant attention due to its remarkable simulation capabilities, which exhibits an incipient comprehension of physical laws. In this survey, we embark on a comprehensive exploration of the latest advancements in world models. Our analysis navigates through the forefront of generative methodologies in video generation, where world models stand as pivotal constructs facilitating the synthesis of highly realistic visual content. Additionally, we scrutinize the burgeoning field of autonomous-driving world models, meticulously delineating their indispensable role in reshaping transportation and urban mobility. Furthermore, we delve into the intricacies inherent in world models deployed within autonomous agents, shedding light on their profound significance in enabling intelligent interactions within dynamic environmental contexts. At last, we examine challenges and limitations of world models, and discuss their potential future directions. We hope this survey can serve as a foundational reference for the research community and inspire continued innovation. This survey will be regularly updated at: https://github.com/GigaAI-research/General-World-Models-Survey.
Facing Off World Model Backbones: RNNs, Transformers, and S4
World models are a fundamental component in model-based reinforcement learning (MBRL). To perform temporally extended and consistent simulations of the future in partially observable environments, world models need to possess long-term memory. However, state-of-the-art MBRL agents, such as Dreamer, predominantly employ recurrent neural networks (RNNs) as their world model backbone, which have limited memory capacity. In this paper, we seek to explore alternative world model backbones for improving long-term memory. In particular, we investigate the effectiveness of Transformers and Structured State Space Sequence (S4) models, motivated by their remarkable ability to capture long-range dependencies in low-dimensional sequences and their complementary strengths. We propose S4WM, the first world model compatible with parallelizable SSMs including S4 and its variants. By incorporating latent variable modeling, S4WM can efficiently generate high-dimensional image sequences through latent imagination. Furthermore, we extensively compare RNN-, Transformer-, and S4-based world models across four sets of environments, which we have tailored to assess crucial memory capabilities of world models, including long-term imagination, context-dependent recall, reward prediction, and memory-based reasoning. Our findings demonstrate that S4WM outperforms Transformer-based world models in terms of long-term memory, while exhibiting greater efficiency during training and imagination. These results pave the way for the development of stronger MBRL agents.
MineWorld: a Real-Time and Open-Source Interactive World Model on Minecraft
World modeling is a crucial task for enabling intelligent agents to effectively interact with humans and operate in dynamic environments. In this work, we propose MineWorld, a real-time interactive world model on Minecraft, an open-ended sandbox game which has been utilized as a common testbed for world modeling. MineWorld is driven by a visual-action autoregressive Transformer, which takes paired game scenes and corresponding actions as input, and generates consequent new scenes following the actions. Specifically, by transforming visual game scenes and actions into discrete token ids with an image tokenizer and an action tokenizer correspondingly, we consist the model input with the concatenation of the two kinds of ids interleaved. The model is then trained with next token prediction to learn rich representations of game states as well as the conditions between states and actions simultaneously. In inference, we develop a novel parallel decoding algorithm that predicts the spatial redundant tokens in each frame at the same time, letting models in different scales generate 4 to 7 frames per second and enabling real-time interactions with game players. In evaluation, we propose new metrics to assess not only visual quality but also the action following capacity when generating new scenes, which is crucial for a world model. Our comprehensive evaluation shows the efficacy of MineWorld, outperforming SoTA open-sourced diffusion based world models significantly. The code and model have been released.
AdaWorld: Learning Adaptable World Models with Latent Actions
World models aim to learn action-controlled prediction models and have proven essential for the development of intelligent agents. However, most existing world models rely heavily on substantial action-labeled data and costly training, making it challenging to adapt to novel environments with heterogeneous actions through limited interactions. This limitation can hinder their applicability across broader domains. To overcome this challenge, we propose AdaWorld, an innovative world model learning approach that enables efficient adaptation. The key idea is to incorporate action information during the pretraining of world models. This is achieved by extracting latent actions from videos in a self-supervised manner, capturing the most critical transitions between frames. We then develop an autoregressive world model that conditions on these latent actions. This learning paradigm enables highly adaptable world models, facilitating efficient transfer and learning of new actions even with limited interactions and finetuning. Our comprehensive experiments across multiple environments demonstrate that AdaWorld achieves superior performance in both simulation quality and visual planning.
RLVR-World: Training World Models with Reinforcement Learning
World models predict state transitions in response to actions and are increasingly developed across diverse modalities. However, standard training objectives such as maximum likelihood estimation (MLE) often misalign with task-specific goals of world models, i.e., transition prediction metrics like accuracy or perceptual quality. In this paper, we present RLVR-World, a unified framework that leverages reinforcement learning with verifiable rewards (RLVR) to directly optimize world models for such metrics. Despite formulating world modeling as autoregressive prediction of tokenized sequences, RLVR-World evaluates metrics of decoded predictions as verifiable rewards. We demonstrate substantial performance gains on both language- and video-based world models across domains, including text games, web navigation, and robot manipulation. Our work indicates that, beyond recent advances in reasoning language models, RLVR offers a promising post-training paradigm for enhancing the utility of generative models more broadly.
GAIA-1: A Generative World Model for Autonomous Driving
Autonomous driving promises transformative improvements to transportation, but building systems capable of safely navigating the unstructured complexity of real-world scenarios remains challenging. A critical problem lies in effectively predicting the various potential outcomes that may emerge in response to the vehicle's actions as the world evolves. To address this challenge, we introduce GAIA-1 ('Generative AI for Autonomy'), a generative world model that leverages video, text, and action inputs to generate realistic driving scenarios while offering fine-grained control over ego-vehicle behavior and scene features. Our approach casts world modeling as an unsupervised sequence modeling problem by mapping the inputs to discrete tokens, and predicting the next token in the sequence. Emerging properties from our model include learning high-level structures and scene dynamics, contextual awareness, generalization, and understanding of geometry. The power of GAIA-1's learned representation that captures expectations of future events, combined with its ability to generate realistic samples, provides new possibilities for innovation in the field of autonomy, enabling enhanced and accelerated training of autonomous driving technology.
Learning Unsupervised World Models for Autonomous Driving via Discrete Diffusion
Learning world models can teach an agent how the world works in an unsupervised manner. Even though it can be viewed as a special case of sequence modeling, progress for scaling world models on robotic applications such as autonomous driving has been somewhat less rapid than scaling language models with Generative Pre-trained Transformers (GPT). We identify two reasons as major bottlenecks: dealing with complex and unstructured observation space, and having a scalable generative model. Consequently, we propose a novel world modeling approach that first tokenizes sensor observations with VQVAE, then predicts the future via discrete diffusion. To efficiently decode and denoise tokens in parallel, we recast Masked Generative Image Transformer into the discrete diffusion framework with a few simple changes, resulting in notable improvement. When applied to learning world models on point cloud observations, our model reduces prior SOTA Chamfer distance by more than 65% for 1s prediction, and more than 50% for 3s prediction, across NuScenes, KITTI Odometry, and Argoverse2 datasets. Our results demonstrate that discrete diffusion on tokenized agent experience can unlock the power of GPT-like unsupervised learning for robotic agents.
Do Vision-Language Models Have Internal World Models? Towards an Atomic Evaluation
Internal world models (WMs) enable agents to understand the world's state and predict transitions, serving as the basis for advanced deliberative reasoning. Recent large Vision-Language Models (VLMs), such as OpenAI o3, GPT-4o and Gemini, exhibit potential as general-purpose WMs. While the latest studies have evaluated and shown limitations in specific capabilities such as visual understanding, a systematic evaluation of VLMs' fundamental WM abilities remains absent. Drawing on comparative psychology and cognitive science, we propose a two-stage framework that assesses Perception (visual, spatial, temporal, quantitative, and motion) and Prediction (mechanistic simulation, transitive inference, compositional inference) to provide an atomic evaluation of VLMs as WMs. Guided by this framework, we introduce WM-ABench, a large-scale benchmark comprising 23 fine-grained evaluation dimensions across 6 diverse simulated environments with controlled counterfactual simulations. Through 660 experiments on 15 latest commercial and open-source VLMs, we find that these models exhibit striking limitations in basic world modeling abilities. For instance, almost all models perform at near-random accuracy when distinguishing motion trajectories. Additionally, they lack disentangled understanding -- e.g., some models tend to believe blue objects move faster than green ones. More rich results and analyses reveal significant gaps between VLMs and human-level world modeling.
EchoWorld: Learning Motion-Aware World Models for Echocardiography Probe Guidance
Echocardiography is crucial for cardiovascular disease detection but relies heavily on experienced sonographers. Echocardiography probe guidance systems, which provide real-time movement instructions for acquiring standard plane images, offer a promising solution for AI-assisted or fully autonomous scanning. However, developing effective machine learning models for this task remains challenging, as they must grasp heart anatomy and the intricate interplay between probe motion and visual signals. To address this, we present EchoWorld, a motion-aware world modeling framework for probe guidance that encodes anatomical knowledge and motion-induced visual dynamics, while effectively leveraging past visual-motion sequences to enhance guidance precision. EchoWorld employs a pre-training strategy inspired by world modeling principles, where the model predicts masked anatomical regions and simulates the visual outcomes of probe adjustments. Built upon this pre-trained model, we introduce a motion-aware attention mechanism in the fine-tuning stage that effectively integrates historical visual-motion data, enabling precise and adaptive probe guidance. Trained on more than one million ultrasound images from over 200 routine scans, EchoWorld effectively captures key echocardiographic knowledge, as validated by qualitative analysis. Moreover, our method significantly reduces guidance errors compared to existing visual backbones and guidance frameworks, excelling in both single-frame and sequential evaluation protocols. Code is available at https://github.com/LeapLabTHU/EchoWorld.
Elements of World Knowledge (EWOK): A cognition-inspired framework for evaluating basic world knowledge in language models
The ability to build and leverage world models is essential for a general-purpose AI agent. Testing such capabilities is hard, in part because the building blocks of world models are ill-defined. We present Elements of World Knowledge (EWOK), a framework for evaluating world modeling in language models by testing their ability to use knowledge of a concept to match a target text with a plausible/implausible context. EWOK targets specific concepts from multiple knowledge domains known to be vital for world modeling in humans. Domains range from social interactions (help/hinder) to spatial relations (left/right). Both, contexts and targets are minimal pairs. Objects, agents, and locations in the items can be flexibly filled in enabling easy generation of multiple controlled datasets. We then introduce EWOK-CORE-1.0, a dataset of 4,374 items covering 11 world knowledge domains. We evaluate 20 openweights large language models (1.3B--70B parameters) across a battery of evaluation paradigms along with a human norming study comprising 12,480 measurements. The overall performance of all tested models is worse than human performance, with results varying drastically across domains. These data highlight simple cases where even large models fail and present rich avenues for targeted research on LLM world modeling capabilities.
World Models for Math Story Problems
Solving math story problems is a complex task for students and NLP models alike, requiring them to understand the world as described in the story and reason over it to compute an answer. Recent years have seen impressive performance on automatically solving these problems with large pre-trained language models and innovative techniques to prompt them. However, it remains unclear if these models possess accurate representations of mathematical concepts. This leads to lack of interpretability and trustworthiness which impedes their usefulness in various applications. In this paper, we consolidate previous work on categorizing and representing math story problems and develop MathWorld, which is a graph-based semantic formalism specific for the domain of math story problems. With MathWorld, we can assign world models to math story problems which represent the situations and actions introduced in the text and their mathematical relationships. We combine math story problems from several existing datasets and annotate a corpus of 1,019 problems and 3,204 logical forms with MathWorld. Using this data, we demonstrate the following use cases of MathWorld: (1) prompting language models with synthetically generated question-answer pairs to probe their reasoning and world modeling abilities, and (2) generating new problems by using the world models as a design space.
TARDIS STRIDE: A Spatio-Temporal Road Image Dataset for Exploration and Autonomy
World models aim to simulate environments and enable effective agent behavior. However, modeling real-world environments presents unique challenges as they dynamically change across both space and, crucially, time. To capture these composed dynamics, we introduce a Spatio-Temporal Road Image Dataset for Exploration (STRIDE) permuting 360-degree panoramic imagery into rich interconnected observation, state and action nodes. Leveraging this structure, we can simultaneously model the relationship between egocentric views, positional coordinates, and movement commands across both space and time. We benchmark this dataset via TARDIS, a transformer-based generative world model that integrates spatial and temporal dynamics through a unified autoregressive framework trained on STRIDE. We demonstrate robust performance across a range of agentic tasks such as controllable photorealistic image synthesis, instruction following, autonomous self-control, and state-of-the-art georeferencing. These results suggest a promising direction towards sophisticated generalist agents--capable of understanding and manipulating the spatial and temporal aspects of their material environments--with enhanced embodied reasoning capabilities. Training code, datasets, and model checkpoints are made available at https://huggingface.co/datasets/Tera-AI/STRIDE.
iVideoGPT: Interactive VideoGPTs are Scalable World Models
World models empower model-based agents to interactively explore, reason, and plan within imagined environments for real-world decision-making. However, the high demand for interactivity poses challenges in harnessing recent advancements in video generative models for developing world models at scale. This work introduces Interactive VideoGPT (iVideoGPT), a scalable autoregressive transformer framework that integrates multimodal signals--visual observations, actions, and rewards--into a sequence of tokens, facilitating an interactive experience of agents via next-token prediction. iVideoGPT features a novel compressive tokenization technique that efficiently discretizes high-dimensional visual observations. Leveraging its scalable architecture, we are able to pre-train iVideoGPT on millions of human and robotic manipulation trajectories, establishing a versatile foundation that is adaptable to serve as interactive world models for a wide range of downstream tasks. These include action-conditioned video prediction, visual planning, and model-based reinforcement learning, where iVideoGPT achieves competitive performance compared with state-of-the-art methods. Our work advances the development of interactive general world models, bridging the gap between generative video models and practical model-based reinforcement learning applications.
Text2World: Benchmarking Large Language Models for Symbolic World Model Generation
Recently, there has been growing interest in leveraging large language models (LLMs) to generate symbolic world models from textual descriptions. Although LLMs have been extensively explored in the context of world modeling, prior studies encountered several challenges, including evaluation randomness, dependence on indirect metrics, and a limited domain scope. To address these limitations, we introduce a novel benchmark, Text2World, based on planning domain definition language (PDDL), featuring hundreds of diverse domains and employing multi-criteria, execution-based metrics for a more robust evaluation. We benchmark current LLMs using Text2World and find that reasoning models trained with large-scale reinforcement learning outperform others. However, even the best-performing model still demonstrates limited capabilities in world modeling. Building on these insights, we examine several promising strategies to enhance the world modeling capabilities of LLMs, including test-time scaling, agent training, and more. We hope that Text2World can serve as a crucial resource, laying the groundwork for future research in leveraging LLMs as world models. The project page is available at https://text-to-world.github.io/.
Learning World Models for Interactive Video Generation
Foundational world models must be both interactive and preserve spatiotemporal coherence for effective future planning with action choices. However, present models for long video generation have limited inherent world modeling capabilities due to two main challenges: compounding errors and insufficient memory mechanisms. We enhance image-to-video models with interactive capabilities through additional action conditioning and autoregressive framework, and reveal that compounding error is inherently irreducible in autoregressive video generation, while insufficient memory mechanism leads to incoherence of world models. We propose video retrieval augmented generation (VRAG) with explicit global state conditioning, which significantly reduces long-term compounding errors and increases spatiotemporal consistency of world models. In contrast, naive autoregressive generation with extended context windows and retrieval-augmented generation prove less effective for video generation, primarily due to the limited in-context learning capabilities of current video models. Our work illuminates the fundamental challenges in video world models and establishes a comprehensive benchmark for improving video generation models with internal world modeling capabilities.
Long-Context State-Space Video World Models
Video diffusion models have recently shown promise for world modeling through autoregressive frame prediction conditioned on actions. However, they struggle to maintain long-term memory due to the high computational cost associated with processing extended sequences in attention layers. To overcome this limitation, we propose a novel architecture leveraging state-space models (SSMs) to extend temporal memory without compromising computational efficiency. Unlike previous approaches that retrofit SSMs for non-causal vision tasks, our method fully exploits the inherent advantages of SSMs in causal sequence modeling. Central to our design is a block-wise SSM scanning scheme, which strategically trades off spatial consistency for extended temporal memory, combined with dense local attention to ensure coherence between consecutive frames. We evaluate the long-term memory capabilities of our model through spatial retrieval and reasoning tasks over extended horizons. Experiments on Memory Maze and Minecraft datasets demonstrate that our approach surpasses baselines in preserving long-range memory, while maintaining practical inference speeds suitable for interactive applications.
Consistent World Models via Foresight Diffusion
Diffusion and flow-based models have enabled significant progress in generation tasks across various modalities and have recently found applications in world modeling. However, unlike typical generation tasks that encourage sample diversity, world models entail different sources of uncertainty and require consistent samples aligned with the ground-truth trajectory, which is a limitation we empirically observe in diffusion models. We argue that a key bottleneck in learning consistent diffusion-based world models lies in the suboptimal predictive ability, which we attribute to the entanglement of condition understanding and target denoising within shared architectures and co-training schemes. To address this, we propose Foresight Diffusion (ForeDiff), a diffusion-based world modeling framework that enhances consistency by decoupling condition understanding from target denoising. ForeDiff incorporates a separate deterministic predictive stream to process conditioning inputs independently of the denoising stream, and further leverages a pretrained predictor to extract informative representations that guide generation. Extensive experiments on robot video prediction and scientific spatiotemporal forecasting show that ForeDiff improves both predictive accuracy and sample consistency over strong baselines, offering a promising direction for diffusion-based world models.
Neural Motion Simulator: Pushing the Limit of World Models in Reinforcement Learning
An embodied system must not only model the patterns of the external world but also understand its own motion dynamics. A motion dynamic model is essential for efficient skill acquisition and effective planning. In this work, we introduce the neural motion simulator (MoSim), a world model that predicts the future physical state of an embodied system based on current observations and actions. MoSim achieves state-of-the-art performance in physical state prediction and provides competitive performance across a range of downstream tasks. This works shows that when a world model is accurate enough and performs precise long-horizon predictions, it can facilitate efficient skill acquisition in imagined worlds and even enable zero-shot reinforcement learning. Furthermore, MoSim can transform any model-free reinforcement learning (RL) algorithm into a model-based approach, effectively decoupling physical environment modeling from RL algorithm development. This separation allows for independent advancements in RL algorithms and world modeling, significantly improving sample efficiency and enhancing generalization capabilities. Our findings highlight that world models for motion dynamics is a promising direction for developing more versatile and capable embodied systems.
Scaling Laws for Pre-training Agents and World Models
The performance of embodied agents has been shown to improve by increasing model parameters, dataset size, and compute. This has been demonstrated in domains from robotics to video games, when generative learning objectives on offline datasets (pre-training) are used to model an agent's behavior (imitation learning) or their environment (world modeling). This paper characterizes the role of scale in these tasks more precisely. Going beyond the simple intuition that `bigger is better', we show that the same types of power laws found in language modeling (e.g. between loss and optimal model size), also arise in world modeling and imitation learning. However, the coefficients of these laws are heavily influenced by the tokenizer, task \& architecture -- this has important implications on the optimal sizing of models and data.
Learning to Play Atari in a World of Tokens
Model-based reinforcement learning agents utilizing transformers have shown improved sample efficiency due to their ability to model extended context, resulting in more accurate world models. However, for complex reasoning and planning tasks, these methods primarily rely on continuous representations. This complicates modeling of discrete properties of the real world such as disjoint object classes between which interpolation is not plausible. In this work, we introduce discrete abstract representations for transformer-based learning (DART), a sample-efficient method utilizing discrete representations for modeling both the world and learning behavior. We incorporate a transformer-decoder for auto-regressive world modeling and a transformer-encoder for learning behavior by attending to task-relevant cues in the discrete representation of the world model. For handling partial observability, we aggregate information from past time steps as memory tokens. DART outperforms previous state-of-the-art methods that do not use look-ahead search on the Atari 100k sample efficiency benchmark with a median human-normalized score of 0.790 and beats humans in 9 out of 26 games. We release our code at https://pranaval.github.io/DART/.
Neurosymbolic Grounding for Compositional World Models
We introduce Cosmos, a framework for object-centric world modeling that is designed for compositional generalization (CG), i.e., high performance on unseen input scenes obtained through the composition of known visual "atoms." The central insight behind Cosmos is the use of a novel form of neurosymbolic grounding. Specifically, the framework introduces two new tools: (i) neurosymbolic scene encodings, which represent each entity in a scene using a real vector computed using a neural encoder, as well as a vector of composable symbols describing attributes of the entity, and (ii) a neurosymbolic attention mechanism that binds these entities to learned rules of interaction. Cosmos is end-to-end differentiable; also, unlike traditional neurosymbolic methods that require representations to be manually mapped to symbols, it computes an entity's symbolic attributes using vision-language foundation models. Through an evaluation that considers two different forms of CG on an established blocks-pushing domain, we show that the framework establishes a new state-of-the-art for CG in world modeling.
ImmerseGen: Agent-Guided Immersive World Generation with Alpha-Textured Proxies
Automatic creation of 3D scenes for immersive VR presence has been a significant research focus for decades. However, existing methods often rely on either high-poly mesh modeling with post-hoc simplification or massive 3D Gaussians, resulting in a complex pipeline or limited visual realism. In this paper, we demonstrate that such exhaustive modeling is unnecessary for achieving compelling immersive experience. We introduce ImmerseGen, a novel agent-guided framework for compact and photorealistic world modeling. ImmerseGen represents scenes as hierarchical compositions of lightweight geometric proxies, i.e., simplified terrain and billboard meshes, and generates photorealistic appearance by synthesizing RGBA textures onto these proxies. Specifically, we propose terrain-conditioned texturing for user-centric base world synthesis, and RGBA asset texturing for midground and foreground scenery. This reformulation offers several advantages: (i) it simplifies modeling by enabling agents to guide generative models in producing coherent textures that integrate seamlessly with the scene; (ii) it bypasses complex geometry creation and decimation by directly synthesizing photorealistic textures on proxies, preserving visual quality without degradation; (iii) it enables compact representations suitable for real-time rendering on mobile VR headsets. To automate scene creation from text prompts, we introduce VLM-based modeling agents enhanced with semantic grid-based analysis for improved spatial reasoning and accurate asset placement. ImmerseGen further enriches scenes with dynamic effects and ambient audio to support multisensory immersion. Experiments on scene generation and live VR showcases demonstrate that ImmerseGen achieves superior photorealism, spatial coherence and rendering efficiency compared to prior methods. Project webpage: https://immersegen.github.io.
Unified World Models: Coupling Video and Action Diffusion for Pretraining on Large Robotic Datasets
Imitation learning has emerged as a promising approach towards building generalist robots. However, scaling imitation learning for large robot foundation models remains challenging due to its reliance on high-quality expert demonstrations. Meanwhile, large amounts of video data depicting a wide range of environments and diverse behaviors are readily available. This data provides a rich source of information about real-world dynamics and agent-environment interactions. Leveraging this data directly for imitation learning, however, has proven difficult due to the lack of action annotation required for most contemporary methods. In this work, we present Unified World Models (UWM), a framework that allows for leveraging both video and action data for policy learning. Specifically, a UWM integrates an action diffusion process and a video diffusion process within a unified transformer architecture, where independent diffusion timesteps govern each modality. We show that by simply controlling each diffusion timestep, UWM can flexibly represent a policy, a forward dynamics, an inverse dynamics, and a video generator. Through simulated and real-world experiments, we show that: (1) UWM enables effective pretraining on large-scale multitask robot datasets with both dynamics and action predictions, resulting in more generalizable and robust policies than imitation learning, (2) UWM naturally facilitates learning from action-free video data through independent control of modality-specific diffusion timesteps, further improving the performance of finetuned policies. Our results suggest that UWM offers a promising step toward harnessing large, heterogeneous datasets for scalable robot learning, and provides a simple unification between the often disparate paradigms of imitation learning and world modeling. Videos and code are available at https://weirdlabuw.github.io/uwm/.
Deliberate Reasoning for LLMs as Structure-aware Planning with Accurate World Model
Enhancing the reasoning capabilities of large language models (LLMs) remains a key challenge, especially for tasks that require complex, multi-step decision-making. Humans excel at these tasks by leveraging deliberate planning with an internal world model to simulate the potential outcomes of various actions. Inspired by this, we propose a novel multi-step reasoning framework for LLMs, referred to as Structure-aware Planning with Accurate World Model (SWAP). Unlike previous approaches that rely solely on Chain-of-Thought (CoT) reasoning in natural language, SWAP incorporates structural information to guide the reasoning process via a world model and provides a soft verification mechanism over the steps. Moreover, SWAP overcomes the challenge of accurate world state predictions in complex reasoning tasks by introducing a Generator-Discriminator architecture, which enables more reliable world modeling. Specifically, the generator predicts the next state, and the discriminator ensures alignment with the logical consistency required by the problem context. SWAP also encourages the policy model to explore a broad range of potential actions to prevent premature convergence. By resolving the bottlenecks of generation diversity for both actions and states using diversity-based modeling (DBM) and improving discrimination accuracy through contrastive ranking (CR), SWAP significantly enhances the reasoning performance of LLMs. We evaluate SWAP across diverse reasoning-intensive benchmarks including math reasoning, logical reasoning, and coding tasks. Extensive experiments demonstrate that SWAP achieves substantial improvements over the baselines and consistently outperforms existing LLMs of similar sizes.
PlayerOne: Egocentric World Simulator
We introduce PlayerOne, the first egocentric realistic world simulator, facilitating immersive and unrestricted exploration within vividly dynamic environments. Given an egocentric scene image from the user, PlayerOne can accurately construct the corresponding world and generate egocentric videos that are strictly aligned with the real scene human motion of the user captured by an exocentric camera. PlayerOne is trained in a coarse-to-fine pipeline that first performs pretraining on large-scale egocentric text-video pairs for coarse-level egocentric understanding, followed by finetuning on synchronous motion-video data extracted from egocentric-exocentric video datasets with our automatic construction pipeline. Besides, considering the varying importance of different components, we design a part-disentangled motion injection scheme, enabling precise control of part-level movements. In addition, we devise a joint reconstruction framework that progressively models both the 4D scene and video frames, ensuring scene consistency in the long-form video generation. Experimental results demonstrate its great generalization ability in precise control of varying human movements and worldconsistent modeling of diverse scenarios. It marks the first endeavor into egocentric real-world simulation and can pave the way for the community to delve into fresh frontiers of world modeling and its diverse applications.
From Word Models to World Models: Translating from Natural Language to the Probabilistic Language of Thought
How does language inform our downstream thinking? In particular, how do humans make meaning from language -- and how can we leverage a theory of linguistic meaning to build machines that think in more human-like ways? In this paper, we propose rational meaning construction, a computational framework for language-informed thinking that combines neural models of language with probabilistic models for rational inference. We frame linguistic meaning as a context-sensitive mapping from natural language into a probabilistic language of thought (PLoT) -- a general-purpose symbolic substrate for probabilistic, generative world modeling. Our architecture integrates two powerful computational tools that have not previously come together: we model thinking with probabilistic programs, an expressive representation for flexible commonsense reasoning; and we model meaning construction with large language models (LLMs), which support broad-coverage translation from natural language utterances to code expressions in a probabilistic programming language. We illustrate our framework in action through examples covering four core domains from cognitive science: probabilistic reasoning, logical and relational reasoning, visual and physical reasoning, and social reasoning about agents and their plans. In each, we show that LLMs can generate context-sensitive translations that capture pragmatically-appropriate linguistic meanings, while Bayesian inference with the generated programs supports coherent and robust commonsense reasoning. We extend our framework to integrate cognitively-motivated symbolic modules to provide a unified commonsense thinking interface from language. Finally, we explore how language can drive the construction of world models themselves.
Epona: Autoregressive Diffusion World Model for Autonomous Driving
Diffusion models have demonstrated exceptional visual quality in video generation, making them promising for autonomous driving world modeling. However, existing video diffusion-based world models struggle with flexible-length, long-horizon predictions and integrating trajectory planning. This is because conventional video diffusion models rely on global joint distribution modeling of fixed-length frame sequences rather than sequentially constructing localized distributions at each timestep. In this work, we propose Epona, an autoregressive diffusion world model that enables localized spatiotemporal distribution modeling through two key innovations: 1) Decoupled spatiotemporal factorization that separates temporal dynamics modeling from fine-grained future world generation, and 2) Modular trajectory and video prediction that seamlessly integrate motion planning with visual modeling in an end-to-end framework. Our architecture enables high-resolution, long-duration generation while introducing a novel chain-of-forward training strategy to address error accumulation in autoregressive loops. Experimental results demonstrate state-of-the-art performance with 7.4\% FVD improvement and minutes longer prediction duration compared to prior works. The learned world model further serves as a real-time motion planner, outperforming strong end-to-end planners on NAVSIM benchmarks. Code will be publicly available at https://github.com/Kevin-thu/Epona/{https://github.com/Kevin-thu/Epona/}.
Is Your LLM Secretly a World Model of the Internet? Model-Based Planning for Web Agents
Language agents have demonstrated promising capabilities in automating web-based tasks, though their current reactive approaches still underperform largely compared to humans. While incorporating advanced planning algorithms, particularly tree search methods, could enhance these agents' performance, implementing tree search directly on live websites poses significant safety risks and practical constraints due to irreversible actions such as confirming a purchase. In this paper, we introduce a novel paradigm that augments language agents with model-based planning, pioneering the innovative use of large language models (LLMs) as world models in complex web environments. Our method, WebDreamer, builds on the key insight that LLMs inherently encode comprehensive knowledge about website structures and functionalities. Specifically, WebDreamer uses LLMs to simulate outcomes for each candidate action (e.g., "what would happen if I click this button?") using natural language descriptions, and then evaluates these imagined outcomes to determine the optimal action at each step. Empirical results on two representative web agent benchmarks with online interaction -- VisualWebArena and Mind2Web-live -- demonstrate that WebDreamer achieves substantial improvements over reactive baselines. By establishing the viability of LLMs as world models in web environments, this work lays the groundwork for a paradigm shift in automated web interaction. More broadly, our findings open exciting new avenues for future research into 1) optimizing LLMs specifically for world modeling in complex, dynamic environments, and 2) model-based speculative planning for language agents.
Kosmos-2: Grounding Multimodal Large Language Models to the World
We introduce Kosmos-2, a Multimodal Large Language Model (MLLM), enabling new capabilities of perceiving object descriptions (e.g., bounding boxes) and grounding text to the visual world. Specifically, we represent refer expressions as links in Markdown, i.e., ``[text span](bounding boxes)'', where object descriptions are sequences of location tokens. Together with multimodal corpora, we construct large-scale data of grounded image-text pairs (called GrIT) to train the model. In addition to the existing capabilities of MLLMs (e.g., perceiving general modalities, following instructions, and performing in-context learning), Kosmos-2 integrates the grounding capability into downstream applications. We evaluate Kosmos-2 on a wide range of tasks, including (i) multimodal grounding, such as referring expression comprehension, and phrase grounding, (ii) multimodal referring, such as referring expression generation, (iii) perception-language tasks, and (iv) language understanding and generation. This work lays out the foundation for the development of Embodiment AI and sheds light on the big convergence of language, multimodal perception, action, and world modeling, which is a key step toward artificial general intelligence. Data, demo, and pretrained models are available at https://aka.ms/kosmos-2.
seq-JEPA: Autoregressive Predictive Learning of Invariant-Equivariant World Models
Current self-supervised algorithms commonly rely on transformations such as data augmentation and masking to learn visual representations. This is achieved by enforcing invariance or equivariance with respect to these transformations after encoding two views of an image. This dominant two-view paradigm often limits the flexibility of learned representations for downstream adaptation by creating performance trade-offs between high-level invariance-demanding tasks such as image classification and more fine-grained equivariance-related tasks. In this work, we proposes seq-JEPA, a world modeling framework that introduces architectural inductive biases into joint-embedding predictive architectures to resolve this trade-off. Without relying on dual equivariance predictors or loss terms, seq-JEPA simultaneously learns two architecturally segregated representations: one equivariant to specified transformations and another invariant to them. To do so, our model processes short sequences of different views (observations) of inputs. Each encoded view is concatenated with an embedding of the relative transformation (action) that produces the next observation in the sequence. These view-action pairs are passed through a transformer encoder that outputs an aggregate representation. A predictor head then conditions this aggregate representation on the upcoming action to predict the representation of the next observation. Empirically, seq-JEPA demonstrates strong performance on both equivariant and invariant benchmarks without sacrificing one for the other. Furthermore, it excels at tasks that inherently require aggregating a sequence of observations, such as path integration across actions and predictive learning across eye movements.
Transformers Use Causal World Models in Maze-Solving Tasks
Recent studies in interpretability have explored the inner workings of transformer models trained on tasks across various domains, often discovering that these networks naturally develop highly structured representations. When such representations comprehensively reflect the task domain's structure, they are commonly referred to as "World Models" (WMs). In this work, we identify WMs in transformers trained on maze-solving tasks. By using Sparse Autoencoders (SAEs) and analyzing attention patterns, we examine the construction of WMs and demonstrate consistency between SAE feature-based and circuit-based analyses. By subsequently intervening on isolated features to confirm their causal role, we find that it is easier to activate features than to suppress them. Furthermore, we find that models can reason about mazes involving more simultaneously active features than they encountered during training; however, when these same mazes (with greater numbers of connections) are provided to models via input tokens instead, the models fail. Finally, we demonstrate that positional encoding schemes appear to influence how World Models are structured within the model's residual stream.
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.
Pandora: Towards General World Model with Natural Language Actions and Video States
World models simulate future states of the world in response to different actions. They facilitate interactive content creation and provides a foundation for grounded, long-horizon reasoning. Current foundation models do not fully meet the capabilities of general world models: large language models (LLMs) are constrained by their reliance on language modality and their limited understanding of the physical world, while video models lack interactive action control over the world simulations. This paper makes a step towards building a general world model by introducing Pandora, a hybrid autoregressive-diffusion model that simulates world states by generating videos and allows real-time control with free-text actions. Pandora achieves domain generality, video consistency, and controllability through large-scale pretraining and instruction tuning. Crucially, Pandora bypasses the cost of training-from-scratch by integrating a pretrained LLM (7B) and a pretrained video model, requiring only additional lightweight finetuning. We illustrate extensive outputs by Pandora across diverse domains (indoor/outdoor, natural/urban, human/robot, 2D/3D, etc.). The results indicate great potential of building stronger general world models with larger-scale training.
Unified Vision-Language-Action Model
Vision-language-action models (VLAs) have garnered significant attention for their potential in advancing robotic manipulation. However, previous approaches predominantly rely on the general comprehension capabilities of vision-language models (VLMs) to generate action signals, often overlooking the rich temporal and causal structure embedded in visual observations. In this paper, we present UniVLA, a unified and native multimodal VLA model that autoregressively models vision, language, and action signals as discrete token sequences. This formulation enables flexible multimodal tasks learning, particularly from large-scale video data. By incorporating world modeling during post-training, UniVLA captures causal dynamics from videos, facilitating effective transfer to downstream policy learning--especially for long-horizon tasks. Our approach sets new state-of-the-art results across several widely used simulation benchmarks, including CALVIN, LIBERO, and Simplenv-Bridge, significantly surpassing previous methods. For example, UniVLA achieves 95.5% average success rate on LIBERO benchmark, surpassing pi0-FAST's 85.5%. We further demonstrate its broad applicability on real-world ALOHA manipulation and autonomous driving.
ENTL: Embodied Navigation Trajectory Learner
We propose Embodied Navigation Trajectory Learner (ENTL), a method for extracting long sequence representations for embodied navigation. Our approach unifies world modeling, localization and imitation learning into a single sequence prediction task. We train our model using vector-quantized predictions of future states conditioned on current states and actions. ENTL's generic architecture enables sharing of the spatio-temporal sequence encoder for multiple challenging embodied tasks. We achieve competitive performance on navigation tasks using significantly less data than strong baselines while performing auxiliary tasks such as localization and future frame prediction (a proxy for world modeling). A key property of our approach is that the model is pre-trained without any explicit reward signal, which makes the resulting model generalizable to multiple tasks and environments.
SAILOR: Perceptual Anchoring For Robotic Cognitive Architectures
Symbolic anchoring is a crucial problem in the field of robotics, as it enables robots to obtain symbolic knowledge from the perceptual information acquired through their sensors. In cognitive-based robots, this process of processing sub-symbolic data from real-world sensors to obtain symbolic knowledge is still an open problem. To address this issue, this paper presents SAILOR, a framework for providing symbolic anchoring in the ROS 2 ecosystem. SAILOR aims to maintain the link between symbolic data and perceptual data in real robots over time, increasing the intelligent behavior of robots. It provides a semantic world modeling approach using two deep learning-based sub-symbolic robotic skills: object recognition and matching function. The object recognition skill allows the robot to recognize and identify objects in its environment, while the matching function enables the robot to decide if new perceptual data corresponds to existing symbolic data. This paper provides a description of the proposed method and the development of the framework, as well as its integration in MERLIN2 (a hybrid cognitive architecture fully functional in robots running ROS 2).
Vid2World: Crafting Video Diffusion Models to Interactive World Models
World models, which predict transitions based on history observation and action sequences, have shown great promise in improving data efficiency for sequential decision making. However, existing world models often require extensive domain-specific training and still produce low-fidelity, coarse predictions, limiting their applicability in complex environments. In contrast, video diffusion models trained on large, internet-scale datasets have demonstrated impressive capabilities in generating high-quality videos that capture diverse real-world dynamics. In this work, we present Vid2World, a general approach for leveraging and transferring pre-trained video diffusion models into interactive world models. To bridge the gap, Vid2World performs casualization of a pre-trained video diffusion model by crafting its architecture and training objective to enable autoregressive generation. Furthermore, it introduces a causal action guidance mechanism to enhance action controllability in the resulting interactive world model. Extensive experiments in robot manipulation and game simulation domains show that our method offers a scalable and effective approach for repurposing highly capable video diffusion models to interactive world models.
Exploring the Potential of World Models for Anomaly Detection in Autonomous Driving
In recent years there have been remarkable advancements in autonomous driving. While autonomous vehicles demonstrate high performance in closed-set conditions, they encounter difficulties when confronted with unexpected situations. At the same time, world models emerged in the field of model-based reinforcement learning as a way to enable agents to predict the future depending on potential actions. This led to outstanding results in sparse reward and complex control tasks. This work provides an overview of how world models can be leveraged to perform anomaly detection in the domain of autonomous driving. We provide a characterization of world models and relate individual components to previous works in anomaly detection to facilitate further research in the field.
Morpheus: Benchmarking Physical Reasoning of Video Generative Models with Real Physical Experiments
Recent advances in image and video generation raise hopes that these models possess world modeling capabilities, the ability to generate realistic, physically plausible videos. This could revolutionize applications in robotics, autonomous driving, and scientific simulation. However, before treating these models as world models, we must ask: Do they adhere to physical conservation laws? To answer this, we introduce Morpheus, a benchmark for evaluating video generation models on physical reasoning. It features 80 real-world videos capturing physical phenomena, guided by conservation laws. Since artificial generations lack ground truth, we assess physical plausibility using physics-informed metrics evaluated with respect to infallible conservation laws known per physical setting, leveraging advances in physics-informed neural networks and vision-language foundation models. Our findings reveal that even with advanced prompting and video conditioning, current models struggle to encode physical principles despite generating aesthetically pleasing videos. All data, leaderboard, and code are open-sourced at our project page.
PISA Experiments: Exploring Physics Post-Training for Video Diffusion Models by Watching Stuff Drop
Large-scale pre-trained video generation models excel in content creation but are not reliable as physically accurate world simulators out of the box. This work studies the process of post-training these models for accurate world modeling through the lens of the simple, yet fundamental, physics task of modeling object freefall. We show state-of-the-art video generation models struggle with this basic task, despite their visually impressive outputs. To remedy this problem, we find that fine-tuning on a relatively small amount of simulated videos is effective in inducing the dropping behavior in the model, and we can further improve results through a novel reward modeling procedure we introduce. Our study also reveals key limitations of post-training in generalization and distribution modeling. Additionally, we release a benchmark for this task that may serve as a useful diagnostic tool for tracking physical accuracy in large-scale video generative model development.
Position: Interactive Generative Video as Next-Generation Game Engine
Modern game development faces significant challenges in creativity and cost due to predetermined content in traditional game engines. Recent breakthroughs in video generation models, capable of synthesizing realistic and interactive virtual environments, present an opportunity to revolutionize game creation. In this position paper, we propose Interactive Generative Video (IGV) as the foundation for Generative Game Engines (GGE), enabling unlimited novel content generation in next-generation gaming. GGE leverages IGV's unique strengths in unlimited high-quality content synthesis, physics-aware world modeling, user-controlled interactivity, long-term memory capabilities, and causal reasoning. We present a comprehensive framework detailing GGE's core modules and a hierarchical maturity roadmap (L0-L4) to guide its evolution. Our work charts a new course for game development in the AI era, envisioning a future where AI-powered generative systems fundamentally reshape how games are created and experienced.
VBench-2.0: Advancing Video Generation Benchmark Suite for Intrinsic Faithfulness
Video generation has advanced significantly, evolving from producing unrealistic outputs to generating videos that appear visually convincing and temporally coherent. To evaluate these video generative models, benchmarks such as VBench have been developed to assess their faithfulness, measuring factors like per-frame aesthetics, temporal consistency, and basic prompt adherence. However, these aspects mainly represent superficial faithfulness, which focus on whether the video appears visually convincing rather than whether it adheres to real-world principles. While recent models perform increasingly well on these metrics, they still struggle to generate videos that are not just visually plausible but fundamentally realistic. To achieve real "world models" through video generation, the next frontier lies in intrinsic faithfulness to ensure that generated videos adhere to physical laws, commonsense reasoning, anatomical correctness, and compositional integrity. Achieving this level of realism is essential for applications such as AI-assisted filmmaking and simulated world modeling. To bridge this gap, we introduce VBench-2.0, a next-generation benchmark designed to automatically evaluate video generative models for their intrinsic faithfulness. VBench-2.0 assesses five key dimensions: Human Fidelity, Controllability, Creativity, Physics, and Commonsense, each further broken down into fine-grained capabilities. Tailored for individual dimensions, our evaluation framework integrates generalists such as state-of-the-art VLMs and LLMs, and specialists, including anomaly detection methods proposed for video generation. We conduct extensive annotations to ensure alignment with human judgment. By pushing beyond superficial faithfulness toward intrinsic faithfulness, VBench-2.0 aims to set a new standard for the next generation of video generative models in pursuit of intrinsic faithfulness.
TrackDiffusion: Tracklet-Conditioned Video Generation via Diffusion Models
Despite remarkable achievements in video synthesis, achieving granular control over complex dynamics, such as nuanced movement among multiple interacting objects, still presents a significant hurdle for dynamic world modeling, compounded by the necessity to manage appearance and disappearance, drastic scale changes, and ensure consistency for instances across frames. These challenges hinder the development of video generation that can faithfully mimic real-world complexity, limiting utility for applications requiring high-level realism and controllability, including advanced scene simulation and training of perception systems. To address that, we propose TrackDiffusion, a novel video generation framework affording fine-grained trajectory-conditioned motion control via diffusion models, which facilitates the precise manipulation of the object trajectories and interactions, overcoming the prevalent limitation of scale and continuity disruptions. A pivotal component of TrackDiffusion is the instance enhancer, which explicitly ensures inter-frame consistency of multiple objects, a critical factor overlooked in the current literature. Moreover, we demonstrate that generated video sequences by our TrackDiffusion can be used as training data for visual perception models. To the best of our knowledge, this is the first work to apply video diffusion models with tracklet conditions and demonstrate that generated frames can be beneficial for improving the performance of object trackers.
Video-GPT via Next Clip Diffusion
GPT has shown its remarkable success in natural language processing. However, the language sequence is not sufficient to describe spatial-temporal details in the visual world. Alternatively, the video sequence is good at capturing such details. Motivated by this fact, we propose a concise Video-GPT in this paper by treating video as new language for visual world modeling. By analogy to next token prediction in GPT, we introduce a novel next clip diffusion paradigm for pretraining Video-GPT. Different from the previous works, this distinct paradigm allows Video-GPT to tackle both short-term generation and long-term prediction, by autoregressively denoising the noisy clip according to the clean clips in the history. Extensive experiments show our Video-GPT achieves the state-of-the-art performance on video prediction, which is the key factor towards world modeling (Physics-IQ Benchmark: Video-GPT 34.97 vs. Kling 23.64 vs. Wan 20.89). Moreover, it can be well adapted on 6 mainstream video tasks in both video generation and understanding, showing its great generalization capacity in downstream. The project page is at https://Video-GPT.github.io.
Language Is Not All You Need: Aligning Perception with Language Models
A big convergence of language, multimodal perception, action, and world modeling is a key step toward artificial general intelligence. In this work, we introduce Kosmos-1, a Multimodal Large Language Model (MLLM) that can perceive general modalities, learn in context (i.e., few-shot), and follow instructions (i.e., zero-shot). Specifically, we train Kosmos-1 from scratch on web-scale multimodal corpora, including arbitrarily interleaved text and images, image-caption pairs, and text data. We evaluate various settings, including zero-shot, few-shot, and multimodal chain-of-thought prompting, on a wide range of tasks without any gradient updates or finetuning. Experimental results show that Kosmos-1 achieves impressive performance on (i) language understanding, generation, and even OCR-free NLP (directly fed with document images), (ii) perception-language tasks, including multimodal dialogue, image captioning, visual question answering, and (iii) vision tasks, such as image recognition with descriptions (specifying classification via text instructions). We also show that MLLMs can benefit from cross-modal transfer, i.e., transfer knowledge from language to multimodal, and from multimodal to language. In addition, we introduce a dataset of Raven IQ test, which diagnoses the nonverbal reasoning capability of MLLMs.
Advances and Challenges in Foundation Agents: From Brain-Inspired Intelligence to Evolutionary, Collaborative, and Safe Systems
The advent of large language models (LLMs) has catalyzed a transformative shift in artificial intelligence, paving the way for advanced intelligent agents capable of sophisticated reasoning, robust perception, and versatile action across diverse domains. As these agents increasingly drive AI research and practical applications, their design, evaluation, and continuous improvement present intricate, multifaceted challenges. This survey provides a comprehensive overview, framing intelligent agents within a modular, brain-inspired architecture that integrates principles from cognitive science, neuroscience, and computational research. We structure our exploration into four interconnected parts. First, we delve into the modular foundation of intelligent agents, systematically mapping their cognitive, perceptual, and operational modules onto analogous human brain functionalities, and elucidating core components such as memory, world modeling, reward processing, and emotion-like systems. Second, we discuss self-enhancement and adaptive evolution mechanisms, exploring how agents autonomously refine their capabilities, adapt to dynamic environments, and achieve continual learning through automated optimization paradigms, including emerging AutoML and LLM-driven optimization strategies. Third, we examine collaborative and evolutionary multi-agent systems, investigating the collective intelligence emerging from agent interactions, cooperation, and societal structures, highlighting parallels to human social dynamics. Finally, we address the critical imperative of building safe, secure, and beneficial AI systems, emphasizing intrinsic and extrinsic security threats, ethical alignment, robustness, and practical mitigation strategies necessary for trustworthy real-world deployment.
Web Agents with World Models: Learning and Leveraging Environment Dynamics in Web Navigation
Large language models (LLMs) have recently gained much attention in building autonomous agents. However, the performance of current LLM-based web agents in long-horizon tasks is far from optimal, often yielding errors such as repeatedly buying a non-refundable flight ticket. By contrast, humans can avoid such an irreversible mistake, as we have an awareness of the potential outcomes (e.g., losing money) of our actions, also known as the "world model". Motivated by this, our study first starts with preliminary analyses, confirming the absence of world models in current LLMs (e.g., GPT-4o, Claude-3.5-Sonnet, etc.). Then, we present a World-model-augmented (WMA) web agent, which simulates the outcomes of its actions for better decision-making. To overcome the challenges in training LLMs as world models predicting next observations, such as repeated elements across observations and long HTML inputs, we propose a transition-focused observation abstraction, where the prediction objectives are free-form natural language descriptions exclusively highlighting important state differences between time steps. Experiments on WebArena and Mind2Web show that our world models improve agents' policy selection without training and demonstrate our agents' cost- and time-efficiency compared to recent tree-search-based agents.
MM-Agent: LLM as Agents for Real-world Mathematical Modeling Problem
Mathematical modeling is a cornerstone of scientific discovery and engineering practice, enabling the translation of real-world problems into formal systems across domains such as physics, biology, and economics. Unlike mathematical reasoning, which assumes a predefined formulation, modeling requires open-ended problem analysis, abstraction, and principled formalization. While Large Language Models (LLMs) have shown strong reasoning capabilities, they fall short in rigorous model construction, limiting their utility in real-world problem-solving. To this end, we formalize the task of LLM-powered real-world mathematical modeling, where agents must analyze problems, construct domain-appropriate formulations, and generate complete end-to-end solutions. We introduce MM-Bench, a curated benchmark of 111 problems from the Mathematical Contest in Modeling (MCM/ICM), spanning the years 2000 to 2025 and across ten diverse domains such as physics, biology, and economics. To tackle this task, we propose MM-Agent, an expert-inspired framework that decomposes mathematical modeling into four stages: open-ended problem analysis, structured model formulation, computational problem solving, and report generation. Experiments on MM-Bench show that MM-Agent significantly outperforms baseline agents, achieving an 11.88\% improvement over human expert solutions while requiring only 15 minutes and \$0.88 per task using GPT-4o. Furthermore, under official MCM/ICM protocols, MM-Agent assisted two undergraduate teams in winning the Finalist Award (top 2.0\% among 27,456 teams) in MCM/ICM 2025, demonstrating its practical effectiveness as a modeling copilot. Our code is available at https://github.com/usail-hkust/LLM-MM-Agent
WORLDMEM: Long-term Consistent World Simulation with Memory
World simulation has gained increasing popularity due to its ability to model virtual environments and predict the consequences of actions. However, the limited temporal context window often leads to failures in maintaining long-term consistency, particularly in preserving 3D spatial consistency. In this work, we present WorldMem, a framework that enhances scene generation with a memory bank consisting of memory units that store memory frames and states (e.g., poses and timestamps). By employing a memory attention mechanism that effectively extracts relevant information from these memory frames based on their states, our method is capable of accurately reconstructing previously observed scenes, even under significant viewpoint or temporal gaps. Furthermore, by incorporating timestamps into the states, our framework not only models a static world but also captures its dynamic evolution over time, enabling both perception and interaction within the simulated world. Extensive experiments in both virtual and real scenarios validate the effectiveness of our approach.
CarDreamer: Open-Source Learning Platform for World Model based Autonomous Driving
To safely navigate intricate real-world scenarios, autonomous vehicles must be able to adapt to diverse road conditions and anticipate future events. World model (WM) based reinforcement learning (RL) has emerged as a promising approach by learning and predicting the complex dynamics of various environments. Nevertheless, to the best of our knowledge, there does not exist an accessible platform for training and testing such algorithms in sophisticated driving environments. To fill this void, we introduce CarDreamer, the first open-source learning platform designed specifically for developing WM based autonomous driving algorithms. It comprises three key components: 1) World model backbone: CarDreamer has integrated some state-of-the-art WMs, which simplifies the reproduction of RL algorithms. The backbone is decoupled from the rest and communicates using the standard Gym interface, so that users can easily integrate and test their own algorithms. 2) Built-in tasks: CarDreamer offers a comprehensive set of highly configurable driving tasks which are compatible with Gym interfaces and are equipped with empirically optimized reward functions. 3) Task development suite: This suite streamlines the creation of driving tasks, enabling easy definition of traffic flows and vehicle routes, along with automatic collection of multi-modal observation data. A visualization server allows users to trace real-time agent driving videos and performance metrics through a browser. Furthermore, we conduct extensive experiments using built-in tasks to evaluate the performance and potential of WMs in autonomous driving. Thanks to the richness and flexibility of CarDreamer, we also systematically study the impact of observation modality, observability, and sharing of vehicle intentions on AV safety and efficiency. All code and documents are accessible on https://github.com/ucd-dare/CarDreamer.
NegVSR: Augmenting Negatives for Generalized Noise Modeling in Real-World Video Super-Resolution
The capability of video super-resolution (VSR) to synthesize high-resolution (HR) video from ideal datasets has been demonstrated in many works. However, applying the VSR model to real-world video with unknown and complex degradation remains a challenging task. First, existing degradation metrics in most VSR methods are not able to effectively simulate real-world noise and blur. On the contrary, simple combinations of classical degradation are used for real-world noise modeling, which led to the VSR model often being violated by out-of-distribution noise. Second, many SR models focus on noise simulation and transfer. Nevertheless, the sampled noise is monotonous and limited. To address the aforementioned problems, we propose a Negatives augmentation strategy for generalized noise modeling in Video Super-Resolution (NegVSR) task. Specifically, we first propose sequential noise generation toward real-world data to extract practical noise sequences. Then, the degeneration domain is widely expanded by negative augmentation to build up various yet challenging real-world noise sets. We further propose the augmented negative guidance loss to learn robust features among augmented negatives effectively. Extensive experiments on real-world datasets (e.g., VideoLQ and FLIR) show that our method outperforms state-of-the-art methods with clear margins, especially in visual quality.
RoboScape: Physics-informed Embodied World Model
World models have become indispensable tools for embodied intelligence, serving as powerful simulators capable of generating realistic robotic videos while addressing critical data scarcity challenges. However, current embodied world models exhibit limited physical awareness, particularly in modeling 3D geometry and motion dynamics, resulting in unrealistic video generation for contact-rich robotic scenarios. In this paper, we present RoboScape, a unified physics-informed world model that jointly learns RGB video generation and physics knowledge within an integrated framework. We introduce two key physics-informed joint training tasks: temporal depth prediction that enhances 3D geometric consistency in video rendering, and keypoint dynamics learning that implicitly encodes physical properties (e.g., object shape and material characteristics) while improving complex motion modeling. Extensive experiments demonstrate that RoboScape generates videos with superior visual fidelity and physical plausibility across diverse robotic scenarios. We further validate its practical utility through downstream applications including robotic policy training with generated data and policy evaluation. Our work provides new insights for building efficient physics-informed world models to advance embodied intelligence research. The code is available at: https://github.com/tsinghua-fib-lab/RoboScape.
ACT-Bench: Towards Action Controllable World Models for Autonomous Driving
World models have emerged as promising neural simulators for autonomous driving, with the potential to supplement scarce real-world data and enable closed-loop evaluations. However, current research primarily evaluates these models based on visual realism or downstream task performance, with limited focus on fidelity to specific action instructions - a crucial property for generating targeted simulation scenes. Although some studies address action fidelity, their evaluations rely on closed-source mechanisms, limiting reproducibility. To address this gap, we develop an open-access evaluation framework, ACT-Bench, for quantifying action fidelity, along with a baseline world model, Terra. Our benchmarking framework includes a large-scale dataset pairing short context videos from nuScenes with corresponding future trajectory data, which provides conditional input for generating future video frames and enables evaluation of action fidelity for executed motions. Furthermore, Terra is trained on multiple large-scale trajectory-annotated datasets to enhance action fidelity. Leveraging this framework, we demonstrate that the state-of-the-art model does not fully adhere to given instructions, while Terra achieves improved action fidelity. All components of our benchmark framework will be made publicly available to support future research.
ViMo: A Generative Visual GUI World Model for App Agent
App agents, which autonomously operate mobile Apps through Graphical User Interfaces (GUIs), have gained significant interest in real-world applications. Yet, they often struggle with long-horizon planning, failing to find the optimal actions for complex tasks with longer steps. To address this, world models are used to predict the next GUI observation based on user actions, enabling more effective agent planning. However, existing world models primarily focus on generating only textual descriptions, lacking essential visual details. To fill this gap, we propose ViMo, the first visual world model designed to generate future App observations as images. For the challenge of generating text in image patches, where even minor pixel errors can distort readability, we decompose GUI generation into graphic and text content generation. We propose a novel data representation, the Symbolic Text Representation~(STR) to overlay text content with symbolic placeholders while preserving graphics. With this design, ViMo employs a STR Predictor to predict future GUIs' graphics and a GUI-text Predictor for generating the corresponding text. Moreover, we deploy ViMo to enhance agent-focused tasks by predicting the outcome of different action options. Experiments show ViMo's ability to generate visually plausible and functionally effective GUIs that enable App agents to make more informed decisions.
EVA: An Embodied World Model for Future Video Anticipation
World models integrate raw data from various modalities, such as images and language to simulate comprehensive interactions in the world, thereby displaying crucial roles in fields like mixed reality and robotics. Yet, applying the world model for accurate video prediction is quite challenging due to the complex and dynamic intentions of the various scenes in practice. In this paper, inspired by the human rethinking process, we decompose the complex video prediction into four meta-tasks that enable the world model to handle this issue in a more fine-grained manner. Alongside these tasks, we introduce a new benchmark named Embodied Video Anticipation Benchmark (EVA-Bench) to provide a well-rounded evaluation. EVA-Bench focused on evaluating the video prediction ability of human and robot actions, presenting significant challenges for both the language model and the generation model. Targeting embodied video prediction, we propose the Embodied Video Anticipator (EVA), a unified framework aiming at video understanding and generation. EVA integrates a video generation model with a visual language model, effectively combining reasoning capabilities with high-quality generation. Moreover, to enhance the generalization of our framework, we tailor-designed a multi-stage pretraining paradigm that adaptatively ensembles LoRA to produce high-fidelity results. Extensive experiments on EVA-Bench highlight the potential of EVA to significantly improve performance in embodied scenes, paving the way for large-scale pre-trained models in real-world prediction tasks.
WALL-E 2.0: World Alignment by NeuroSymbolic Learning improves World Model-based LLM Agents
Can we build accurate world models out of large language models (LLMs)? How can world models benefit LLM agents? The gap between the prior knowledge of LLMs and the specified environment's dynamics usually bottlenecks LLMs' performance as world models. To bridge the gap, we propose a training-free "world alignment" that learns an environment's symbolic knowledge complementary to LLMs. The symbolic knowledge covers action rules, knowledge graphs, and scene graphs, which are extracted by LLMs from exploration trajectories and encoded into executable codes to regulate LLM agents' policies. We further propose an RL-free, model-based agent "WALL-E 2.0" through the model-predictive control (MPC) framework. Unlike classical MPC requiring costly optimization on the fly, we adopt an LLM agent as an efficient look-ahead optimizer of future steps' actions by interacting with the neurosymbolic world model. While the LLM agent's strong heuristics make it an efficient planner in MPC, the quality of its planned actions is also secured by the accurate predictions of the aligned world model. They together considerably improve learning efficiency in a new environment. On open-world challenges in Mars (Minecraft like) and ALFWorld (embodied indoor environments), WALL-E 2.0 significantly outperforms existing methods, e.g., surpassing baselines in Mars by 16.1%-51.6% of success rate and by at least 61.7% in score. In ALFWorld, it achieves a new record 98% success rate after only 4 iterations.
General agents need world models
Are world models a necessary ingredient for flexible, goal-directed behaviour, or is model-free learning sufficient? We provide a formal answer to this question, showing that any agent capable of generalizing to multi-step goal-directed tasks must have learned a predictive model of its environment. We show that this model can be extracted from the agent's policy, and that increasing the agents performance or the complexity of the goals it can achieve requires learning increasingly accurate world models. This has a number of consequences: from developing safe and general agents, to bounding agent capabilities in complex environments, and providing new algorithms for eliciting world models from agents.
Diffusion World Model
We introduce Diffusion World Model (DWM), a conditional diffusion model capable of predicting multistep future states and rewards concurrently. As opposed to traditional one-step dynamics models, DWM offers long-horizon predictions in a single forward pass, eliminating the need for recursive quires. We integrate DWM into model-based value estimation, where the short-term return is simulated by future trajectories sampled from DWM. In the context of offline reinforcement learning, DWM can be viewed as a conservative value regularization through generative modeling. Alternatively, it can be seen as a data source that enables offline Q-learning with synthetic data. Our experiments on the D4RL dataset confirm the robustness of DWM to long-horizon simulation. In terms of absolute performance, DWM significantly surpasses one-step dynamics models with a 44% performance gain, and achieves state-of-the-art performance.
World Models
We explore building generative neural network models of popular reinforcement learning environments. Our world model can be trained quickly in an unsupervised manner to learn a compressed spatial and temporal representation of the environment. By using features extracted from the world model as inputs to an agent, we can train a very compact and simple policy that can solve the required task. We can even train our agent entirely inside of its own hallucinated dream generated by its world model, and transfer this policy back into the actual environment. An interactive version of this paper is available at https://worldmodels.github.io/
Agent Planning with World Knowledge Model
Recent endeavors towards directly using large language models (LLMs) as agent models to execute interactive planning tasks have shown commendable results. Despite their achievements, however, they still struggle with brainless trial-and-error in global planning and generating hallucinatory actions in local planning due to their poor understanding of the ''real'' physical world. Imitating humans' mental world knowledge model which provides global prior knowledge before the task and maintains local dynamic knowledge during the task, in this paper, we introduce parametric World Knowledge Model (WKM) to facilitate agent planning. Concretely, we steer the agent model to self-synthesize knowledge from both expert and sampled trajectories. Then we develop WKM, providing prior task knowledge to guide the global planning and dynamic state knowledge to assist the local planning. Experimental results on three complex real-world simulated datasets with three state-of-the-art open-source LLMs, Mistral-7B, Gemma-7B, and Llama-3-8B, demonstrate that our method can achieve superior performance compared to various strong baselines. Besides, we analyze to illustrate that our WKM can effectively alleviate the blind trial-and-error and hallucinatory action issues, providing strong support for the agent's understanding of the world. Other interesting findings include: 1) our instance-level task knowledge can generalize better to unseen tasks, 2) weak WKM can guide strong agent model planning, and 3) unified WKM training has promising potential for further development. Code will be available at https://github.com/zjunlp/WKM.
Generating Code World Models with Large Language Models Guided by Monte Carlo Tree Search
In this work we consider Code World Models, world models generated by a Large Language Model (LLM) in the form of Python code for model-based Reinforcement Learning (RL). Calling code instead of LLMs for planning has potential to be more precise, reliable, interpretable, and extremely efficient. However, writing appropriate Code World Models requires the ability to understand complex instructions, to generate exact code with non-trivial logic and to self-debug a long program with feedback from unit tests and environment trajectories. To address these challenges, we propose Generate, Improve and Fix with Monte Carlo Tree Search (GIF-MCTS), a new code generation strategy for LLMs. To test our approach in an offline RL setting, we introduce the Code World Models Benchmark (CWMB), a suite of program synthesis and planning tasks comprised of 18 diverse RL environments paired with corresponding textual descriptions and curated trajectories. GIF-MCTS surpasses all baselines on the CWMB and two other benchmarks, and we show that the Code World Models synthesized with it can be successfully used for planning, resulting in model-based RL agents with greatly improved sample efficiency and inference speed.
DINO-WM: World Models on Pre-trained Visual Features enable Zero-shot Planning
The ability to predict future outcomes given control actions is fundamental for physical reasoning. However, such predictive models, often called world models, have proven challenging to learn and are typically developed for task-specific solutions with online policy learning. We argue that the true potential of world models lies in their ability to reason and plan across diverse problems using only passive data. Concretely, we require world models to have the following three properties: 1) be trainable on offline, pre-collected trajectories, 2) support test-time behavior optimization, and 3) facilitate task-agnostic reasoning. To realize this, we present DINO World Model (DINO-WM), a new method to model visual dynamics without reconstructing the visual world. DINO-WM leverages spatial patch features pre-trained with DINOv2, enabling it to learn from offline behavioral trajectories by predicting future patch features. This design allows DINO-WM to achieve observational goals through action sequence optimization, facilitating task-agnostic behavior planning by treating desired goal patch features as prediction targets. We evaluate DINO-WM across various domains, including maze navigation, tabletop pushing, and particle manipulation. Our experiments demonstrate that DINO-WM can generate zero-shot behavioral solutions at test time without relying on expert demonstrations, reward modeling, or pre-learned inverse models. Notably, DINO-WM exhibits strong generalization capabilities compared to prior state-of-the-art work, adapting to diverse task families such as arbitrarily configured mazes, push manipulation with varied object shapes, and multi-particle scenarios.
Can Test-Time Scaling Improve World Foundation Model?
World foundation models, which simulate the physical world by predicting future states from current observations and inputs, have become central to many applications in physical intelligence, including autonomous driving and robotics. However, these models require substantial computational resources for pretraining and are further constrained by available data during post-training. As such, scaling computation at test time emerges as both a critical and practical alternative to traditional model enlargement or re-training. In this work, we introduce SWIFT, a test-time scaling framework tailored for WFMs. SWIFT integrates our extensible WFM evaluation toolkit with process-level inference strategies, including fast tokenization, probability-based Top-K pruning, and efficient beam search. Empirical results on the COSMOS model demonstrate that test-time scaling exists even in a compute-optimal way. Our findings reveal that test-time scaling laws hold for WFMs and that SWIFT provides a scalable and effective pathway for improving WFM inference without retraining or increasing model size. The code is available at https://github.com/Mia-Cong/SWIFT.git.
How Far is Video Generation from World Model: A Physical Law Perspective
OpenAI's Sora highlights the potential of video generation for developing world models that adhere to fundamental physical laws. However, the ability of video generation models to discover such laws purely from visual data without human priors can be questioned. A world model learning the true law should give predictions robust to nuances and correctly extrapolate on unseen scenarios. In this work, we evaluate across three key scenarios: in-distribution, out-of-distribution, and combinatorial generalization. We developed a 2D simulation testbed for object movement and collisions to generate videos deterministically governed by one or more classical mechanics laws. This provides an unlimited supply of data for large-scale experimentation and enables quantitative evaluation of whether the generated videos adhere to physical laws. We trained diffusion-based video generation models to predict object movements based on initial frames. Our scaling experiments show perfect generalization within the distribution, measurable scaling behavior for combinatorial generalization, but failure in out-of-distribution scenarios. Further experiments reveal two key insights about the generalization mechanisms of these models: (1) the models fail to abstract general physical rules and instead exhibit "case-based" generalization behavior, i.e., mimicking the closest training example; (2) when generalizing to new cases, models are observed to prioritize different factors when referencing training data: color > size > velocity > shape. Our study suggests that scaling alone is insufficient for video generation models to uncover fundamental physical laws, despite its role in Sora's broader success. See our project page at https://phyworld.github.io
DREAMWALKER: Mental Planning for Continuous Vision-Language Navigation
VLN-CE is a recently released embodied task, where AI agents need to navigate a freely traversable environment to reach a distant target location, given language instructions. It poses great challenges due to the huge space of possible strategies. Driven by the belief that the ability to anticipate the consequences of future actions is crucial for the emergence of intelligent and interpretable planning behavior, we propose DREAMWALKER -- a world model based VLN-CE agent. The world model is built to summarize the visual, topological, and dynamic properties of the complicated continuous environment into a discrete, structured, and compact representation. DREAMWALKER can simulate and evaluate possible plans entirely in such internal abstract world, before executing costly actions. As opposed to existing model-free VLN-CE agents simply making greedy decisions in the real world, which easily results in shortsighted behaviors, DREAMWALKER is able to make strategic planning through large amounts of ``mental experiments.'' Moreover, the imagined future scenarios reflect our agent's intention, making its decision-making process more transparent. Extensive experiments and ablation studies on VLN-CE dataset confirm the effectiveness of the proposed approach and outline fruitful directions for future work.
Navigation World Models
Navigation is a fundamental skill of agents with visual-motor capabilities. We introduce a Navigation World Model (NWM), a controllable video generation model that predicts future visual observations based on past observations and navigation actions. To capture complex environment dynamics, NWM employs a Conditional Diffusion Transformer (CDiT), trained on a diverse collection of egocentric videos of both human and robotic agents, and scaled up to 1 billion parameters. In familiar environments, NWM can plan navigation trajectories by simulating them and evaluating whether they achieve the desired goal. Unlike supervised navigation policies with fixed behavior, NWM can dynamically incorporate constraints during planning. Experiments demonstrate its effectiveness in planning trajectories from scratch or by ranking trajectories sampled from an external policy. Furthermore, NWM leverages its learned visual priors to imagine trajectories in unfamiliar environments from a single input image, making it a flexible and powerful tool for next-generation navigation systems.
BookWorld: From Novels to Interactive Agent Societies for Creative Story Generation
Recent advances in large language models (LLMs) have enabled social simulation through multi-agent systems. Prior efforts focus on agent societies created from scratch, assigning agents with newly defined personas. However, simulating established fictional worlds and characters remain largely underexplored, despite its significant practical value. In this paper, we introduce BookWorld, a comprehensive system for constructing and simulating book-based multi-agent societies. BookWorld's design covers comprehensive real-world intricacies, including diverse and dynamic characters, fictional worldviews, geographical constraints and changes, e.t.c. BookWorld enables diverse applications including story generation, interactive games and social simulation, offering novel ways to extend and explore beloved fictional works. Through extensive experiments, we demonstrate that BookWorld generates creative, high-quality stories while maintaining fidelity to the source books, surpassing previous methods with a win rate of 75.36%. The code of this paper can be found at the project page: https://bookworld2025.github.io/.
DriveDreamer: Towards Real-world-driven World Models for Autonomous Driving
World models, especially in autonomous driving, are trending and drawing extensive attention due to their capacity for comprehending driving environments. The established world model holds immense potential for the generation of high-quality driving videos, and driving policies for safe maneuvering. However, a critical limitation in relevant research lies in its predominant focus on gaming environments or simulated settings, thereby lacking the representation of real-world driving scenarios. Therefore, we introduce DriveDreamer, a pioneering world model entirely derived from real-world driving scenarios. Regarding that modeling the world in intricate driving scenes entails an overwhelming search space, we propose harnessing the powerful diffusion model to construct a comprehensive representation of the complex environment. Furthermore, we introduce a two-stage training pipeline. In the initial phase, DriveDreamer acquires a deep understanding of structured traffic constraints, while the subsequent stage equips it with the ability to anticipate future states. The proposed DriveDreamer is the first world model established from real-world driving scenarios. We instantiate DriveDreamer on the challenging nuScenes benchmark, and extensive experiments verify that DriveDreamer empowers precise, controllable video generation that faithfully captures the structural constraints of real-world traffic scenarios. Additionally, DriveDreamer enables the generation of realistic and reasonable driving policies, opening avenues for interaction and practical applications.
Large Language Models as Commonsense Knowledge for Large-Scale Task Planning
Large-scale task planning is a major challenge. Recent work exploits large language models (LLMs) directly as a policy and shows surprisingly interesting results. This paper shows that LLMs provide a commonsense model of the world in addition to a policy that acts on it. The world model and the policy can be combined in a search algorithm, such as Monte Carlo Tree Search (MCTS), to scale up task planning. In our new LLM-MCTS algorithm, the LLM-induced world model provides a commonsense prior belief for MCTS to achieve effective reasoning; the LLM-induced policy acts as a heuristic to guide the search, vastly improving search efficiency. Experiments show that LLM-MCTS outperforms both MCTS alone and policies induced by LLMs (GPT2 and GPT3.5) by a wide margin, for complex, novel tasks. Further experiments and analyses on multiple tasks -- multiplication, multi-hop travel planning, object rearrangement -- suggest minimum description length (MDL) as a general guiding principle: if the description length of the world model is substantially smaller than that of the policy, using LLM as a world model for model-based planning is likely better than using LLM solely as a policy.
WALL-E: World Alignment by Rule Learning Improves World Model-based LLM Agents
Can large language models (LLMs) directly serve as powerful world models for model-based agents? While the gaps between the prior knowledge of LLMs and the specified environment's dynamics do exist, our study reveals that the gaps can be bridged by aligning an LLM with its deployed environment and such "world alignment" can be efficiently achieved by rule learning on LLMs. Given the rich prior knowledge of LLMs, only a few additional rules suffice to align LLM predictions with the specified environment dynamics. To this end, we propose a neurosymbolic approach to learn these rules gradient-free through LLMs, by inducing, updating, and pruning rules based on comparisons of agent-explored trajectories and world model predictions. The resulting world model is composed of the LLM and the learned rules. Our embodied LLM agent "WALL-E" is built upon model-predictive control (MPC). By optimizing look-ahead actions based on the precise world model, MPC significantly improves exploration and learning efficiency. Compared to existing LLM agents, WALL-E's reasoning only requires a few principal rules rather than verbose buffered trajectories being included in the LLM input. On open-world challenges in Minecraft and ALFWorld, WALL-E achieves higher success rates than existing methods, with lower costs on replanning time and the number of tokens used for reasoning. In Minecraft, WALL-E exceeds baselines by 15-30% in success rate while costing 8-20 fewer replanning rounds and only 60-80% of tokens. In ALFWorld, its success rate surges to a new record high of 95% only after 6 iterations.
WebEvolver: Enhancing Web Agent Self-Improvement with Coevolving World Model
Agent self-improvement, where the backbone Large Language Model (LLM) of the agent are trained on trajectories sampled autonomously based on their own policies, has emerged as a promising approach for enhancing performance. Recent advancements, particularly in web environments, face a critical limitation: their performance will reach a stagnation point during autonomous learning cycles, hindering further improvement. We argue that this stems from limited exploration of the web environment and insufficient exploitation of pre-trained web knowledge in LLMs. To improve the performance of self-improvement, we propose a novel framework that introduces a co-evolving World Model LLM. This world model predicts the next observation based on the current observation and action within the web environment. Leveraging LLMs' pretrained knowledge of abundant web content, the World Model serves dual roles: (1) as a virtual web server generating self-instructed training data to continuously refine the agent's policy, and (2) as an imagination engine during inference, enabling look-ahead simulation to guide action selection for the agent LLM. Experiments in real-world web environments (Mind2Web-Live, WebVoyager, and GAIA-web) show a 10% performance gain over existing self-evolving agents, demonstrating the efficacy and generalizability of our approach, without using any distillation from more powerful close-sourced models. Our work establishes the necessity of integrating world models into autonomous agent frameworks to unlock sustained adaptability.
HERMES: A Unified Self-Driving World Model for Simultaneous 3D Scene Understanding and Generation
Driving World Models (DWMs) have become essential for autonomous driving by enabling future scene prediction. However, existing DWMs are limited to scene generation and fail to incorporate scene understanding, which involves interpreting and reasoning about the driving environment. In this paper, we present a unified Driving World Model named HERMES. We seamlessly integrate 3D scene understanding and future scene evolution (generation) through a unified framework in driving scenarios. Specifically, HERMES leverages a Bird's-Eye View (BEV) representation to consolidate multi-view spatial information while preserving geometric relationships and interactions. We also introduce world queries, which incorporate world knowledge into BEV features via causal attention in the Large Language Model (LLM), enabling contextual enrichment for understanding and generation tasks. We conduct comprehensive studies on nuScenes and OmniDrive-nuScenes datasets to validate the effectiveness of our method. HERMES achieves state-of-the-art performance, reducing generation error by 32.4% and improving understanding metrics such as CIDEr by 8.0%. The model and code will be publicly released at https://github.com/LMD0311/HERMES.
WorldPM: Scaling Human Preference Modeling
Motivated by scaling laws in language modeling that demonstrate how test loss scales as a power law with model and dataset sizes, we find that similar laws exist in preference modeling. We propose World Preference Modeling$ (WorldPM) to emphasize this scaling potential, where World Preference embodies a unified representation of human preferences. In this paper, we collect preference data from public forums covering diverse user communities, and conduct extensive training using 15M-scale data across models ranging from 1.5B to 72B parameters. We observe distinct patterns across different evaluation metrics: (1) Adversarial metrics (ability to identify deceptive features) consistently scale up with increased training data and base model size; (2) Objective metrics (objective knowledge with well-defined answers) show emergent behavior in larger language models, highlighting WorldPM's scalability potential; (3) Subjective metrics (subjective preferences from a limited number of humans or AI) do not demonstrate scaling trends. Further experiments validate the effectiveness of WorldPM as a foundation for preference fine-tuning. Through evaluations on 7 benchmarks with 20 subtasks, we find that WorldPM broadly improves the generalization performance across human preference datasets of varying sizes (7K, 100K and 800K samples), with performance gains exceeding 5% on many key subtasks. Integrating WorldPM into our internal RLHF pipeline, we observe significant improvements on both in-house and public evaluation sets, with notable gains of 4% to 8% in our in-house evaluations.
WorldScore: A Unified Evaluation Benchmark for World Generation
We introduce the WorldScore benchmark, the first unified benchmark for world generation. We decompose world generation into a sequence of next-scene generation tasks with explicit camera trajectory-based layout specifications, enabling unified evaluation of diverse approaches from 3D and 4D scene generation to video generation models. The WorldScore benchmark encompasses a curated dataset of 3,000 test examples that span diverse worlds: static and dynamic, indoor and outdoor, photorealistic and stylized. The WorldScore metrics evaluate generated worlds through three key aspects: controllability, quality, and dynamics. Through extensive evaluation of 19 representative models, including both open-source and closed-source ones, we reveal key insights and challenges for each category of models. Our dataset, evaluation code, and leaderboard can be found at https://haoyi-duan.github.io/WorldScore/
BIMgent: Towards Autonomous Building Modeling via Computer-use Agents
Existing computer-use agents primarily focus on general-purpose desktop automation tasks, with limited exploration of their application in highly specialized domains. In particular, the 3D building modeling process in the Architecture, Engineering, and Construction (AEC) sector involves open-ended design tasks and complex interaction patterns within Building Information Modeling (BIM) authoring software, which has yet to be thoroughly addressed by current studies. In this paper, we propose BIMgent, an agentic framework powered by multimodal large language models (LLMs), designed to enable autonomous building model authoring via graphical user interface (GUI) operations. BIMgent automates the architectural building modeling process, including multimodal input for conceptual design, planning of software-specific workflows, and efficient execution of the authoring GUI actions. We evaluate BIMgent on real-world building modeling tasks, including both text-based conceptual design generation and reconstruction from existing building design. The design quality achieved by BIMgent was found to be reasonable. Its operations achieved a 32% success rate, whereas all baseline models failed to complete the tasks (0% success rate). Results demonstrate that BIMgent effectively reduces manual workload while preserving design intent, highlighting its potential for practical deployment in real-world architectural modeling scenarios. Project page: https://tumcms.github.io/BIMgent.github.io/
SimWorld: A Unified Benchmark for Simulator-Conditioned Scene Generation via World Model
With the rapid advancement of autonomous driving technology, a lack of data has become a major obstacle to enhancing perception model accuracy. Researchers are now exploring controllable data generation using world models to diversify datasets. However, previous work has been limited to studying image generation quality on specific public datasets. There is still relatively little research on how to build data generation engines for real-world application scenes to achieve large-scale data generation for challenging scenes. In this paper, a simulator-conditioned scene generation engine based on world model is proposed. By constructing a simulation system consistent with real-world scenes, simulation data and labels, which serve as the conditions for data generation in the world model, for any scenes can be collected. It is a novel data generation pipeline by combining the powerful scene simulation capabilities of the simulation engine with the robust data generation capabilities of the world model. In addition, a benchmark with proportionally constructed virtual and real data, is provided for exploring the capabilities of world models in real-world scenes. Quantitative results show that these generated images significantly improve downstream perception models performance. Finally, we explored the generative performance of the world model in urban autonomous driving scenarios. All the data and code will be available at https://github.com/Li-Zn-H/SimWorld.
Machine Learning Global Simulation of Nonlocal Gravity Wave Propagation
Global climate models typically operate at a grid resolution of hundreds of kilometers and fail to resolve atmospheric mesoscale processes, e.g., clouds, precipitation, and gravity waves (GWs). Model representation of these processes and their sources is essential to the global circulation and planetary energy budget, but subgrid scale contributions from these processes are often only approximately represented in models using parameterizations. These parameterizations are subject to approximations and idealizations, which limit their capability and accuracy. The most drastic of these approximations is the "single-column approximation" which completely neglects the horizontal evolution of these processes, resulting in key biases in current climate models. With a focus on atmospheric GWs, we present the first-ever global simulation of atmospheric GW fluxes using machine learning (ML) models trained on the WINDSET dataset to emulate global GW emulation in the atmosphere, as an alternative to traditional single-column parameterizations. Using an Attention U-Net-based architecture trained on globally resolved GW momentum fluxes, we illustrate the importance and effectiveness of global nonlocality, when simulating GWs using data-driven schemes.
MUVO: A Multimodal Generative World Model for Autonomous Driving with Geometric Representations
World models for autonomous driving have the potential to dramatically improve the reasoning capabilities of today's systems. However, most works focus on camera data, with only a few that leverage lidar data or combine both to better represent autonomous vehicle sensor setups. In addition, raw sensor predictions are less actionable than 3D occupancy predictions, but there are no works examining the effects of combining both multimodal sensor data and 3D occupancy prediction. In this work, we perform a set of experiments with a MUltimodal World Model with Geometric VOxel representations (MUVO) to evaluate different sensor fusion strategies to better understand the effects on sensor data prediction. We also analyze potential weaknesses of current sensor fusion approaches and examine the benefits of additionally predicting 3D occupancy.
EditWorld: Simulating World Dynamics for Instruction-Following Image Editing
Diffusion models have significantly improved the performance of image editing. Existing methods realize various approaches to achieve high-quality image editing, including but not limited to text control, dragging operation, and mask-and-inpainting. Among these, instruction-based editing stands out for its convenience and effectiveness in following human instructions across diverse scenarios. However, it still focuses on simple editing operations like adding, replacing, or deleting, and falls short of understanding aspects of world dynamics that convey the realistic dynamic nature in the physical world. Therefore, this work, EditWorld, introduces a new editing task, namely world-instructed image editing, which defines and categorizes the instructions grounded by various world scenarios. We curate a new image editing dataset with world instructions using a set of large pretrained models (e.g., GPT-3.5, Video-LLava and SDXL). To enable sufficient simulation of world dynamics for image editing, our EditWorld trains model in the curated dataset, and improves instruction-following ability with designed post-edit strategy. Extensive experiments demonstrate our method significantly outperforms existing editing methods in this new task. Our dataset and code will be available at https://github.com/YangLing0818/EditWorld
WorldSimBench: Towards Video Generation Models as World Simulators
Recent advancements in predictive models have demonstrated exceptional capabilities in predicting the future state of objects and scenes. However, the lack of categorization based on inherent characteristics continues to hinder the progress of predictive model development. Additionally, existing benchmarks are unable to effectively evaluate higher-capability, highly embodied predictive models from an embodied perspective. In this work, we classify the functionalities of predictive models into a hierarchy and take the first step in evaluating World Simulators by proposing a dual evaluation framework called WorldSimBench. WorldSimBench includes Explicit Perceptual Evaluation and Implicit Manipulative Evaluation, encompassing human preference assessments from the visual perspective and action-level evaluations in embodied tasks, covering three representative embodied scenarios: Open-Ended Embodied Environment, Autonomous, Driving, and Robot Manipulation. In the Explicit Perceptual Evaluation, we introduce the HF-Embodied Dataset, a video assessment dataset based on fine-grained human feedback, which we use to train a Human Preference Evaluator that aligns with human perception and explicitly assesses the visual fidelity of World Simulators. In the Implicit Manipulative Evaluation, we assess the video-action consistency of World Simulators by evaluating whether the generated situation-aware video can be accurately translated into the correct control signals in dynamic environments. Our comprehensive evaluation offers key insights that can drive further innovation in video generation models, positioning World Simulators as a pivotal advancement toward embodied artificial intelligence.
Medical World Model: Generative Simulation of Tumor Evolution for Treatment Planning
Providing effective treatment and making informed clinical decisions are essential goals of modern medicine and clinical care. We are interested in simulating disease dynamics for clinical decision-making, leveraging recent advances in large generative models. To this end, we introduce the Medical World Model (MeWM), the first world model in medicine that visually predicts future disease states based on clinical decisions. MeWM comprises (i) vision-language models to serve as policy models, and (ii) tumor generative models as dynamics models. The policy model generates action plans, such as clinical treatments, while the dynamics model simulates tumor progression or regression under given treatment conditions. Building on this, we propose the inverse dynamics model that applies survival analysis to the simulated post-treatment tumor, enabling the evaluation of treatment efficacy and the selection of the optimal clinical action plan. As a result, the proposed MeWM simulates disease dynamics by synthesizing post-treatment tumors, with state-of-the-art specificity in Turing tests evaluated by radiologists. Simultaneously, its inverse dynamics model outperforms medical-specialized GPTs in optimizing individualized treatment protocols across all metrics. Notably, MeWM improves clinical decision-making for interventional physicians, boosting F1-score in selecting the optimal TACE protocol by 13%, paving the way for future integration of medical world models as the second readers.
Pre-training Contextualized World Models with In-the-wild Videos for Reinforcement Learning
Unsupervised pre-training methods utilizing large and diverse datasets have achieved tremendous success across a range of domains. Recent work has investigated such unsupervised pre-training methods for model-based reinforcement learning (MBRL) but is limited to domain-specific or simulated data. In this paper, we study the problem of pre-training world models with abundant in-the-wild videos for efficient learning of downstream visual control tasks. However, in-the-wild videos are complicated with various contextual factors, such as intricate backgrounds and textured appearance, which precludes a world model from extracting shared world knowledge to generalize better. To tackle this issue, we introduce Contextualized World Models (ContextWM) that explicitly model both the context and dynamics to overcome the complexity and diversity of in-the-wild videos and facilitate knowledge transfer between distinct scenes. Specifically, a contextualized extension of the latent dynamics model is elaborately realized by incorporating a context encoder to retain contextual information and empower the image decoder, which allows the latent dynamics model to concentrate on essential temporal variations. Our experiments show that in-the-wild video pre-training equipped with ContextWM can significantly improve the sample-efficiency of MBRL in various domains, including robotic manipulation, locomotion, and autonomous driving.
Bootstrapping World Models from Dynamics Models in Multimodal Foundation Models
To what extent do vision-and-language foundation models possess a realistic world model (observation times action rightarrow observation) and a dynamics model (observation times observation rightarrow action), when actions are expressed through language? While open-source foundation models struggle with both, we find that fine-tuning them to acquire a dynamics model through supervision is significantly easier than acquiring a world model. In turn, dynamics models can be used to bootstrap world models through two main strategies: 1) weakly supervised learning from synthetic data and 2) inference time verification. Firstly, the dynamics model can annotate actions for unlabelled pairs of video frame observations to expand the training data. We further propose a new objective, where image tokens in observation pairs are weighted by their importance, as predicted by a recognition model. Secondly, the dynamics models can assign rewards to multiple samples of the world model to score them, effectively guiding search at inference time. We evaluate the world models resulting from both strategies through the task of action-centric image editing on Aurora-Bench. Our best model achieves a performance competitive with state-of-the-art image editing models, improving on them by a margin of 15% on real-world subsets according to GPT4o-as-judge, and achieving the best average human evaluation across all subsets of Aurora-Bench.
Cognitively Inspired Energy-Based World Models
One of the predominant methods for training world models is autoregressive prediction in the output space of the next element of a sequence. In Natural Language Processing (NLP), this takes the form of Large Language Models (LLMs) predicting the next token; in Computer Vision (CV), this takes the form of autoregressive models predicting the next frame/token/pixel. However, this approach differs from human cognition in several respects. First, human predictions about the future actively influence internal cognitive processes. Second, humans naturally evaluate the plausibility of predictions regarding future states. Based on this capability, and third, by assessing when predictions are sufficient, humans allocate a dynamic amount of time to make a prediction. This adaptive process is analogous to System 2 thinking in psychology. All these capabilities are fundamental to the success of humans at high-level reasoning and planning. Therefore, to address the limitations of traditional autoregressive models lacking these human-like capabilities, we introduce Energy-Based World Models (EBWM). EBWM involves training an Energy-Based Model (EBM) to predict the compatibility of a given context and a predicted future state. In doing so, EBWM enables models to achieve all three facets of human cognition described. Moreover, we developed a variant of the traditional autoregressive transformer tailored for Energy-Based models, termed the Energy-Based Transformer (EBT). Our results demonstrate that EBWM scales better with data and GPU Hours than traditional autoregressive transformers in CV, and that EBWM offers promising early scaling in NLP. Consequently, this approach offers an exciting path toward training future models capable of System 2 thinking and intelligently searching across state spaces.
DrivingDojo Dataset: Advancing Interactive and Knowledge-Enriched Driving World Model
Driving world models have gained increasing attention due to their ability to model complex physical dynamics. However, their superb modeling capability is yet to be fully unleashed due to the limited video diversity in current driving datasets. We introduce DrivingDojo, the first dataset tailor-made for training interactive world models with complex driving dynamics. Our dataset features video clips with a complete set of driving maneuvers, diverse multi-agent interplay, and rich open-world driving knowledge, laying a stepping stone for future world model development. We further define an action instruction following (AIF) benchmark for world models and demonstrate the superiority of the proposed dataset for generating action-controlled future predictions.
Drama: Mamba-Enabled Model-Based Reinforcement Learning Is Sample and Parameter Efficient
Model-based reinforcement learning (RL) offers a solution to the data inefficiency that plagues most model-free RL algorithms. However, learning a robust world model often requires complex and deep architectures, which are computationally expensive and challenging to train. Within the world model, sequence models play a critical role in accurate predictions, and various architectures have been explored, each with its own challenges. Currently, recurrent neural network (RNN)-based world models struggle with vanishing gradients and capturing long-term dependencies. Transformers, on the other hand, suffer from the quadratic memory and computational complexity of self-attention mechanisms, scaling as O(n^2), where n is the sequence length. To address these challenges, we propose a state space model (SSM)-based world model, Drama, specifically leveraging Mamba, that achieves O(n) memory and computational complexity while effectively capturing long-term dependencies and enabling efficient training with longer sequences. We also introduce a novel sampling method to mitigate the suboptimality caused by an incorrect world model in the early training stages. Combining these techniques, Drama achieves a normalised score on the Atari100k benchmark that is competitive with other state-of-the-art (SOTA) model-based RL algorithms, using only a 7 million-parameter world model. Drama is accessible and trainable on off-the-shelf hardware, such as a standard laptop. Our code is available at https://github.com/realwenlongwang/Drama.git.
Statler: State-Maintaining Language Models for Embodied Reasoning
Large language models (LLMs) provide a promising tool that enable robots to perform complex robot reasoning tasks. However, the limited context window of contemporary LLMs makes reasoning over long time horizons difficult. Embodied tasks such as those that one might expect a household robot to perform typically require that the planner consider information acquired a long time ago (e.g., properties of the many objects that the robot previously encountered in the environment). Attempts to capture the world state using an LLM's implicit internal representation is complicated by the paucity of task- and environment-relevant information available in a robot's action history, while methods that rely on the ability to convey information via the prompt to the LLM are subject to its limited context window. In this paper, we propose Statler, a framework that endows LLMs with an explicit representation of the world state as a form of ``memory'' that is maintained over time. Integral to Statler is its use of two instances of general LLMs -- a world-model reader and a world-model writer -- that interface with and maintain the world state. By providing access to this world state ``memory'', Statler improves the ability of existing LLMs to reason over longer time horizons without the constraint of context length. We evaluate the effectiveness of our approach on three simulated table-top manipulation domains and a real robot domain, and show that it improves the state-of-the-art in LLM-based robot reasoning. Project website: https://statler-lm.github.io/
GINA-3D: Learning to Generate Implicit Neural Assets in the Wild
Modeling the 3D world from sensor data for simulation is a scalable way of developing testing and validation environments for robotic learning problems such as autonomous driving. However, manually creating or re-creating real-world-like environments is difficult, expensive, and not scalable. Recent generative model techniques have shown promising progress to address such challenges by learning 3D assets using only plentiful 2D images -- but still suffer limitations as they leverage either human-curated image datasets or renderings from manually-created synthetic 3D environments. In this paper, we introduce GINA-3D, a generative model that uses real-world driving data from camera and LiDAR sensors to create realistic 3D implicit neural assets of diverse vehicles and pedestrians. Compared to the existing image datasets, the real-world driving setting poses new challenges due to occlusions, lighting-variations and long-tail distributions. GINA-3D tackles these challenges by decoupling representation learning and generative modeling into two stages with a learned tri-plane latent structure, inspired by recent advances in generative modeling of images. To evaluate our approach, we construct a large-scale object-centric dataset containing over 1.2M images of vehicles and pedestrians from the Waymo Open Dataset, and a new set of 80K images of long-tail instances such as construction equipment, garbage trucks, and cable cars. We compare our model with existing approaches and demonstrate that it achieves state-of-the-art performance in quality and diversity for both generated images and geometries.
A Data Source for Reasoning Embodied Agents
Recent progress in using machine learning models for reasoning tasks has been driven by novel model architectures, large-scale pre-training protocols, and dedicated reasoning datasets for fine-tuning. In this work, to further pursue these advances, we introduce a new data generator for machine reasoning that integrates with an embodied agent. The generated data consists of templated text queries and answers, matched with world-states encoded into a database. The world-states are a result of both world dynamics and the actions of the agent. We show the results of several baseline models on instantiations of train sets. These include pre-trained language models fine-tuned on a text-formatted representation of the database, and graph-structured Transformers operating on a knowledge-graph representation of the database. We find that these models can answer some questions about the world-state, but struggle with others. These results hint at new research directions in designing neural reasoning models and database representations. Code to generate the data will be released at github.com/facebookresearch/neuralmemory
Video World Models with Long-term Spatial Memory
Emerging world models autoregressively generate video frames in response to actions, such as camera movements and text prompts, among other control signals. Due to limited temporal context window sizes, these models often struggle to maintain scene consistency during revisits, leading to severe forgetting of previously generated environments. Inspired by the mechanisms of human memory, we introduce a novel framework to enhancing long-term consistency of video world models through a geometry-grounded long-term spatial memory. Our framework includes mechanisms to store and retrieve information from the long-term spatial memory and we curate custom datasets to train and evaluate world models with explicitly stored 3D memory mechanisms. Our evaluations show improved quality, consistency, and context length compared to relevant baselines, paving the way towards long-term consistent world generation.
On the Feasibility of Cross-Task Transfer with Model-Based Reinforcement Learning
Reinforcement Learning (RL) algorithms can solve challenging control problems directly from image observations, but they often require millions of environment interactions to do so. Recently, model-based RL algorithms have greatly improved sample-efficiency by concurrently learning an internal model of the world, and supplementing real environment interactions with imagined rollouts for policy improvement. However, learning an effective model of the world from scratch is challenging, and in stark contrast to humans that rely heavily on world understanding and visual cues for learning new skills. In this work, we investigate whether internal models learned by modern model-based RL algorithms can be leveraged to solve new, distinctly different tasks faster. We propose Model-Based Cross-Task Transfer (XTRA), a framework for sample-efficient online RL with scalable pretraining and finetuning of learned world models. By offline multi-task pretraining and online cross-task finetuning, we achieve substantial improvements over a baseline trained from scratch; we improve mean performance of model-based algorithm EfficientZero by 23%, and by as much as 71% in some instances.
Reward-Free Curricula for Training Robust World Models
There has been a recent surge of interest in developing generally-capable agents that can adapt to new tasks without additional training in the environment. Learning world models from reward-free exploration is a promising approach, and enables policies to be trained using imagined experience for new tasks. However, achieving a general agent requires robustness across different environments. In this work, we address the novel problem of generating curricula in the reward-free setting to train robust world models. We consider robustness in terms of minimax regret over all environment instantiations and show that the minimax regret can be connected to minimising the maximum error in the world model across environment instances. This result informs our algorithm, WAKER: Weighted Acquisition of Knowledge across Environments for Robustness. WAKER selects environments for data collection based on the estimated error of the world model for each environment. Our experiments demonstrate that WAKER outperforms several baselines, resulting in improved robustness, efficiency, and generalisation.
GeoDrive: 3D Geometry-Informed Driving World Model with Precise Action Control
Recent advancements in world models have revolutionized dynamic environment simulation, allowing systems to foresee future states and assess potential actions. In autonomous driving, these capabilities help vehicles anticipate the behavior of other road users, perform risk-aware planning, accelerate training in simulation, and adapt to novel scenarios, thereby enhancing safety and reliability. Current approaches exhibit deficiencies in maintaining robust 3D geometric consistency or accumulating artifacts during occlusion handling, both critical for reliable safety assessment in autonomous navigation tasks. To address this, we introduce GeoDrive, which explicitly integrates robust 3D geometry conditions into driving world models to enhance spatial understanding and action controllability. Specifically, we first extract a 3D representation from the input frame and then obtain its 2D rendering based on the user-specified ego-car trajectory. To enable dynamic modeling, we propose a dynamic editing module during training to enhance the renderings by editing the positions of the vehicles. Extensive experiments demonstrate that our method significantly outperforms existing models in both action accuracy and 3D spatial awareness, leading to more realistic, adaptable, and reliable scene modeling for safer autonomous driving. Additionally, our model can generalize to novel trajectories and offers interactive scene editing capabilities, such as object editing and object trajectory control.
Embodied Multi-Modal Agent trained by an LLM from a Parallel TextWorld
While large language models (LLMs) excel in a simulated world of texts, they struggle to interact with the more realistic world without perceptions of other modalities such as visual or audio signals. Although vision-language models (VLMs) integrate LLM modules (1) aligned with static image features, and (2) may possess prior knowledge of world dynamics (as demonstrated in the text world), they have not been trained in an embodied visual world and thus cannot align with its dynamics. On the other hand, training an embodied agent in a noisy visual world without expert guidance is often challenging and inefficient. In this paper, we train a VLM agent living in a visual world using an LLM agent excelling in a parallel text world (but inapplicable to the visual world). Specifically, we distill LLM's reflection outcomes (improved actions by analyzing mistakes) in a text world's tasks to finetune the VLM on the same tasks of the visual world, resulting in an Embodied Multi-Modal Agent (EMMA) quickly adapting to the visual world dynamics. Such cross-modality imitation learning between the two parallel worlds enables EMMA to generalize to a broad scope of new tasks without any further guidance from the LLM expert. Extensive evaluations on the ALFWorld benchmark highlight EMMA's superior performance to SOTA VLM-based agents across diverse tasks, e.g., 20%-70% improvement in the success rate.
Driving into the Future: Multiview Visual Forecasting and Planning with World Model for Autonomous Driving
In autonomous driving, predicting future events in advance and evaluating the foreseeable risks empowers autonomous vehicles to better plan their actions, enhancing safety and efficiency on the road. To this end, we propose Drive-WM, the first driving world model compatible with existing end-to-end planning models. Through a joint spatial-temporal modeling facilitated by view factorization, our model generates high-fidelity multiview videos in driving scenes. Building on its powerful generation ability, we showcase the potential of applying the world model for safe driving planning for the first time. Particularly, our Drive-WM enables driving into multiple futures based on distinct driving maneuvers, and determines the optimal trajectory according to the image-based rewards. Evaluation on real-world driving datasets verifies that our method could generate high-quality, consistent, and controllable multiview videos, opening up possibilities for real-world simulations and safe planning.
MaskGWM: A Generalizable Driving World Model with Video Mask Reconstruction
World models that forecast environmental changes from actions are vital for autonomous driving models with strong generalization. The prevailing driving world model mainly build on video prediction model. Although these models can produce high-fidelity video sequences with advanced diffusion-based generator, they are constrained by their predictive duration and overall generalization capabilities. In this paper, we explore to solve this problem by combining generation loss with MAE-style feature-level context learning. In particular, we instantiate this target with three key design: (1) A more scalable Diffusion Transformer (DiT) structure trained with extra mask construction task. (2) we devise diffusion-related mask tokens to deal with the fuzzy relations between mask reconstruction and generative diffusion process. (3) we extend mask construction task to spatial-temporal domain by utilizing row-wise mask for shifted self-attention rather than masked self-attention in MAE. Then, we adopt a row-wise cross-view module to align with this mask design. Based on above improvement, we propose MaskGWM: a Generalizable driving World Model embodied with Video Mask reconstruction. Our model contains two variants: MaskGWM-long, focusing on long-horizon prediction, and MaskGWM-mview, dedicated to multi-view generation. Comprehensive experiments on standard benchmarks validate the effectiveness of the proposed method, which contain normal validation of Nuscene dataset, long-horizon rollout of OpenDV-2K dataset and zero-shot validation of Waymo dataset. Quantitative metrics on these datasets show our method notably improving state-of-the-art driving world model.
EarthCrafter: Scalable 3D Earth Generation via Dual-Sparse Latent Diffusion
Despite the remarkable developments achieved by recent 3D generation works, scaling these methods to geographic extents, such as modeling thousands of square kilometers of Earth's surface, remains an open challenge. We address this through a dual innovation in data infrastructure and model architecture. First, we introduce Aerial-Earth3D, the largest 3D aerial dataset to date, consisting of 50k curated scenes (each measuring 600m x 600m) captured across the U.S. mainland, comprising 45M multi-view Google Earth frames. Each scene provides pose-annotated multi-view images, depth maps, normals, semantic segmentation, and camera poses, with explicit quality control to ensure terrain diversity. Building on this foundation, we propose EarthCrafter, a tailored framework for large-scale 3D Earth generation via sparse-decoupled latent diffusion. Our architecture separates structural and textural generation: 1) Dual sparse 3D-VAEs compress high-resolution geometric voxels and textural 2D Gaussian Splats (2DGS) into compact latent spaces, largely alleviating the costly computation suffering from vast geographic scales while preserving critical information. 2) We propose condition-aware flow matching models trained on mixed inputs (semantics, images, or neither) to flexibly model latent geometry and texture features independently. Extensive experiments demonstrate that EarthCrafter performs substantially better in extremely large-scale generation. The framework further supports versatile applications, from semantic-guided urban layout generation to unconditional terrain synthesis, while maintaining geographic plausibility through our rich data priors from Aerial-Earth3D. Our project page is available at https://whiteinblue.github.io/earthcrafter/
Aligning Text, Images, and 3D Structure Token-by-Token
Creating machines capable of understanding the world in 3D is essential in assisting designers that build and edit 3D environments and robots navigating and interacting within a three-dimensional space. Inspired by advances in language and image modeling, we investigate the potential of autoregressive models for a new modality: structured 3D scenes. To this end, we propose a unified LLM framework that aligns language, images, and 3D scenes and provide a detailed ''cookbook'' outlining critical design choices for achieving optimal training and performance addressing key questions related to data representation, modality-specific objectives, and more. We evaluate performance across four core 3D tasks -- rendering, recognition, instruction-following, and question-answering -- and four 3D datasets, synthetic and real-world. We extend our approach to reconstruct complex 3D object shapes by enriching our 3D modality with quantized shape encodings, and show our model's effectiveness on real-world 3D object recognition tasks. Project webpage: https://glab-caltech.github.io/kyvo/
Language Models Meet World Models: Embodied Experiences Enhance Language Models
While large language models (LMs) have shown remarkable capabilities across numerous tasks, they often struggle with simple reasoning and planning in physical environments, such as understanding object permanence or planning household activities. The limitation arises from the fact that LMs are trained only on written text and miss essential embodied knowledge and skills. In this paper, we propose a new paradigm of enhancing LMs by finetuning them with world models, to gain diverse embodied knowledge while retaining their general language capabilities. Our approach deploys an embodied agent in a world model, particularly a simulator of the physical world (VirtualHome), and acquires a diverse set of embodied experiences through both goal-oriented planning and random exploration. These experiences are then used to finetune LMs to teach diverse abilities of reasoning and acting in the physical world, e.g., planning and completing goals, object permanence and tracking, etc. Moreover, it is desirable to preserve the generality of LMs during finetuning, which facilitates generalizing the embodied knowledge across tasks rather than being tied to specific simulations. We thus further introduce the classical elastic weight consolidation (EWC) for selective weight updates, combined with low-rank adapters (LoRA) for training efficiency. Extensive experiments show our approach substantially improves base LMs on 18 downstream tasks by 64.28% on average. In particular, the small LMs (1.3B and 6B) enhanced by our approach match or even outperform much larger LMs (e.g., ChatGPT).
Trajectory World Models for Heterogeneous Environments
Heterogeneity in sensors and actuators across environments poses a significant challenge to building large-scale pre-trained world models on top of this low-dimensional sensor information. In this work, we explore pre-training world models for heterogeneous environments by addressing key transfer barriers in both data diversity and model flexibility. We introduce UniTraj, a unified dataset comprising over one million trajectories from 80 environments, designed to scale data while preserving critical diversity. Additionally, we propose TrajWorld, a novel architecture capable of flexibly handling varying sensor and actuator information and capturing environment dynamics in-context. Pre-training TrajWorld on UniTraj demonstrates significant improvements in transition prediction and achieves a new state-of-the-art for off-policy evaluation. To the best of our knowledge, this work, for the first time, demonstrates the transfer benefits of world models across heterogeneous and complex control environments.
Language Models, Agent Models, and World Models: The LAW for Machine Reasoning and Planning
Despite their tremendous success in many applications, large language models often fall short of consistent reasoning and planning in various (language, embodied, and social) scenarios, due to inherent limitations in their inference, learning, and modeling capabilities. In this position paper, we present a new perspective of machine reasoning, LAW, that connects the concepts of Language models, Agent models, and World models, for more robust and versatile reasoning capabilities. In particular, we propose that world and agent models are a better abstraction of reasoning, that introduces the crucial elements of deliberate human-like reasoning, including beliefs about the world and other agents, anticipation of consequences, goals/rewards, and strategic planning. Crucially, language models in LAW serve as a backend to implement the system or its elements and hence provide the computational power and adaptability. We review the recent studies that have made relevant progress and discuss future research directions towards operationalizing the LAW framework.
Cosmos-Transfer1: Conditional World Generation with Adaptive Multimodal Control
We introduce Cosmos-Transfer, a conditional world generation model that can generate world simulations based on multiple spatial control inputs of various modalities such as segmentation, depth, and edge. In the design, the spatial conditional scheme is adaptive and customizable. It allows weighting different conditional inputs differently at different spatial locations. This enables highly controllable world generation and finds use in various world-to-world transfer use cases, including Sim2Real. We conduct extensive evaluations to analyze the proposed model and demonstrate its applications for Physical AI, including robotics Sim2Real and autonomous vehicle data enrichment. We further demonstrate an inference scaling strategy to achieve real-time world generation with an NVIDIA GB200 NVL72 rack. To help accelerate research development in the field, we open-source our models and code at https://github.com/nvidia-cosmos/cosmos-transfer1.
Mamo: a Mathematical Modeling Benchmark with Solvers
Mathematical modeling involves representing real-world phenomena, systems, or problems using mathematical expressions and equations to analyze, understand, and predict their behavior. Given that this process typically requires experienced experts, there is an interest in exploring whether Large Language Models (LLMs) can undertake mathematical modeling to potentially decrease human labor. To evaluate of LLMs in mathematical modeling, we introduce a new benchmark, Mamo, that transcends traditional result-oriented assessments. Unlike conventional methods that primarily assess LLMs based on the accuracy of solutions to mathematical problems, our approach offers deeper insight into the modeling process itself. By focusing on the processes LLMs undertake rather than the correctness of their final solutions, Mamo pioneers a novel evaluation paradigm. This shift underscores the importance of understanding the inherent modeling capabilities of LLMs, paving the way for a more nuanced and comprehensive analysis of their problem-solving strategies. Our work marks a significant advancement in the field, suggesting a new direction for future research by emphasizing the evaluation of LLMs' modeling processes over the mere correctness of answers. This benchmark not only facilitates a better understanding of LLMs' mathematical modeling capabilities but also sets a new standard for evaluating their performance in complex problem-solving scenarios.
Applications of Large Models in Medicine
This paper explores the advancements and applications of large-scale models in the medical field, with a particular focus on Medical Large Models (MedLMs). These models, encompassing Large Language Models (LLMs), Vision Models, 3D Large Models, and Multimodal Models, are revolutionizing healthcare by enhancing disease prediction, diagnostic assistance, personalized treatment planning, and drug discovery. The integration of graph neural networks in medical knowledge graphs and drug discovery highlights the potential of Large Graph Models (LGMs) in understanding complex biomedical relationships. The study also emphasizes the transformative role of Vision-Language Models (VLMs) and 3D Large Models in medical image analysis, anatomical modeling, and prosthetic design. Despite the challenges, these technologies are setting new benchmarks in medical innovation, improving diagnostic accuracy, and paving the way for personalized healthcare solutions. This paper aims to provide a comprehensive overview of the current state and future directions of large models in medicine, underscoring their significance in advancing global health.
PolyGen: An Autoregressive Generative Model of 3D Meshes
Polygon meshes are an efficient representation of 3D geometry, and are of central importance in computer graphics, robotics and games development. Existing learning-based approaches have avoided the challenges of working with 3D meshes, instead using alternative object representations that are more compatible with neural architectures and training approaches. We present an approach which models the mesh directly, predicting mesh vertices and faces sequentially using a Transformer-based architecture. Our model can condition on a range of inputs, including object classes, voxels, and images, and because the model is probabilistic it can produce samples that capture uncertainty in ambiguous scenarios. We show that the model is capable of producing high-quality, usable meshes, and establish log-likelihood benchmarks for the mesh-modelling task. We also evaluate the conditional models on surface reconstruction metrics against alternative methods, and demonstrate competitive performance despite not training directly on this task.
DriveDreamer4D: World Models Are Effective Data Machines for 4D Driving Scene Representation
Closed-loop simulation is essential for advancing end-to-end autonomous driving systems. Contemporary sensor simulation methods, such as NeRF and 3DGS, rely predominantly on conditions closely aligned with training data distributions, which are largely confined to forward-driving scenarios. Consequently, these methods face limitations when rendering complex maneuvers (e.g., lane change, acceleration, deceleration). Recent advancements in autonomous-driving world models have demonstrated the potential to generate diverse driving videos. However, these approaches remain constrained to 2D video generation, inherently lacking the spatiotemporal coherence required to capture intricacies of dynamic driving environments. In this paper, we introduce DriveDreamer4D, which enhances 4D driving scene representation leveraging world model priors. Specifically, we utilize the world model as a data machine to synthesize novel trajectory videos based on real-world driving data. Notably, we explicitly leverage structured conditions to control the spatial-temporal consistency of foreground and background elements, thus the generated data adheres closely to traffic constraints. To our knowledge, DriveDreamer4D is the first to utilize video generation models for improving 4D reconstruction in driving scenarios. Experimental results reveal that DriveDreamer4D significantly enhances generation quality under novel trajectory views, achieving a relative improvement in FID by 24.5%, 39.0%, and 10.5% compared to PVG, S3Gaussian, and Deformable-GS. Moreover, DriveDreamer4D markedly enhances the spatiotemporal coherence of driving agents, which is verified by a comprehensive user study and the relative increases of 20.3%, 42.0%, and 13.7% in the NTA-IoU metric.
WorldSmith: Iterative and Expressive Prompting for World Building with a Generative AI
Crafting a rich and unique environment is crucial for fictional world-building, but can be difficult to achieve since illustrating a world from scratch requires time and significant skill. We investigate the use of recent multi-modal image generation systems to enable users iteratively visualize and modify elements of their fictional world using a combination of text input, sketching, and region-based filling. WorldSmith enables novice world builders to quickly visualize a fictional world with layered edits and hierarchical compositions. Through a formative study (4 participants) and first-use study (13 participants) we demonstrate that WorldSmith offers more expressive interactions with prompt-based models. With this work, we explore how creatives can be empowered to leverage prompt-based generative AI as a tool in their creative process, beyond current "click-once" prompting UI paradigms.
Towards General Natural Language Understanding with Probabilistic Worldbuilding
We introduce the Probabilistic Worldbuilding Model (PWM), a new fully-symbolic Bayesian model of semantic parsing and reasoning, as a first step in a research program toward more domain- and task-general NLU and AI. Humans create internal mental models of their observations which greatly aid in their ability to understand and reason about a large variety of problems. In PWM, the meanings of sentences, acquired facts about the world, and intermediate steps in reasoning are all expressed in a human-readable formal language, with the design goal of interpretability. PWM is Bayesian, designed specifically to be able to generalize to new domains and new tasks. We derive and implement an inference algorithm that reads sentences by parsing and abducing updates to its latent world model that capture the semantics of those sentences, and evaluate it on two out-of-domain question-answering datasets: (1) ProofWriter and (2) a new dataset we call FictionalGeoQA, designed to be more representative of real language but still simple enough to focus on evaluating reasoning ability, while being robust against heuristics. Our method outperforms baselines on both, thereby demonstrating its value as a proof-of-concept.
DOME: Taming Diffusion Model into High-Fidelity Controllable Occupancy World Model
We propose DOME, a diffusion-based world model that predicts future occupancy frames based on past occupancy observations. The ability of this world model to capture the evolution of the environment is crucial for planning in autonomous driving. Compared to 2D video-based world models, the occupancy world model utilizes a native 3D representation, which features easily obtainable annotations and is modality-agnostic. This flexibility has the potential to facilitate the development of more advanced world models. Existing occupancy world models either suffer from detail loss due to discrete tokenization or rely on simplistic diffusion architectures, leading to inefficiencies and difficulties in predicting future occupancy with controllability. Our DOME exhibits two key features:(1) High-Fidelity and Long-Duration Generation. We adopt a spatial-temporal diffusion transformer to predict future occupancy frames based on historical context. This architecture efficiently captures spatial-temporal information, enabling high-fidelity details and the ability to generate predictions over long durations. (2)Fine-grained Controllability. We address the challenge of controllability in predictions by introducing a trajectory resampling method, which significantly enhances the model's ability to generate controlled predictions. Extensive experiments on the widely used nuScenes dataset demonstrate that our method surpasses existing baselines in both qualitative and quantitative evaluations, establishing a new state-of-the-art performance on nuScenes. Specifically, our approach surpasses the baseline by 10.5% in mIoU and 21.2% in IoU for occupancy reconstruction and by 36.0% in mIoU and 24.6% in IoU for 4D occupancy forecasting.
CLNeRF: Continual Learning Meets NeRF
Novel view synthesis aims to render unseen views given a set of calibrated images. In practical applications, the coverage, appearance or geometry of the scene may change over time, with new images continuously being captured. Efficiently incorporating such continuous change is an open challenge. Standard NeRF benchmarks only involve scene coverage expansion. To study other practical scene changes, we propose a new dataset, World Across Time (WAT), consisting of scenes that change in appearance and geometry over time. We also propose a simple yet effective method, CLNeRF, which introduces continual learning (CL) to Neural Radiance Fields (NeRFs). CLNeRF combines generative replay and the Instant Neural Graphics Primitives (NGP) architecture to effectively prevent catastrophic forgetting and efficiently update the model when new data arrives. We also add trainable appearance and geometry embeddings to NGP, allowing a single compact model to handle complex scene changes. Without the need to store historical images, CLNeRF trained sequentially over multiple scans of a changing scene performs on-par with the upper bound model trained on all scans at once. Compared to other CL baselines CLNeRF performs much better across standard benchmarks and WAT. The source code, and the WAT dataset are available at https://github.com/IntelLabs/CLNeRF. Video presentation is available at: https://youtu.be/nLRt6OoDGq0?si=8yD6k-8MMBJInQPs
MIRAI: Evaluating LLM Agents for Event Forecasting
Recent advancements in Large Language Models (LLMs) have empowered LLM agents to autonomously collect world information, over which to conduct reasoning to solve complex problems. Given this capability, increasing interests have been put into employing LLM agents for predicting international events, which can influence decision-making and shape policy development on an international scale. Despite such a growing interest, there is a lack of a rigorous benchmark of LLM agents' forecasting capability and reliability. To address this gap, we introduce MIRAI, a novel benchmark designed to systematically evaluate LLM agents as temporal forecasters in the context of international events. Our benchmark features an agentic environment with tools for accessing an extensive database of historical, structured events and textual news articles. We refine the GDELT event database with careful cleaning and parsing to curate a series of relational prediction tasks with varying forecasting horizons, assessing LLM agents' abilities from short-term to long-term forecasting. We further implement APIs to enable LLM agents to utilize different tools via a code-based interface. In summary, MIRAI comprehensively evaluates the agents' capabilities in three dimensions: 1) autonomously source and integrate critical information from large global databases; 2) write codes using domain-specific APIs and libraries for tool-use; and 3) jointly reason over historical knowledge from diverse formats and time to accurately predict future events. Through comprehensive benchmarking, we aim to establish a reliable framework for assessing the capabilities of LLM agents in forecasting international events, thereby contributing to the development of more accurate and trustworthy models for international relation analysis.
M^{3}: A Modular World Model over Streams of Tokens
Token-based world models emerged as a promising modular framework, modeling dynamics over token streams while optimizing tokenization separately. While successful in visual environments with discrete actions (e.g., Atari games), their broader applicability remains uncertain. In this paper, we introduce M^{3}, a modular world model that extends this framework, enabling flexible combinations of observation and action modalities through independent modality-specific components. M^{3} integrates several improvements from existing literature to enhance agent performance. Through extensive empirical evaluation across diverse benchmarks, M^{3} achieves state-of-the-art sample efficiency for planning-free world models. Notably, among these methods, it is the first to reach a human-level median score on Atari 100K, with superhuman performance on 13 games. We https://github.com/leor-c/M3{open-source our code and weights}.
Cosmos World Foundation Model Platform for Physical AI
Physical AI needs to be trained digitally first. It needs a digital twin of itself, the policy model, and a digital twin of the world, the world model. In this paper, we present the Cosmos World Foundation Model Platform to help developers build customized world models for their Physical AI setups. We position a world foundation model as a general-purpose world model that can be fine-tuned into customized world models for downstream applications. Our platform covers a video curation pipeline, pre-trained world foundation models, examples of post-training of pre-trained world foundation models, and video tokenizers. To help Physical AI builders solve the most critical problems of our society, we make our platform open-source and our models open-weight with permissive licenses available via https://github.com/NVIDIA/Cosmos.
PaTH Attention: Position Encoding via Accumulating Householder Transformations
The attention mechanism is a core primitive in modern large language models (LLMs) and AI more broadly. Since attention by itself is permutation-invariant, position encoding is essential for modeling structured domains such as language. Rotary position encoding (RoPE) has emerged as the de facto standard approach for position encoding and is part of many modern LLMs. However, in RoPE the key/query transformation between two elements in a sequence is only a function of their relative position and otherwise independent of the actual input. This limits the expressivity of RoPE-based transformers. This paper describes PaTH, a flexible data-dependent position encoding scheme based on accumulated products of Householder(like) transformations, where each transformation is data-dependent, i.e., a function of the input. We derive an efficient parallel algorithm for training through exploiting a compact representation of products of Householder matrices, and implement a FlashAttention-style blockwise algorithm that minimizes I/O cost. Across both targeted synthetic benchmarks and moderate-scale real-world language modeling experiments, we find that PaTH demonstrates superior performance compared to RoPE and other recent baselines.
Vid2Act: Activate Offline Videos for Visual RL
Pretraining RL models on offline video datasets is a promising way to improve their training efficiency in online tasks, but challenging due to the inherent mismatch in tasks, dynamics, and behaviors across domains. A recent model, APV, sidesteps the accompanied action records in offline datasets and instead focuses on pretraining a task-irrelevant, action-free world model within the source domains. We present Vid2Act, a model-based RL method that learns to transfer valuable action-conditioned dynamics and potentially useful action demonstrations from offline to online settings. The main idea is to use the world models not only as simulators for behavior learning but also as tools to measure the domain relevance for both dynamics representation transfer and policy transfer. Specifically, we train the world models to generate a set of time-varying task similarities using a domain-selective knowledge distillation loss. These similarities serve two purposes: (i) adaptively transferring the most useful source knowledge to facilitate dynamics learning, and (ii) learning to replay the most relevant source actions to guide the target policy. We demonstrate the advantages of Vid2Act over the action-free visual RL pretraining method in both Meta-World and DeepMind Control Suite.
Alpha Excel Benchmark
This study presents a novel benchmark for evaluating Large Language Models (LLMs) using challenges derived from the Financial Modeling World Cup (FMWC) Excel competitions. We introduce a methodology for converting 113 existing FMWC challenges into programmatically evaluable JSON formats and use this dataset to compare the performance of several leading LLMs. Our findings demonstrate significant variations in performance across different challenge categories, with models showing specific strengths in pattern recognition tasks but struggling with complex numerical reasoning. The benchmark provides a standardized framework for assessing LLM capabilities in realistic business-oriented tasks rather than abstract academic problems. This research contributes to the growing field of AI benchmarking by establishing proficiency among the 1.5 billion people who daily use Microsoft Excel as a meaningful evaluation metric that bridges the gap between academic AI benchmarks and practical business applications.
MiLA: Multi-view Intensive-fidelity Long-term Video Generation World Model for Autonomous Driving
In recent years, data-driven techniques have greatly advanced autonomous driving systems, but the need for rare and diverse training data remains a challenge, requiring significant investment in equipment and labor. World models, which predict and generate future environmental states, offer a promising solution by synthesizing annotated video data for training. However, existing methods struggle to generate long, consistent videos without accumulating errors, especially in dynamic scenes. To address this, we propose MiLA, a novel framework for generating high-fidelity, long-duration videos up to one minute. MiLA utilizes a Coarse-to-Re(fine) approach to both stabilize video generation and correct distortion of dynamic objects. Additionally, we introduce a Temporal Progressive Denoising Scheduler and Joint Denoising and Correcting Flow modules to improve the quality of generated videos. Extensive experiments on the nuScenes dataset show that MiLA achieves state-of-the-art performance in video generation quality. For more information, visit the project website: https://github.com/xiaomi-mlab/mila.github.io.
TesserAct: Learning 4D Embodied World Models
This paper presents an effective approach for learning novel 4D embodied world models, which predict the dynamic evolution of 3D scenes over time in response to an embodied agent's actions, providing both spatial and temporal consistency. We propose to learn a 4D world model by training on RGB-DN (RGB, Depth, and Normal) videos. This not only surpasses traditional 2D models by incorporating detailed shape, configuration, and temporal changes into their predictions, but also allows us to effectively learn accurate inverse dynamic models for an embodied agent. Specifically, we first extend existing robotic manipulation video datasets with depth and normal information leveraging off-the-shelf models. Next, we fine-tune a video generation model on this annotated dataset, which jointly predicts RGB-DN (RGB, Depth, and Normal) for each frame. We then present an algorithm to directly convert generated RGB, Depth, and Normal videos into a high-quality 4D scene of the world. Our method ensures temporal and spatial coherence in 4D scene predictions from embodied scenarios, enables novel view synthesis for embodied environments, and facilitates policy learning that significantly outperforms those derived from prior video-based world models.
Learning Latent Dynamic Robust Representations for World Models
Visual Model-Based Reinforcement Learning (MBRL) promises to encapsulate agent's knowledge about the underlying dynamics of the environment, enabling learning a world model as a useful planner. However, top MBRL agents such as Dreamer often struggle with visual pixel-based inputs in the presence of exogenous or irrelevant noise in the observation space, due to failure to capture task-specific features while filtering out irrelevant spatio-temporal details. To tackle this problem, we apply a spatio-temporal masking strategy, a bisimulation principle, combined with latent reconstruction, to capture endogenous task-specific aspects of the environment for world models, effectively eliminating non-essential information. Joint training of representations, dynamics, and policy often leads to instabilities. To further address this issue, we develop a Hybrid Recurrent State-Space Model (HRSSM) structure, enhancing state representation robustness for effective policy learning. Our empirical evaluation demonstrates significant performance improvements over existing methods in a range of visually complex control tasks such as Maniskill gu2023maniskill2 with exogenous distractors from the Matterport environment. Our code is avaliable at https://github.com/bit1029public/HRSSM.
Modeling Open-World Cognition as On-Demand Synthesis of Probabilistic Models
When faced with novel situations, people are able to marshal relevant considerations from a wide range of background knowledge and put these to use in inferences and predictions. What permits us to draw in globally relevant information and reason over it coherently? Here, we explore the hypothesis that people use a combination of distributed and symbolic representations to construct bespoke mental models tailored to novel situations. We propose a computational implementation of this idea -- a ``Model Synthesis Architecture'' (MSA) -- using language models to implement global relevance-based retrieval and model synthesis and probabilistic programs to implement bespoke, coherent world models. We evaluate our MSA as a model of human judgments on a novel reasoning dataset. The dataset -- built around a `Model Olympics` domain of sports vignettes -- tests models' capacity for human-like, open-ended reasoning by requiring (i) judgments about novel causal structures described in language; (ii) drawing on large bodies of background knowledge; and (iii) doing both in light of observations that introduce arbitrary novel variables. Our MSA approach captures human judgments better than language model-only baselines, under both direct and chain-of-thought generations from the LM that supports model synthesis. These results suggest that MSAs can be implemented in a way that mirrors people's ability to deliver locally coherent reasoning over globally relevant variables, offering a path to understanding and replicating human reasoning in open-ended domains.
Towards Optimal Learning of Language Models
This work studies the general principles of improving the learning of language models (LMs), which aims at reducing the necessary training steps for achieving superior performance. Specifically, we present a theory for the optimal learning of LMs. We first propose an objective that optimizes LM learning by maximizing the data compression ratio in an "LM-training-as-lossless-compression" view. Then, we derive a theorem, named Learning Law, to reveal the properties of the dynamics in the optimal learning process under our objective. The theorem is then validated by experiments on a linear classification and a real-world language modeling task. Finally, we empirically verify that the optimal learning of LMs essentially stems from the improvement of the coefficients in the scaling law of LMs, indicating great promise and significance for designing practical learning acceleration methods. Our code can be found at https://aka.ms/LearningLaw.
WorldExplorer: Towards Generating Fully Navigable 3D Scenes
Generating 3D worlds from text is a highly anticipated goal in computer vision. Existing works are limited by the degree of exploration they allow inside of a scene, i.e., produce streched-out and noisy artifacts when moving beyond central or panoramic perspectives. To this end, we propose WorldExplorer, a novel method based on autoregressive video trajectory generation, which builds fully navigable 3D scenes with consistent visual quality across a wide range of viewpoints. We initialize our scenes by creating multi-view consistent images corresponding to a 360 degree panorama. Then, we expand it by leveraging video diffusion models in an iterative scene generation pipeline. Concretely, we generate multiple videos along short, pre-defined trajectories, that explore the scene in depth, including motion around objects. Our novel scene memory conditions each video on the most relevant prior views, while a collision-detection mechanism prevents degenerate results, like moving into objects. Finally, we fuse all generated views into a unified 3D representation via 3D Gaussian Splatting optimization. Compared to prior approaches, WorldExplorer produces high-quality scenes that remain stable under large camera motion, enabling for the first time realistic and unrestricted exploration. We believe this marks a significant step toward generating immersive and truly explorable virtual 3D environments.
SocioVerse: A World Model for Social Simulation Powered by LLM Agents and A Pool of 10 Million Real-World Users
Social simulation is transforming traditional social science research by modeling human behavior through interactions between virtual individuals and their environments. With recent advances in large language models (LLMs), this approach has shown growing potential in capturing individual differences and predicting group behaviors. However, existing methods face alignment challenges related to the environment, target users, interaction mechanisms, and behavioral patterns. To this end, we introduce SocioVerse, an LLM-agent-driven world model for social simulation. Our framework features four powerful alignment components and a user pool of 10 million real individuals. To validate its effectiveness, we conducted large-scale simulation experiments across three distinct domains: politics, news, and economics. Results demonstrate that SocioVerse can reflect large-scale population dynamics while ensuring diversity, credibility, and representativeness through standardized procedures and minimal manual adjustments.
On Mechanistic Circuits for Extractive Question-Answering
Large language models are increasingly used to process documents and facilitate question-answering on them. In our paper, we extract mechanistic circuits for this real-world language modeling task: context-augmented language modeling for extractive question-answering (QA) tasks and understand the potential benefits of circuits towards downstream applications such as data attribution to context information. We extract circuits as a function of internal model components (e.g., attention heads, MLPs) using causal mediation analysis techniques. Leveraging the extracted circuits, we first understand the interplay between the model's usage of parametric memory and retrieved context towards a better mechanistic understanding of context-augmented language models. We then identify a small set of attention heads in our circuit which performs reliable data attribution by default, thereby obtaining attribution for free in just the model's forward pass. Using this insight, we then introduce ATTNATTRIB, a fast data attribution algorithm which obtains state-of-the-art attribution results across various extractive QA benchmarks. Finally, we show the possibility to steer the language model towards answering from the context, instead of the parametric memory by using the attribution from ATTNATTRIB as an additional signal during the forward pass. Beyond mechanistic understanding, our paper provides tangible applications of circuits in the form of reliable data attribution and model steering.
A Recipe for Generating 3D Worlds From a Single Image
We introduce a recipe for generating immersive 3D worlds from a single image by framing the task as an in-context learning problem for 2D inpainting models. This approach requires minimal training and uses existing generative models. Our process involves two steps: generating coherent panoramas using a pre-trained diffusion model and lifting these into 3D with a metric depth estimator. We then fill unobserved regions by conditioning the inpainting model on rendered point clouds, requiring minimal fine-tuning. Tested on both synthetic and real images, our method produces high-quality 3D environments suitable for VR display. By explicitly modeling the 3D structure of the generated environment from the start, our approach consistently outperforms state-of-the-art, video synthesis-based methods along multiple quantitative image quality metrics. Project Page: https://katjaschwarz.github.io/worlds/
3D-LLM: Injecting the 3D World into Large Language Models
Large language models (LLMs) and Vision-Language Models (VLMs) have been proven to excel at multiple tasks, such as commonsense reasoning. Powerful as these models can be, they are not grounded in the 3D physical world, which involves richer concepts such as spatial relationships, affordances, physics, layout, and so on. In this work, we propose to inject the 3D world into large language models and introduce a whole new family of 3D-LLMs. Specifically, 3D-LLMs can take 3D point clouds and their features as input and perform a diverse set of 3D-related tasks, including captioning, dense captioning, 3D question answering, task decomposition, 3D grounding, 3D-assisted dialog, navigation, and so on. Using three types of prompting mechanisms that we design, we are able to collect over 300k 3D-language data covering these tasks. To efficiently train 3D-LLMs, we first utilize a 3D feature extractor that obtains 3D features from rendered multi- view images. Then, we use 2D VLMs as our backbones to train our 3D-LLMs. By introducing a 3D localization mechanism, 3D-LLMs can better capture 3D spatial information. Experiments on ScanQA show that our model outperforms state-of-the-art baselines by a large margin (e.g., the BLEU-1 score surpasses state-of-the-art score by 9%). Furthermore, experiments on our held-in datasets for 3D captioning, task composition, and 3D-assisted dialogue show that our model outperforms 2D VLMs. Qualitative examples also show that our model could perform more tasks beyond the scope of existing LLMs and VLMs. Project Page: : https://vis-www.cs.umass.edu/3dllm/.
Towards Realistic Example-based Modeling via 3D Gaussian Stitching
Using parts of existing models to rebuild new models, commonly termed as example-based modeling, is a classical methodology in the realm of computer graphics. Previous works mostly focus on shape composition, making them very hard to use for realistic composition of 3D objects captured from real-world scenes. This leads to combining multiple NeRFs into a single 3D scene to achieve seamless appearance blending. However, the current SeamlessNeRF method struggles to achieve interactive editing and harmonious stitching for real-world scenes due to its gradient-based strategy and grid-based representation. To this end, we present an example-based modeling method that combines multiple Gaussian fields in a point-based representation using sample-guided synthesis. Specifically, as for composition, we create a GUI to segment and transform multiple fields in real time, easily obtaining a semantically meaningful composition of models represented by 3D Gaussian Splatting (3DGS). For texture blending, due to the discrete and irregular nature of 3DGS, straightforwardly applying gradient propagation as SeamlssNeRF is not supported. Thus, a novel sampling-based cloning method is proposed to harmonize the blending while preserving the original rich texture and content. Our workflow consists of three steps: 1) real-time segmentation and transformation of a Gaussian model using a well-tailored GUI, 2) KNN analysis to identify boundary points in the intersecting area between the source and target models, and 3) two-phase optimization of the target model using sampling-based cloning and gradient constraints. Extensive experimental results validate that our approach significantly outperforms previous works in terms of realistic synthesis, demonstrating its practicality. More demos are available at https://ingra14m.github.io/gs_stitching_website.
Language Agents Meet Causality -- Bridging LLMs and Causal World Models
Large Language Models (LLMs) have recently shown great promise in planning and reasoning applications. These tasks demand robust systems, which arguably require a causal understanding of the environment. While LLMs can acquire and reflect common sense causal knowledge from their pretraining data, this information is often incomplete, incorrect, or inapplicable to a specific environment. In contrast, causal representation learning (CRL) focuses on identifying the underlying causal structure within a given environment. We propose a framework that integrates CRLs with LLMs to enable causally-aware reasoning and planning. This framework learns a causal world model, with causal variables linked to natural language expressions. This mapping provides LLMs with a flexible interface to process and generate descriptions of actions and states in text form. Effectively, the causal world model acts as a simulator that the LLM can query and interact with. We evaluate the framework on causal inference and planning tasks across temporal scales and environmental complexities. Our experiments demonstrate the effectiveness of the approach, with the causally-aware method outperforming LLM-based reasoners, especially for longer planning horizons.
HarmonyDream: Task Harmonization Inside World Models
Model-based reinforcement learning (MBRL) holds the promise of sample-efficient learning by utilizing a world model, which models how the environment works and typically encompasses components for two tasks: observation modeling and reward modeling. In this paper, through a dedicated empirical investigation, we gain a deeper understanding of the role each task plays in world models and uncover the overlooked potential of sample-efficient MBRL by mitigating the domination of either observation or reward modeling. Our key insight is that while prevalent approaches of explicit MBRL attempt to restore abundant details of the environment via observation models, it is difficult due to the environment's complexity and limited model capacity. On the other hand, reward models, while dominating implicit MBRL and adept at learning compact task-centric dynamics, are inadequate for sample-efficient learning without richer learning signals. Motivated by these insights and discoveries, we propose a simple yet effective approach, HarmonyDream, which automatically adjusts loss coefficients to maintain task harmonization, i.e. a dynamic equilibrium between the two tasks in world model learning. Our experiments show that the base MBRL method equipped with HarmonyDream gains 10%-69% absolute performance boosts on visual robotic tasks and sets a new state-of-the-art result on the Atari 100K benchmark.
Foundation Models for Decision Making: Problems, Methods, and Opportunities
Foundation models pretrained on diverse data at scale have demonstrated extraordinary capabilities in a wide range of vision and language tasks. When such models are deployed in real world environments, they inevitably interface with other entities and agents. For example, language models are often used to interact with human beings through dialogue, and visual perception models are used to autonomously navigate neighborhood streets. In response to these developments, new paradigms are emerging for training foundation models to interact with other agents and perform long-term reasoning. These paradigms leverage the existence of ever-larger datasets curated for multimodal, multitask, and generalist interaction. Research at the intersection of foundation models and decision making holds tremendous promise for creating powerful new systems that can interact effectively across a diverse range of applications such as dialogue, autonomous driving, healthcare, education, and robotics. In this manuscript, we examine the scope of foundation models for decision making, and provide conceptual tools and technical background for understanding the problem space and exploring new research directions. We review recent approaches that ground foundation models in practical decision making applications through a variety of methods such as prompting, conditional generative modeling, planning, optimal control, and reinforcement learning, and discuss common challenges and open problems in the field.
3D-VLA: A 3D Vision-Language-Action Generative World Model
Recent vision-language-action (VLA) models rely on 2D inputs, lacking integration with the broader realm of the 3D physical world. Furthermore, they perform action prediction by learning a direct mapping from perception to action, neglecting the vast dynamics of the world and the relations between actions and dynamics. In contrast, human beings are endowed with world models that depict imagination about future scenarios to plan actions accordingly. To this end, we propose 3D-VLA by introducing a new family of embodied foundation models that seamlessly link 3D perception, reasoning, and action through a generative world model. Specifically, 3D-VLA is built on top of a 3D-based large language model (LLM), and a set of interaction tokens is introduced to engage with the embodied environment. Furthermore, to inject generation abilities into the model, we train a series of embodied diffusion models and align them into the LLM for predicting the goal images and point clouds. To train our 3D-VLA, we curate a large-scale 3D embodied instruction dataset by extracting vast 3D-related information from existing robotics datasets. Our experiments on held-in datasets demonstrate that 3D-VLA significantly improves the reasoning, multimodal generation, and planning capabilities in embodied environments, showcasing its potential in real-world applications.
Scaling Offline Model-Based RL via Jointly-Optimized World-Action Model Pretraining
A significant aspiration of offline reinforcement learning (RL) is to develop a generalist agent with high capabilities from large and heterogeneous datasets. However, prior approaches that scale offline RL either rely heavily on expert trajectories or struggle to generalize to diverse unseen tasks. Inspired by the excellent generalization of world model in conditional video generation, we explore the potential of image observation-based world model for scaling offline RL and enhancing generalization on novel tasks. In this paper, we introduce JOWA: Jointly-Optimized World-Action model, an offline model-based RL agent pretrained on multiple Atari games with 6 billion tokens data to learn general-purpose representation and decision-making ability. Our method jointly optimizes a world-action model through a shared transformer backbone, which stabilize temporal difference learning with large models during pretraining. Moreover, we propose a provably efficient and parallelizable planning algorithm to compensate for the Q-value estimation error and thus search out better policies. Experimental results indicate that our largest agent, with 150 million parameters, achieves 78.9% human-level performance on pretrained games using only 10% subsampled offline data, outperforming existing state-of-the-art large-scale offline RL baselines by 31.6% on averange. Furthermore, JOWA scales favorably with model capacity and can sample-efficiently transfer to novel games using only 5k offline fine-tuning data (approximately 4 trajectories) per game, demonstrating superior generalization. We will release codes and model weights at https://github.com/CJReinforce/JOWA
Gradient-based Planning with World Models
The enduring challenge in the field of artificial intelligence has been the control of systems to achieve desired behaviours. While for systems governed by straightforward dynamics equations, methods like Linear Quadratic Regulation (LQR) have historically proven highly effective, most real-world tasks, which require a general problem-solver, demand world models with dynamics that cannot be easily described by simple equations. Consequently, these models must be learned from data using neural networks. Most model predictive control (MPC) algorithms designed for visual world models have traditionally explored gradient-free population-based optimisation methods, such as Cross Entropy and Model Predictive Path Integral (MPPI) for planning. However, we present an exploration of a gradient-based alternative that fully leverages the differentiability of the world model. In our study, we conduct a comparative analysis between our method and other MPC-based alternatives, as well as policy-based algorithms. In a sample-efficient setting, our method achieves on par or superior performance compared to the alternative approaches in most tasks. Additionally, we introduce a hybrid model that combines policy networks and gradient-based MPC, which outperforms pure policy based methods thereby holding promise for Gradient-based planning with world models in complex real-world tasks.
Dream to Control: Learning Behaviors by Latent Imagination
Learned world models summarize an agent's experience to facilitate learning complex behaviors. While learning world models from high-dimensional sensory inputs is becoming feasible through deep learning, there are many potential ways for deriving behaviors from them. We present Dreamer, a reinforcement learning agent that solves long-horizon tasks from images purely by latent imagination. We efficiently learn behaviors by propagating analytic gradients of learned state values back through trajectories imagined in the compact state space of a learned world model. On 20 challenging visual control tasks, Dreamer exceeds existing approaches in data-efficiency, computation time, and final performance.
Meta-DT: Offline Meta-RL as Conditional Sequence Modeling with World Model Disentanglement
A longstanding goal of artificial general intelligence is highly capable generalists that can learn from diverse experiences and generalize to unseen tasks. The language and vision communities have seen remarkable progress toward this trend by scaling up transformer-based models trained on massive datasets, while reinforcement learning (RL) agents still suffer from poor generalization capacity under such paradigms. To tackle this challenge, we propose Meta Decision Transformer (Meta-DT), which leverages the sequential modeling ability of the transformer architecture and robust task representation learning via world model disentanglement to achieve efficient generalization in offline meta-RL. We pretrain a context-aware world model to learn a compact task representation, and inject it as a contextual condition to the causal transformer to guide task-oriented sequence generation. Then, we subtly utilize history trajectories generated by the meta-policy as a self-guided prompt to exploit the architectural inductive bias. We select the trajectory segment that yields the largest prediction error on the pretrained world model to construct the prompt, aiming to encode task-specific information complementary to the world model maximally. Notably, the proposed framework eliminates the requirement of any expert demonstration or domain knowledge at test time. Experimental results on MuJoCo and Meta-World benchmarks across various dataset types show that Meta-DT exhibits superior few and zero-shot generalization capacity compared to strong baselines while being more practical with fewer prerequisites. Our code is available at https://github.com/NJU-RL/Meta-DT.
Euclid: Supercharging Multimodal LLMs with Synthetic High-Fidelity Visual Descriptions
Multimodal large language models (MLLMs) have made rapid progress in recent years, yet continue to struggle with low-level visual perception (LLVP) -- particularly the ability to accurately describe the geometric details of an image. This capability is crucial for applications in areas such as robotics, medical image analysis, and manufacturing. In this paper, we first introduce Geoperception, a benchmark designed to evaluate an MLLM's ability to accurately transcribe 2D geometric information from an image. Using this benchmark, we demonstrate the limitations of leading MLLMs, and then conduct a comprehensive empirical study to explore strategies for improving their performance on geometric tasks. Our findings highlight the benefits of certain model architectures, training techniques, and data strategies, including the use of high-fidelity synthetic data and multi-stage training with a data curriculum. Notably, we find that a data curriculum enables models to learn challenging geometry understanding tasks which they fail to learn from scratch. Leveraging these insights, we develop Euclid, a family of models specifically optimized for strong low-level geometric perception. Although purely trained on synthetic multimodal data, Euclid shows strong generalization ability to novel geometry shapes. For instance, Euclid outperforms the best closed-source model, Gemini-1.5-Pro, by up to 58.56% on certain Geoperception benchmark tasks and 10.65% on average across all tasks.
On Grounded Planning for Embodied Tasks with Language Models
Language models (LMs) have demonstrated their capability in possessing commonsense knowledge of the physical world, a crucial aspect of performing tasks in everyday life. However, it remains unclear whether they have the capacity to generate grounded, executable plans for embodied tasks. This is a challenging task as LMs lack the ability to perceive the environment through vision and feedback from the physical environment. In this paper, we address this important research question and present the first investigation into the topic. Our novel problem formulation, named G-PlanET, inputs a high-level goal and a data table about objects in a specific environment, and then outputs a step-by-step actionable plan for a robotic agent to follow. To facilitate the study, we establish an evaluation protocol and design a dedicated metric, KAS, to assess the quality of the plans. Our experiments demonstrate that the use of tables for encoding the environment and an iterative decoding strategy can significantly enhance the LMs' ability in grounded planning. Our analysis also reveals interesting and non-trivial findings.
WorldPrompter: Traversable Text-to-Scene Generation
Scene-level 3D generation is a challenging research topic, with most existing methods generating only partial scenes and offering limited navigational freedom. We introduce WorldPrompter, a novel generative pipeline for synthesizing traversable 3D scenes from text prompts. We leverage panoramic videos as an intermediate representation to model the 360{\deg} details of a scene. WorldPrompter incorporates a conditional 360{\deg} panoramic video generator, capable of producing a 128-frame video that simulates a person walking through and capturing a virtual environment. The resulting video is then reconstructed as Gaussian splats by a fast feedforward 3D reconstructor, enabling a true walkable experience within the 3D scene. Experiments demonstrate that our panoramic video generation model achieves convincing view consistency across frames, enabling high-quality panoramic Gaussian splat reconstruction and facilitating traversal over an area of the scene. Qualitative and quantitative results also show it outperforms the state-of-the-art 360{\deg} video generators and 3D scene generation models.
CAD-GPT: Synthesising CAD Construction Sequence with Spatial Reasoning-Enhanced Multimodal LLMs
Computer-aided design (CAD) significantly enhances the efficiency, accuracy, and innovation of design processes by enabling precise 2D and 3D modeling, extensive analysis, and optimization. Existing methods for creating CAD models rely on latent vectors or point clouds, which are difficult to obtain and costly to store. Recent advances in Multimodal Large Language Models (MLLMs) have inspired researchers to use natural language instructions and images for CAD model construction. However, these models still struggle with inferring accurate 3D spatial location and orientation, leading to inaccuracies in determining the spatial 3D starting points and extrusion directions for constructing geometries. This work introduces CAD-GPT, a CAD synthesis method with spatial reasoning-enhanced MLLM that takes either a single image or a textual description as input. To achieve precise spatial inference, our approach introduces a 3D Modeling Spatial Mechanism. This method maps 3D spatial positions and 3D sketch plane rotation angles into a 1D linguistic feature space using a specialized spatial unfolding mechanism, while discretizing 2D sketch coordinates into an appropriate planar space to enable precise determination of spatial starting position, sketch orientation, and 2D sketch coordinate translations. Extensive experiments demonstrate that CAD-GPT consistently outperforms existing state-of-the-art methods in CAD model synthesis, both quantitatively and qualitatively.
Architect of the Bits World: Masked Autoregressive Modeling for Circuit Generation Guided by Truth Table
Logic synthesis, a critical stage in electronic design automation (EDA), optimizes gate-level circuits to minimize power consumption and area occupancy in integrated circuits (ICs). Traditional logic synthesis tools rely on human-designed heuristics, often yielding suboptimal results. Although differentiable architecture search (DAS) has shown promise in generating circuits from truth tables, it faces challenges such as high computational complexity, convergence to local optima, and extensive hyperparameter tuning. Consequently, we propose a novel approach integrating conditional generative models with DAS for circuit generation. Our approach first introduces CircuitVQ, a circuit tokenizer trained based on our Circuit AutoEncoder We then develop CircuitAR, a masked autoregressive model leveraging CircuitVQ as the tokenizer. CircuitAR can generate preliminary circuit structures from truth tables, which guide DAS in producing functionally equivalent circuits. Notably, we observe the scalability and emergent capability in generating complex circuit structures of our CircuitAR models. Extensive experiments also show the superior performance of our method. This research bridges the gap between probabilistic generative models and precise circuit generation, offering a robust solution for logic synthesis.
Open-Universe Indoor Scene Generation using LLM Program Synthesis and Uncurated Object Databases
We present a system for generating indoor scenes in response to text prompts. The prompts are not limited to a fixed vocabulary of scene descriptions, and the objects in generated scenes are not restricted to a fixed set of object categories -- we call this setting indoor scene generation. Unlike most prior work on indoor scene generation, our system does not require a large training dataset of existing 3D scenes. Instead, it leverages the world knowledge encoded in pre-trained large language models (LLMs) to synthesize programs in a domain-specific layout language that describe objects and spatial relations between them. Executing such a program produces a specification of a constraint satisfaction problem, which the system solves using a gradient-based optimization scheme to produce object positions and orientations. To produce object geometry, the system retrieves 3D meshes from a database. Unlike prior work which uses databases of category-annotated, mutually-aligned meshes, we develop a pipeline using vision-language models (VLMs) to retrieve meshes from massive databases of un-annotated, inconsistently-aligned meshes. Experimental evaluations show that our system outperforms generative models trained on 3D data for traditional, closed-universe scene generation tasks; it also outperforms a recent LLM-based layout generation method on open-universe scene generation.
The Matrix: Infinite-Horizon World Generation with Real-Time Moving Control
We present The Matrix, the first foundational realistic world simulator capable of generating continuous 720p high-fidelity real-scene video streams with real-time, responsive control in both first- and third-person perspectives, enabling immersive exploration of richly dynamic environments. Trained on limited supervised data from AAA games like Forza Horizon 5 and Cyberpunk 2077, complemented by large-scale unsupervised footage from real-world settings like Tokyo streets, The Matrix allows users to traverse diverse terrains -- deserts, grasslands, water bodies, and urban landscapes -- in continuous, uncut hour-long sequences. Operating at 16 FPS, the system supports real-time interactivity and demonstrates zero-shot generalization, translating virtual game environments to real-world contexts where collecting continuous movement data is often infeasible. For example, The Matrix can simulate a BMW X3 driving through an office setting--an environment present in neither gaming data nor real-world sources. This approach showcases the potential of AAA game data to advance robust world models, bridging the gap between simulations and real-world applications in scenarios with limited data.
Policy-shaped prediction: avoiding distractions in model-based reinforcement learning
Model-based reinforcement learning (MBRL) is a promising route to sample-efficient policy optimization. However, a known vulnerability of reconstruction-based MBRL consists of scenarios in which detailed aspects of the world are highly predictable, but irrelevant to learning a good policy. Such scenarios can lead the model to exhaust its capacity on meaningless content, at the cost of neglecting important environment dynamics. While existing approaches attempt to solve this problem, we highlight its continuing impact on leading MBRL methods -- including DreamerV3 and DreamerPro -- with a novel environment where background distractions are intricate, predictable, and useless for planning future actions. To address this challenge we develop a method for focusing the capacity of the world model through synergy of a pretrained segmentation model, a task-aware reconstruction loss, and adversarial learning. Our method outperforms a variety of other approaches designed to reduce the impact of distractors, and is an advance towards robust model-based reinforcement learning.