World Models — Technologies & Tricks

Updated July 2026 with 2025–2026 SOTA additions — new entries marked ★. Algorithm names link to their papers (arXiv / project page).

July 2026 · Updated Edition


Contents

  1. What Is a World Model?
  2. Classical World Models
  3. Latent Dynamics: The Core Architecture
  4. Foundation Video World Models (the 2024–2026 wave)
  5. Architectures for Video World Models
  6. Tokenizers for World Models
  7. Action Conditioning
  8. Long-Horizon Consistency
  9. Physical Commonsense
  10. World Models for Autonomous Driving
  11. World Models for Robotics
  12. Playable World Models / Game Generation
  13. NVIDIA Cosmos Platform (Detailed)
  14. Evaluation
  15. Training Data and Curation
  16. Open Challenges and Frontier 2026
  17. Use as RL Substrate (Imagination)
  18. Production Stack 2026

1. What Is a World Model?

1.1 Working definition

A world model is a generative model of how an environment evolves over time, conditioned on past observations and (optionally) actions. It can predict the next observation, or roll out arbitrarily far into the future.

\[p_\theta\!\left(\mathbf{o}_{t+1:t+H} \mid \mathbf{o}_{1:t}, \mathbf{a}_{1:t+H-1}\right).\]

1.2 The two threads

  1. Latent dynamics for control (Schmidhuber's "dream" lineage; Ha & Schmidhuber 2018; Dreamer V1–V3): a learned model used as a substrate for RL. Compact latent; small recurrent / Transformer dynamics.
  2. Video-foundation world models (2024–26: Sora / Veo / Cosmos / GAIA / Genie): high-fidelity video generation conditioned on actions or text, used as a learned simulator for robotics, AV, and games.

1.3 Why world models?

1.4 World model vs video generation

Video generation: text \(\to\) video clip. World model: state + action \(\to\) next state(s). The difference is action conditioning + the ability to roll out indefinitely under controlled inputs.

Key

A world model is a video generator with action conditioning and persistence, used as a learned simulator. By 2025 the video-gen frontier (Sora 2, Veo 3, Kling 2, Cosmos) is converging with world models.

1.5 Quality dimensions

2. Classical World Models

2.1 Dyna-Q (Sutton 1990)

Mix real experience with simulated rollouts from a learned dynamics model. Update Q both ways. The original "model-based + model-free hybrid."

2.2 PILCO

Gaussian Process dynamics + analytic policy gradient via moment matching. Extremely sample-efficient on low-dim continuous control. Doesn't scale to high-dim observations.

2.3 PETS (Probabilistic Ensembles + Trajectory Sampling)

Ensemble of NNs models the dynamics; CEM (Cross-Entropy Method) plans over sampled rollouts. State-of-the-art for many MuJoCo tasks circa 2018.

2.4 Black-box vs analytic

Black-box: NN that maps \((s, a) \to s'\); no analytical gradient through dynamics. Analytic: differentiable simulator (physics engine, learned). Latter enables direct policy gradient through dynamics.

2.5 Dreamer V1 (Hafner et al. 2020)

First widely successful latent-dynamics RL world model:

2.6 Dreamer V2

Categorical latents (\(32 \times 32\) one-hot per stochastic state); KL balancing trick; matches model-free on Atari at 200M frames.

2.7 Dreamer V3 (2023)

Same hyperparameters across 150+ tasks (Atari, DeepMind Control, Crafter, Minecraft):

Notable: first to collect diamonds in Minecraft from scratch via RL.

2.8 TD-MPC, TD-MPC2 (Hansen et al.)

Latent dynamics + sampling-based MPC at planning. Strong on continuous control benchmarks; robust across embodiments.

2.9 IRIS (Imagination with Auto-Regression over Inner Speech, Micheli et al.)

Tokenizer (VQ-VAE) + Transformer dynamics. Discrete tokens make the world model into an autoregressive sequence model. Strong on Atari at low data.

2.10 DIAMOND (Diffusion for Atari)

Diffusion world model for Atari at low data. Showed diffusion can replace VAE+RNN as the dynamics class.

Foundation for later video-diffusion world models.

2.11 Comparison table

Method Dynamics class Strengths Weak
Dyna-Q tabular / NN simple, hybrid low-dim only
PILCO GP sample-efficient doesn't scale
PETS NN ensemble uncertainty moderate scale
Dreamer V3 RSSM (RNN) general, robust moderate horizon
TD-MPC2 latent RNN + MPC continuous control needs MPC at inference
IRIS tokenizer + Transformer sequence-modeling long horizons
DIAMOND diffusion quality + flexibility expensive

★ 2026 SOTA update — Latent-dynamics RL world model (Dreamer successor)

  • Dreamer 4 (Training Agents Inside of Scalable World Models): Direct successor to Dreamer V3. Scalable transformer world model trained with a novel 'shortcut forcing' objective, enabling fast/accurate imagination and real-time human interaction. First agent to obtain diamonds in Minecraft purely from an offline dataset (no environment interaction), choosing 20,000+ mouse/keyboard actions from raw pixels. Learns general action conditioning from little data, extracting most knowledge from unlabeled video.

3. Latent Dynamics: The Core Architecture

3.1 The encoder-dynamics-decoder pattern

  1. Encoder: \(o_t \to z_t\) (image \(\to\) latent).
  2. Dynamics model: \((z_t, a_t) \to z_{t+1}\) (latent transition).
  3. Decoder: \(z_t \to \hat{o}_t\) (reconstruction; for training).
  4. Reward head: \(z_t \to r_t\).
  5. Continue head: \(z_t \to \mathbf{1}[\text{not done}]\).

3.2 Recurrent State-Space Model (RSSM)

Dreamer's core. Combines deterministic GRU + stochastic Gaussian / categorical:

\[h_t = f_\phi(h_{t-1}, z_{t-1}, a_{t-1}), \quad z_t \sim q_\phi(z_t \mid h_t, o_t), \quad \hat{z}_t \sim p_\phi(\hat{z}_t \mid h_t).\]

\(h_t\): deterministic (recurrent state). \(z_t\): stochastic (sampled). Posterior \(q\) uses observation; prior \(\hat{z}_t\) used at imagination time.

3.3 Loss

\[\mathcal{L} = \mathbb{E}_q\Big[\; \underbrace{-\log p_\phi(o_t \mid h_t, z_t)}_{\text{recon}} \; \underbrace{-\log p_\phi(r_t \mid h_t, z_t)}_{\text{reward}} \; + \cdots \Big].\]

Image / reward / continue reconstruction + KL.

3.4 Symlog / two-hot (Dreamer V3)

Symlog for reward / value targets:

\[\mathrm{symlog}(x) = \mathrm{sgn}(x)\log(|x| + 1), \quad \mathrm{symexp}(x) = \mathrm{sgn}(x)\big(\exp(|x|) - 1\big).\]

Two-hot: regress to a categorical distribution over \(\sim 256\) bins; recover scalar by expectation. Stabilizes across reward scales (Atari \(\sim 10^4\) vs DMC \(\sim 1\)).

3.5 Imagined rollouts

At policy training time, roll out the prior \(p_\phi\) for \(H\) steps (no observation); train actor + critic on imagined trajectories with REINFORCE + value baseline.

3.6 Why latent dynamics works

3.7 Failure modes

4. Foundation Video World Models (the 2024–2026 wave)

4.1 The shift

Video diffusion / autoregressive models trained on internet-scale video (and increasingly action-conditioned data) double as world models. Same generative model that makes Sora-class video clips can be conditioned on actions to predict next frames.

4.2 Sora / Sora 2 (OpenAI)

4.3 Veo 2 / Veo 3 (Google DeepMind)

4.4 Kling 1.6 / 2 (Kuaishou)

Frontier closed video model; Asia-led. Strong on photoreal motion + identity preservation.

4.5 Cosmos (NVIDIA 2025)

Cosmos World Foundation Models: explicitly positioned as world models for robotics + AV.

4.6 GAIA-1 / GAIA-2 (Wayve)

4.7 Genie family (DeepMind)

4.8 Vista (Wayve / others)

Driving / scene-level video synthesis with controllability.

4.9 World Labs (Fei-Fei Li, 2024 startup)

3D world generation from text / image; positioned as "Large World Models." Closed previews.

4.10 Lineup table

Model Domain Open? Notable
Sora / Sora 2 general video no "world simulator" framing
Veo 2 / 3 general video no + audio (V3)
Kling 1.6 / 2 general video no frontier Asia
MovieGen general video + audio no Meta
Cosmos Predict general + robotics/AV yes (some) NVIDIA platform
Cosmos Transfer sim-to-real / domain yes inverse rendering
Cosmos Reason physical commonsense VLM yes evaluator
GAIA-1 / GAIA-2 driving no Wayve closed-loop sim
Genie 1 2D playable no latent action model
Genie 2 3D playable no 1 min interactive
Vista driving partial various authors
DriveDreamer / DD-2 driving yes open AV world model
Oasis (Decart) playable Minecraft yes live demo
GameNGen (Google) DOOM no 20 fps playable
DIAMOND-CS (Iglesias) CS:GO playable yes diffusion world
WHAM (Microsoft) Bleeding Edge no game-specific
1X World Model humanoid no robotics

★ 2026 SOTA update — Foundation video world model update (robotics + AV)

  • Cosmos-Predict2.5 / Cosmos-Transfer2.5 (World Simulation with Video Foundation Models for Physical AI): Latest Cosmos WFM generation. Flow-based architecture unifying Text2World, Image2World, and Video2World in a single model, using Cosmos-Reason1 as the text encoder for richer grounding/control. Trained on 200M curated clips with RL-based post-training; 2B and 14B scales; big gains over Cosmos-Predict1 in quality and instruction alignment. Cosmos-Transfer2.5 is a control-net-style Sim2Real/Real2Real framework, 3.5x smaller than Transfer1 yet higher fidelity with robust long-horizon generation. Open under NVIDIA Open Model License (cosmos-predict2.5, cosmos-transfer2.5). Updates cheat sheet's 'Cosmos 2025' to the 2.5 line.

★ 2026 SOTA update — Foundation video world model (general video)

  • Sora 2: Official Sora 2 release (with the Sora social iOS app, invite-only US/Canada rollout; Android ~2 months later). Flagship video+audio model: synchronized dialogue and sound effects, markedly improved physical accuracy (buoyancy/rigidity, rebounds off backboards on missed shots, gymnastics/backflips), and greater controllability. Failures now tend to look like mistakes of the modeled agent rather than physics violations. Replaces the cheat sheet's speculative Sora 2 entry with the dated official launch and URL.

★ 2026 SOTA update — Foundation video world model (general video + native audio)

  • Veo 3: Announced at Google I/O 2025. First Veo to natively generate synchronized audio (dialogue lip-synced to video, sound effects, ambient sound) alongside video; 720p/1080p/4K clips with expanded creative/camera controls. Launched with Flow, a filmmaking tool pairing Veo 3 with Imagen. Official page later advanced to Veo 3.1. Anchors the cheat sheet's Veo 3 entry to the official model page and date.

5. Architectures for Video World Models

5.1 The dominant pattern (2025–26)

  1. Causal 3D VAE encoder: video \(\to\) spatiotemporal latent grid (e.g., \(T/4 \times H/8 \times W/8\)).
  2. Spatiotemporal MM-DiT: joint diffusion over latent + condition (text, action, camera).
  3. Causal 3D VAE decoder: latent \(\to\) video.

5.2 Diffusion vs autoregressive

Diffusion (Sora, Veo, Cosmos Predict, GAIA):

Autoregressive (Cosmos Predict-AR, GameNGen, Oasis):

5.3 Hybrid: chunked AR + diffusion within chunks

Used in Sora-style long-clip generation.

5.4 Latent action models (Genie)

Discover discrete latent actions \(\tilde{a}_t\) from unlabeled video:

At inference, user controls via the discovered action vocabulary \(\to\) playable.

5.5 Camera-control conditioning

5.6 Key-frame conditioning

5.7 Scene memory / persistence

Open challenge: how to remember things outside current view.

★ 2026 SOTA update — Autoregressive video / long-horizon consistency training trick

  • Self Forcing: Bridging the Train-Test Gap in Autoregressive Video Diffusion: NeurIPS 2025 Spotlight. Fixes exposure bias in autoregressive video diffusion: instead of denoising future frames from ground-truth context, each frame is conditioned on the model's own previously self-generated outputs via autoregressive rollout with KV caching during training, supervised by a holistic video-level loss. Uses a few-step diffusion model, stochastic gradient truncation, and a rolling KV cache for indefinite extrapolation. Achieves real-time streaming generation at sub-second latency on a single GPU while matching/surpassing slower non-causal models. A core 'self-forcing' trick for the long-horizon toolbox.

6. Tokenizers for World Models

6.1 Why tokenizers matter

World models live or die by their tokenizer. Bad tokenizer \(\to\) blurry rollouts, poor temporal coherence, wasted compute.

6.2 Causal 3D VAE

3D conv encoder with causal temporal padding (current frame depends only on past). Standard \(4\times\) temporal \(\times\ 8\times\) spatial compression. Used in Sora, Open-Sora, CogVideoX, Cosmos.

6.3 MAGVIT-v2 (LFQ)

Lookup-Free Quantization: project latent to dim \(L\), sign-quantize \(\to\) vocab \(2^L\). No codebook collapse. Joint image + video training. Used in Genie, Emu3, several open AR video models.

6.4 FSQ (Finite Scalar Quantization)

Per-dim rounding to a small set; vocab \(\prod_i (2K_i + 1)\). Simpler than LFQ; competitive.

6.5 Cosmos Tokenizer

NVIDIA's joint image + video tokenizer.

6.6 Token-budget math (per-second video)

At 24 fps, 256×256, 4× temporal × 8× spatial:

\[\text{tokens/sec} = 24 \cdot 256^2 / (8^2 \cdot 4) = 6144.\]

A 1-min clip \(\sim\) 370k tokens. Action conditioning adds a small number of tokens per step.

6.7 Compression matters for AR rollouts

AR world models pay \(O(N^2)\) attention over the cache. Aggressive temporal+spatial compression keeps long-horizon rollout feasible.

7. Action Conditioning

7.1 The conditioning problem

World models for control must respond to actions. Approaches:

7.2 Discrete action tokens

7.3 Continuous action conditioning

7.4 Flow-matching action heads

For control settings (\(\pi_0\), GR00T): predict action distribution via FM. Combined with world model, supports closed-loop simulation + control.

7.5 Camera-trajectory conditioning

7.6 Latent action discovery (Genie)

Unsupervised: encoder maps \((o_t, o_{t+1})\) to a discrete latent action; world model conditioned on it. At inference, user picks from discovered actions \(\to\) effectively playable. No action labels needed during training.

7.7 Multi-modal actions

7.8 Action faithfulness

Critical metric: do actions actually steer outcomes? Quantify via:

8. Long-Horizon Consistency

8.1 The challenge

Real-world coherence over \(\ge 10\) seconds: object permanence, identity, geometry, lighting, occlusion handling.

8.2 Approaches

8.3 Chunked autoregression

8.4 Identity preservation

Subjects (people, vehicles) drift in long rollouts. Solutions:

8.5 Scene-level persistence

Things outside current view drift / vanish.

8.6 Practical horizons (2026)

9. Physical Commonsense

9.1 What "physics" means here

Object permanence, gravity, collision, occlusion, conservation of mass / energy, fluid dynamics, lighting consistency. Not analytical PDEs; just the soft physical priors humans expect.

9.2 Failure modes (Sora-class)

9.3 Why physics is hard

9.4 Improving physical fidelity

9.5 Cosmos Reason

NVIDIA's VLM trained for physical commonsense reasoning over video. Used to:

9.6 Hybrid physics-neural systems (frontier)

★ 2026 SOTA update — Physical-commonsense VLM evaluator / reasoner

  • Cosmos-Reason1: From Physical Common Sense To Embodied Reasoning: Names/verifies the actual Cosmos Reason paper. Multimodal LLMs (7B and 56B) for Physical AI reasoning that generate embodied decisions via long chain-of-thought. Uses a hierarchical ontology for physical common sense (space/time/physics) and a 2D ontology for embodied reasoning across embodiments; trained with Physical-AI SFT + RL. Ships benchmarks for physical common sense and embodied reasoning; used to score rollouts, filter data, and provide reward signal. Open weights under NVIDIA Open Model License.

10. World Models for Autonomous Driving

10.1 Why AV needs world models

10.2 GAIA-1 / GAIA-2 (Wayve)

Driving-specific video diffusion. Conditioned on past frames + actions (throttle, brake, steering). Closed-loop AV simulator; replay logged driving with counterfactuals.

10.3 DriveDreamer / DriveDreamer-2

Open AV world models; text-controlled scenario generation.

10.4 Vista, MagicDrive3D, EmerNeRF

Various scene-level synthesis approaches.

10.5 OccWorld / DriveWorld

3D-occupancy-grid based world models; predict per-voxel occupancy + semantics over time.

10.6 Wayve LINGO

Vision-language-action with reasoning over driving scenarios.

10.7 Closed-loop AV simulation pipeline

  1. Capture real driving log.
  2. Reconstruct scene (NeuRAD / EmerNeRF / Cosmos Transfer).
  3. Replay with perturbed actions.
  4. Render via world model.
  5. Evaluate policy.

10.8 Neural reconstruction backbones for AV

StreetGaussians, EmerNeRF, S-NeRF, NeuRAD, OmniRe, UniSim: reconstruct logged driving scenes for re-rendering. Combined with world models for full closed-loop.

11. World Models for Robotics

11.1 Why robotics needs world models

11.2 1X World Model

1X (humanoid robotics startup) released a world model trained on humanoid robot footage. Conditioning on past frames + commanded actions; predicts visual outcomes.

11.3 GR00T World Model (NVIDIA)

Cosmos-derived; targets humanoid robotics.

11.4 DayDreamer (Wu et al.)

Train Dreamer-style world model on real robot data; deploy for offline planning + RL fine-tune.

11.5 Pretrained passive video as embodied prior

V-JEPA 2, Cosmos Predict: pretrained on internet video; fine-tuned on robot data for control. Captures motion priors without explicit action labels.

11.6 UniSim, RoboGen, SimplerEnv

Simulator-style world models for evaluating manipulation policies.

11.7 Diffusion world models in policy learning

DPPO and related: train policy alongside diffusion-based world model; gradient through sampler.

11.8 Embodied AI roadmap (2026 view)

  1. Pretrain world model on internet video.
  2. Fine-tune on robot data with action conditioning.
  3. Train VLA inside world model (imagination).
  4. Deploy on robot; collect more data; iterate.

★ 2026 SOTA update — Self-supervised video world model / embodied pretraining

  • V-JEPA 2: Action-free joint-embedding predictive architecture (JEPA) pre-trained on >1M hours of internet video; SOTA on motion understanding (77.3 on SSv2) and action anticipation (39.7 R@5 Epic-Kitchens-100). Post-trained into a latent action-conditioned world model V-JEPA 2-AC using <62 hours of unlabeled Droid robot video, then deployed zero-shot on Franka arms for pick-and-place via image-goal planning, with no reward or task-specific training. Concretizes the cheat sheet's V-JEPA 2 mention with arXiv ID and results.

★ 2026 SOTA update — Robotics world model / synthetic-data pipeline

  • DreamGen (GR00T-Dreams): 4-stage pipeline that generates 'neural trajectories' (synthetic robot data) from video world models (Cosmos-Predict2). Post-trains the WFM to a target embodiment, generates photorealistic task videos, recovers pseudo-actions via a latent action model or inverse-dynamics model, then trains visuomotor policies. Enables zero-shot behavior + environment generalization: a humanoid performs 22 new behaviors in seen and unseen environments from teleoperation data of only a single pick-and-place task. Used to build GR00T N1.5 in ~36 hours. Code: github.com/NVIDIA/GR00T-Dreams. Introduces DreamGen Bench.

12. Playable World Models / Game Generation

12.1 The Genie family (DeepMind)

12.2 Oasis (Decart 2024)

Open playable Minecraft world model. 20 Hz interactive on a single GPU; trained on Minecraft screen + control footage. Demonstrates real-time playability.

12.3 GameNGen (Google 2024)

Diffusion model trained on DOOM gameplay; runs DOOM-like at 20 fps via diffusion.

12.4 DIAMOND-CS (Iglesias et al. 2024)

Diffusion world model for CS:GO; playable. Showed diffusion world models scale to FPS-style real-time.

12.5 WHAM (Microsoft Bleeding Edge)

Game-specific world model trained on Bleeding Edge gameplay; supports persistent agent rollouts.

12.6 World Labs (Fei-Fei Li)

Startup focused on "Large World Models" for general 3D world generation. Closed previews of single-image \(\to\) explorable 3D world.

12.7 Trade-offs for playable worlds

12.8 Use cases

★ 2026 SOTA update — Playable / interactive world models

  • Genie 3: First real-time interactive general-purpose world model. From a text prompt, generates navigable dynamic worlds in real time at 24 fps, 720p, staying consistent for a few minutes. Adds emergent object permanence (edits to the environment persist over time) and promptable world events. Positioned as a training substrate for general-purpose embodied agents / stepping stone to AGI. Consumer 'Project Genie' preview launched Jan 29, 2026. Updates the cheat sheet's 'Genie 3 rumored' note to a shipped model.

13. NVIDIA Cosmos Platform (Detailed)

13.1 The components

13.2 Why a platform vs single model?

World model serving has many sub-tasks: tokenize, predict, transfer \((\text{sim} \to \text{real})\), reason about plausibility, curate data. NVIDIA bundled them so robotics + AV teams can compose.

13.3 Open weights

Several Cosmos models open under permissive licenses. Drove huge adoption among open robotics + AV community.

13.4 Use patterns

  1. Robotics: pretrain VLA on Cosmos-generated counterfactual rollouts.
  2. AV: replay log \(\to\) Cosmos Transfer (clean sim-to-real) \(\to\) test policy.
  3. General: video gen \(\to\) Cosmos Reason filter \(\to\) curated dataset.

13.5 Integration with Isaac Lab / Sim

Combine analytical physics (Isaac) with neural visuals (Cosmos). Best of both: physics correctness + photorealism.

14. Evaluation

14.1 Per-frame quality

14.2 Video-level metrics

14.3 Action-faithfulness

14.4 Physical commonsense

14.5 Closed-loop benchmarks (AV / robotics)

14.6 Long-horizon stability

14.7 Human eval

Side-by-side preferences. Despite all the metrics, human preference remains the ground truth especially for "world-modeling" qualities.

15. Training Data and Curation

15.1 Internet-scale video

15.2 Action-labeled data

15.3 Synthetic data

15.4 Self-supervised action discovery

For unlabeled video: train a latent action model (Genie-style); use discovered actions for downstream.

15.5 Curated robot datasets

Open-X-Embodiment: 1.4M trajectories across 22 embodiments. Foundation for VLA + world model training.

15.6 AV datasets

nuScenes, Waymo Open, Argoverse 2, KITTI-360, Lyft Level 5: standard. Commercial: Tesla / Wayve / Cruise have orders of magnitude more proprietary.

16. Open Challenges and Frontier 2026

16.1 Long-horizon stability

\(\sim 1\) minute is the current ceiling for general video (Sora 2 / Veo 3). Extending to 10+ minutes coherent is open.

16.2 Real-time playability

Genie 2 and Oasis are interactive but limited. Real-time at full quality (60 fps, 4K) on consumer hardware is years away.

16.3 Multi-agent dynamics

World models struggle with multiple interacting agents (cars merging, hands negotiating). Compositional / structured representations may be needed.

16.4 Physical correctness

Soft commonsense \(\to\) explicit physics. Hybrid systems (PhysGaussian, GenSim) emerging. Cosmos-Reason as evaluator helps.

16.5 Editability and intervention

Make-this-change midway through a rollout. Currently brittle; reset-and-re-run is the pattern.

16.6 Causal correctness

World models that capture causal structure, not just correlations. Open research; intersects with structural causal models.

16.7 Evaluation rigor

Many metrics; most game-able. Closed-loop downstream success is the only bulletproof measure but expensive.

16.8 Open research directions (2026)

17. Use as RL Substrate (Imagination)

17.1 Train policy in imagination

17.2 Dreamer V3 imagination loop

  1. Encode real observations to latent.
  2. Roll out RSSM for \(H = 16\) steps.
  3. Predict reward + continue per step.
  4. Compute \(\lambda\)-return.
  5. Update actor (REINFORCE) and critic (regression).

17.3 Planning in world models

17.4 Counterfactual for AV / robotics

17.5 Pretraining VLAs in world models

17.6 Limitations

18. Production Stack 2026

Use case Default approach Notes
General video gen sim Sora 2 / Veo 3 / Cosmos Predict 1–2 min coherent
RL world model (research) Dreamer V3 / TD-MPC2 / IRIS / DIAMOND Latent dynamics
AV closed-loop sim GAIA-2 / Cosmos + StreetGaussians Counterfactual replay
Robotics sim-to-real Cosmos + Isaac Lab + GR00T Hybrid physics + neural visuals
Humanoid robot world model 1X World Model / GR00T Action-conditioned video
Playable world (general) Genie 2 / 3 (closed) 1 min interactive
Playable Minecraft Oasis (open, real-time) 20 fps single GPU
Game-engine replacement World Labs / Genie 3 Early; closed previews
3D scene from image World Labs prototypes Closed
Long-form video gen Sora 2 / Veo 3 / chunked AR Anchor frames + chunks
Action-conditioned (open) Cosmos Predict / DriveDreamer / DIAMOND Open weights
Physical commonsense Cosmos Reason VLM Score rollouts, filter
Pretraining substrate V-JEPA 2 / Cosmos Predict Internet video pretrained for VLAs

Appendix A: Twenty-Five Things to Know

  1. World model = generative model of environment dynamics conditioned on actions.
  2. Two threads: latent dynamics for control vs foundation video world models.
  3. Dyna-Q: original mix of model-based + model-free.
  4. PILCO: GP dynamics; sample-efficient on low-dim.
  5. PETS: NN ensembles + CEM planning.
  6. Dreamer V3: RSSM + symlog + two-hot; same hyperparameters across 150+ tasks.
  7. RSSM: deterministic GRU + stochastic latent.
  8. Symlog: \(\mathrm{sgn}(x)\log(|x| + 1)\) for cross-task robustness.
  9. TD-MPC2: latent dynamics + MPC; strong continuous control.
  10. IRIS: tokenizer + Transformer dynamics; Atari at low data.
  11. DIAMOND: diffusion world model (Atari, CS:GO).
  12. Sora: spacetime patches + DiT; OpenAI's "world simulator".
  13. Veo 3: + audio; closed.
  14. Cosmos: NVIDIA platform (Tokenizer / Predict / Transfer / Reason / Curator).
  15. GAIA-1/2: Wayve's AV world model.
  16. Genie 1/2: latent action discovery; playable worlds.
  17. Oasis: open real-time Minecraft world model.
  18. GameNGen: DOOM via diffusion at 20 fps.
  19. Causal 3D VAE for video tokenization.
  20. LFQ (MAGVIT-v2) for discrete video tokens.
  21. Latent action models discover actions from unlabeled video.
  22. Camera control via Plücker coordinates / extrinsics conditioning.
  23. Long-horizon: chunked AR + anchor frames.
  24. Physical commonsense is the open challenge; Cosmos Reason as evaluator.
  25. Closed-loop downstream success is the only bulletproof eval.

Appendix B: Decision Tree — "Which World Model?"

  1. Classical RL benchmark, sample efficiency? \(\to\) Dreamer V3 / TD-MPC2 / IRIS.
  2. Need diffusion-quality but Atari-scale data? \(\to\) DIAMOND.
  3. Driving / AV closed-loop simulation? \(\to\) GAIA-2 / Cosmos + StreetGaussians.
  4. Humanoid / general robotics? \(\to\) Cosmos + Isaac Lab + GR00T or 1X World Model.
  5. General video as world simulator? \(\to\) Sora 2 / Veo 3 / Cosmos Predict (open).
  6. Want action-conditioned open weights? \(\to\) Cosmos Predict (NVIDIA) or DriveDreamer-2.
  7. Playable / game generation? \(\to\) Genie 2 (closed) or Oasis (open) or GameNGen.
  8. Single-image \(\to\) explorable 3D world? \(\to\) World Labs (closed) or Genie 2.
  9. Internet-video pretraining for embodied? \(\to\) V-JEPA 2 / Cosmos Predict.
  10. Need physical commonsense filter / evaluator? \(\to\) Cosmos Reason VLM.

Appendix C: Year-by-Year Milestones