Hi-FLoop introduces a hierarchical state‑feedback framework for multi‑agent traffic simulation that reconciles decision time scales over an 8‑second rollout. The model uses eight scene‑level Worlds to maintain joint hypotheses, with an 8‑second Goal, 2‑second Preview, and 1‑second Control hierarchy, and commits only executed prefixes every 0.5 seconds to preserve factual consistency. A joint preview interaction graph and a prefix‑frozen A‑to‑B cascade enable sparse interaction refinement and accurate state recovery, achieving an overall score of 0.689987 on the H‑D public‑validation split and strong oracle‑minADE performance.
whyItMatters":"The paper presents a novel multi‑timescale approach that improves consistency and realism in long‑horizon traffic simulations, as evidenced by its competitive evaluation metrics."
arXiv:2608. 01049v1 Announce Type: cross Abstract: World models have attracted significant attention for their ability to capture and predict the structure and dynamics of the physical world.
By Kapil Wanaskar, Gaytri Jena, Aman Chadha, Vinija Jain, Vasu Sharma, Amitava Das
arXiv:2608.29937v1 Announce Type: new
Abstract: Latent world-action models avoid rendering future pixels by predicting an action-relevant visual subgoal in feature space. LaWAM established this formu...
By Yafei Zhang, Nan Wu
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...
By Zhifei Chen, Luozhou Wang, Guibao Shen, Dongyu Yan, Shuai Yang, Tianshuo Xu, Yihua Du, Wei Wang, Tianyi Gui, Lianghua Huang, Yingcong Chen
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. 04978v1 Announce Type: new Abstract: Joint-Embedding Predictive Architectures (JEPAs) underpin a growing family of latent world models for control from raw pixels, but every existing JEPA world model commits at training time to a single inference paradigm: either trajectory optimisation in a learned dynamics model, or direct behaviour cloning.
By Ruslan Rakhimov, George Bredis, Yuriy Maksyuta, Daniil Gavrilov
arXiv:2607. 29235v1 Announce Type: cross Abstract: Although world-action models (WAMs) enhance long-horizon robot control by predicting visual evolution before acting, long-horizon reliability demands repeated re-grounding in real observations--not recursive rollout.
By Peize Li, Ruimeng Zhang, Ru Zhang, Cong Huang, Kai Chen, Shanghang Zhang
arXiv:2608.23070v1 Announce Type: new
Abstract: With the rapid progress of diffusion models and large-scale video generation, generative world models are increasingly expected to replace traditional...
By Tong Wang, Huan Deng, Mucheng Yang, Yang He, Xiaohui Kuang, Gang Zhao
Joint-Embedding Predictive Architectures (JEPAs) underpin a growing family of latent world models for control from raw pixels, but every existing JEPA world model commits at training time to a single inference paradigm: either trajectory optimisation in a learned dynamics model, or direct behaviour cloning. A single checkpoint that serves both would defer this choice to inference, when deployment constraints (rollout cost, observation accessibility) determine which path wins.
arXiv:2606. 16533v3 Announce Type: replace Abstract: We introduce \textbf{Kairos}, a regret-aware native world-action model stack for Physical AI.
By Kairos Team, Fei Wang, Shan You, Qiming Zhang, Tao Huang, Zuoyi Fu, Zhisheng Zheng, Yunlong Xi, Feng Lv, Xiaoming Wu, Zeyu Liu, Cong Wan, Pu Li, Ruiqing Yang, Xiaoou Li, Wei Wang, Kangkang Zhu, Yuwei Zhang, Shi Fu, Zheng Zhang, Xiaoning Wu, Xuzeng Fan, Dacheng Tao, Xiaogang Wang
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:2608. 08982v1 Announce Type: new Abstract: Interactive video world models generate rollouts autoregressively under an action stream, yet they are trained and evaluated almost exclusively on factual prediction.
By Yu Ma, Hongli Shi, Xinran Xu