arXiv Machine Learning

Zing-0.5: Toward Playable Worlds with Real-Time Joint Action and Text Control

Zing-0.5 is a 5B autoregressive world model that enables users to explore and influence generated worlds through joint keyboard and online text control. It integrates unified action and text conditioning, event-scale supervision for incremental generation, and low-cost real-time interaction, achieving high scores on WBench Navigation. The authors release model weights, inference code, and a serving implementation to support further research on playable generated worlds.

arXiv AI
Jul 22

ABot-World-0: Infinite Interactive World Rollout on a Single Desktop GPU

arXiv:2607. 19191v1 Announce Type: cross Abstract: We present ABot-World-0, an action-conditioned video world model for real-time, long-horizon closed-loop interaction, supported by a multi-source data infrastructure spanning AAA games, simulation engines, and internet videos to learn controllable world dynamics.

By Fan Jiang, Zhaoxu Sun, Mengchao Wang, Ziyu Zhu, Chiyu Wang, Yunpeng Zhang, Wenlin Liu, Yun Wang, Xue Zheng, Rui Sun, Junfeng Ni, Hongyu Pan, Zhongxu Sun, Fei Yu, Zengye Ge, Mengmeng Du, Nianfei Fan, Mingchao Sun, Yu Liu, Yongchang, Yanqing Zhu, Jiahang Wang, Ning Ying, Yuze Xuan, Di Yang, Zhicheng Liu, Zhe Gao, Tingbing Xu, Jiacheng Sui, Wenjin Yang, Junnan Lai, Shufeng Liu, Yuan Liu, Zheng Zhou, Yingliang Peng, Dawei Cao, Kaifeng Sheng, Yuxiang Cai, Fei Lu, Mu Xu, Ning Guo
arXiv Computer Vision
Aug 25

Long-Horizon Audio-Visual Generation for Persistent Stories and Interactive Worlds

arXiv:2608.23383v1 Announce Type: new Abstract: Video generation is progressing beyond isolated clips toward long-form narratives and interactive worlds, requiring models to preserve identities, foll...

By Nan Duan, Haoyang Huang, Weiyang Jin, Haoran Li, Yaowei Li, Yuming Li, Yijun Liu, Xin Lu, Xiaoxiao Ma, Yanwen Ma, Yaofeng Su, Yilang Sun, Haoyu Wang, Zeyue Xue, Songchun Zhang, Junhao Zhuang
arXiv AI
Aug 28

GameWAM: A World Action Model for Video Games

GameWAM is the first World-Action Model designed for native closed-loop gameplay and GUI control in modern video games. It jointly generates future visual observations and executable keyboard-mouse trajectories using parallel visual and action generative processes, block-causal conditioning, and flow matching. The model predicts gameplay/GUI mode at each step, handles heterogeneous native controls, and employs block-cycle control for long-horizon interaction, achieving competitive task success with fewer native actions than prior agents.

By Yuncheng Guo, Zhanqiu Zhang, Yiwen Guo, Weijia Li
arXiv Computer Vision
Aug 24

OmniAssistBench: Assistant-style Interaction Benchmark for Omni-LLMs

OmniAssistBench is a new benchmark for evaluating omni-modal large language models (Omni-LLMs) as real‑time video assistants that actively guide users toward goals. The benchmark addresses the challenge of dynamic interaction paths by providing models with predefined priors from source videos, forcing them to follow the same routes as users. The dataset was constructed by reverse‑engineering existing Internet videos into multi‑turn clips, a process that required over 1,000 expert person‑hours. Results show that proprietary Gemini‑3‑Pro scores 66.4/100 while open‑source Qwen3‑Omni‑Instruct scores 51.2, revealing that current models often give incorrect or incomplete answers, struggle with visual prompts, and fail to maintain context or delay responses until target events.

By Xianyun Sun, Chaoyou Fu, Zhengye Zhang, Feiyang Duan, Qingyuan Cao, Yonghui Niu, Sihang Yuan, Ge Zhang, Caifeng Shan
arXiv Computer Vision
Sep 3

LookStep: Efficient Vision-Language Navigation with Linguistic Foresight and Event Driven Memory

LookStep is a new end‑to‑end framework for Vision‑Language Navigation that integrates Language‑Centric Future State Modeling with an Event‑Driven Rolling Memory. It uses language labels to predict coarse navigation progress and future states for candidate actions, and autonomously decides which observations to store in a bounded memory with semantic roles. Empirical results show that LookStep outperforms existing methods on VLN‑CE tasks, achieving a 49.7% success rate on R2R‑CE Val‑Unseen while improving memory efficiency and reducing data requirements.

By Kun-Yang Yu, Yingzhe Li, Hongyu Xu, Shi-Yu Tian, Zhi Zhou, Yang Chen, Ming Yang, Sheng Wang, Qing Yu, Lan-Zhe Guo, Yu-Feng Li