ReWorld: An Interactive World Model with Long-Horizon Memory
- URL: http://arxiv.org/abs/2608.23565v1
- Date: Mon, 24 Aug 2026 17:59:05 GMT
- Title: ReWorld: An Interactive World Model with Long-Horizon Memory
- Abstract summary: ReWorld separates control and memory during training and bounds them at inference.<n>A metric-scale-aligned data engine places eight sources -- Unreal-rendered fly-throughs, game roaming, and real-world footage -- on one physical action scale.<n>One backbone serves both a high-fidelity multi-step mode and a real-time interactive one.
- Score: 43.24590497177396
- License: http://creativecommons.org/licenses/by/4.0/
- 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: control wants a short horizon, memory wants an unbounded one. ReWorld separates the two during training and bounds them at inference. Mixed per-head attention windows confine most heads to the recent past while a small set of global heads attends over the entire history, and random head routing keeps either capability from binding to particular heads; random chunk dropping makes sparse histories in-distribution. At inference the whole past lives under a fixed budget: a bounded KV cache backed by a pose-indexed landmark bank, from which the model retrieves the landmarks nearest the current pose. A metric-scale-aligned data engine places eight sources -- Unreal-rendered fly-throughs, game roaming, and real-world footage -- on one physical action scale, so the same key press moves the camera the same distance in every source, and palindrome trajectories supply the revisit evidence that memory training needs. Distribution-matching distillation confined to a LoRA adapter then compresses sampling to four steps: one backbone serves both a high-fidelity multi-step mode and a real-time interactive one, streaming 704x1280 video across photorealistic, game-style, and stylized worlds. Under a three-axis protocol covering action following, long-horizon recall, and video quality, against six recent interactive world models it attains the best control fidelity ($11.95^\circ$ rotation error and the best camera-motion consistency) and the best generation quality; and on minute-long out-and-back rollouts ($64$\,s, $384$ latents), its fixed 12-chunk cache still regenerates the starting view -- at rollout lengths where a sliding window has long evicted the evidence and full-KV attention runs out of memory.
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