arXiv Computer Vision By Chensheng Peng, Wenhao Ding, Ran Tian, Zewei Zhou, Jef Packer, Maximilian Igl, Peter Karkus, Yan Wang, Masayoshi Tomizuka, Boris Ivanovic, Marco Pavone, Yuxiao Chen

CtrlWAM: Controllable World Action Models with Aligned Intent and Foresight

Read the original on arXiv Computer Vision →

CtrlWAM introduces a controllable world action model that jointly predicts actions (intent) and visual futures (foresight). By executing perturbed actions in a simulator and pairing them with noised visual outcomes, it aligns action predictions with their visual consequences, using warped video–action noise schedules to maintain visual layout responsiveness. The model extends beyond ego‑only control to multiple agent streams, improving action forecasts, video–action agreement, and command following in driving and robotics experiments.

Machine-generated by The Flow from the publisher's headline and feed description — not written or checked by a human. The full article lives at arXiv Computer Vision.

arXiv Computer Vision
Sep 21

MT-WAM: Reorienting the One-Pass Predictive Representation Toward Action Generation

MT‑WAM enhances the Fast‑WAM framework by adding complementary supervision for future 2‑D point trajectories and visual features while keeping the original training objectives. A lightweight dual‑stream branch and structured attention mask isolate motion‑specific processing, and motion‑stream tokens provide additional dynamics cues to the action expert. During inference, MT‑WAM skips future‑video prediction, using cached video and motion information to achieve higher success rates on LIBERO, LIBERO‑Plus, RoboTwin 2.0 Clean2Rand, and several real‑world tasks.

By Yiguang Yang, Jiankun Peng, Xiaoming Wang, Yiran Zhang, Zhibo Fang
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