Echo-Memory: A Controlled Study of Memory in Action World Models
arXiv:2606. 09803v1 Announce Type: cross Abstract: We present \textbf{Echo-Memory}, a controlled study of memory mechanisms in action-conditioned world models.
R2M-Bench is a benchmark that evaluates revisit memory in interactive video world models by comparing a revisit pair to two control pairs from the same rollout: a gap‑matched non‑revisit pair and a short‑range pair. It introduces MemoryGain (MG) and Normalized Memory Ratio (NMR) to quantify the revisit advantage over generic temporal stability and normalize it by short‑to‑baseline dynamics. Across 300 instances and seven models, NMR correlates with human judgments and reduces the influence of slow‑motion artifacts, with DreamX‑World‑Memo achieving the highest NMR.
arXiv:2606. 09803v1 Announce Type: cross Abstract: We present \textbf{Echo-Memory}, a controlled study of memory mechanisms in action-conditioned world models.
arXiv:2610.19063v1 Announce Type: new Abstract: As video models enable longer and more realistic interactive experiences, maintaining a world consistent with its history becomes essential. This requi...
LayerRecall is a memory router for autoregressive video diffusion that selectively retrieves and injects historical key/value states into specific layers of the model, based on the current context. It addresses the problem that existing memory mechanisms expose nonlocal history but do not guarantee effective use, by recognizing that different layers prefer current, recent, or distant context. The method, combined with Cross‑Horizon Prediction Matching, achieves state‑of‑the‑art long‑range consistency on MemoBench and MovieBench while maintaining local continuity and incurring negligible inference overhead.
arXiv:2609.09528v1 Announce Type: new Abstract: Video large language models (Video-LLMs) are increasingly used as the perceptual front end of world models, a role that assumes they can read motion: h...
arXiv:2608. 07408v1 Announce Type: cross Abstract: We study visual persistence in interactive video world models.
arXiv:2609.39563v1 Announce Type: new Abstract: Existing video language models encode sampled RGB frames independently, so a long video must either exhaust the token budget or drop the changes betwee...
arXiv:2608.23565v1 Announce Type: new Abstract: An interactive world model must follow the user's actions, remember the places it has shown, and stream in real time. The tension is structural: contro...
arXiv:2610.17434v1 Announce Type: cross Abstract: Recent advances in video world models have enabled plausible interactive environments, yet long-horizon generation places a fundamental demand on vis...
An interactive world model must follow the user's actions, remember the places it has shown, and stream in real time. The tension is structural: control wants a short horizon, memory wants an unbounde...
arXiv:2607. 13305v1 Announce Type: cross Abstract: Benchmark accuracy in video large language models (LLMs) is often treated as evidence of visual understanding.
World in World introduces a training‑free, inference‑time interface that transforms diverse control signals—such as source‑video observations, target‑view projections, geometry renderings, and retrieved states—into camera‑ and time‑labelled visual states. These states are processed by a frozen causal video model’s self‑attention, enabling tasks like camera‑controlled rerendering, long‑horizon revisiting, and human‑motion transfer without additional training. The method employs a correspondence router and evidence‑wise attention to align token identities and regulate auxiliary channel contributions during a single denoising pass.
arXiv:2606. 14732v1 Announce Type: cross Abstract: Autoregressive video diffusion models enable streaming generation but often degrade over long rollouts: static scene layouts drift, while mechanisms that improve spatial stability tend to suppress motion, causing natural flows such as water, fire, or smoke to stagnate.