Video World Models Need Predictable Latents
arXiv:2610.34663v1 Announce Type: cross Abstract: Video world models trained on large-scale robot data promise a safe and scalable approach for learning and evaluating policies that act in the physic...
The paper introduces CADRE, a family of causal diffusion representation autoencoders designed for video world models that balance spatio‑temporal compression. By training the same world model across different CADRE variants in manipulation and navigation tasks, the authors map the latency‑quality trade‑off and uncover that strong compression favors diffusion decoders, temporal compression is more effective in the autoencoder for manipulation, and spatial compression is preferable when the camera moves. The study also reveals that coarse spatial tokens degrade motion perception more than image quality when the camera is static.
arXiv:2610.34663v1 Announce Type: cross Abstract: Video world models trained on large-scale robot data promise a safe and scalable approach for learning and evaluating policies that act in the physic...
arXiv:2609.27455v1 Announce Type: new Abstract: World Action Models (WAMs) jointly model action generation and environment dynamics and are mostly built on pretrained Video Diffusion Models (VDMs). I...
arXiv:2606. 07687v1 Announce Type: cross Abstract: Video world models are increasingly used to provide predictive visual representations, yet it remains unclear which pretraining signals induce action-relevant structure in their latent spaces.
arXiv:2511.18991v2 Announce Type: replace Abstract: Camera-controlled video generation has attracted increasing interest for its applications in simulation, gaming, and world modeling. However, curre...
arXiv:2610.33589v1 Announce Type: new Abstract: While interactive video world models require autoregressive generation, directly adapting pretrained bidirectional video diffusion models into autoregr...
The paper introduces a reinforcement learning post‑training scheme that trains robot world models on their own autoregressive rollouts, using a contrastive RL objective adapted from diffusion models. It also proposes a training protocol that compares multiple variable‑length futures, a multi‑view visual fidelity reward, and demonstrates state‑of‑the‑art rollout fidelity on the DROID dataset, outperforming baselines on LPIPS, SSIM, and human preference tests.
World Action Models (WAMs) are able to leverage pretrained video generators for both world modeling and action prediction. However, directly leveraging such video generators for control raises a new challenge: how to represent actions in a suitable form that aligns with pretrained video generators while carrying enough motion cues for accurate control.
arXiv:2605.30263v2 Announce Type: replace Abstract: Recent video diffusion foundation models have achieved remarkable progress in high-quality video generation, yet turning them into real-time intera...
Latent video generation relies on autoencoders to define a compact space in which generative models operate. Although video autoencoder architectures have evolved substantially, their latent spaces are still optimized primarily for pixel-level reconstruction and provide limited high-level semantic organization.
The paper introduces the World-Ego Model (WEM), which separates an embodied video into a background‐only world component and an ego component comprising the robot and manipulated objects. By using role‑conditioned attention and asymmetric query budgets for state prediction, coupled with a semantic‑routed mixture‑of‑experts diffusion generator, WEM disentangles the generation of scene evolution and instruction following. The authors also release HTEWorld, a large dataset of 125K training clips and 300 evaluation trajectories for long‑horizon navigation‑manipulation tasks, and demonstrate that WEM outperforms prior methods on this benchmark.
StateCraft introduces a new architecture that separates a persistent, updatable abstract state from the visual state in video world models. By pairing a language model with a video diffusion model, it tracks entity changes over time and conditions visual generation on this abstract state. The approach is evaluated on generative interfaces and a new benchmark, showing improved generation quality, memory usage, and controllability, while enabling direct editing of unseen states and extending to spatial 3D environments.
arXiv:2607. 18367v1 Announce Type: new Abstract: Unlike conventional video game development, which relies on labor-intensive pipelines for asset production, animation, physics, and programming, video world models generate interactive environments from user inputs instantly.