ReWorld: An Interactive World Model with Long-Horizon Memory

2026-08-24Artificial Intelligence

Artificial Intelligence
AI summary

The authors propose ReWorld, a system that helps an interactive virtual world follow user actions, remember past locations, and run smoothly in real time. During training, they separate short-term control from long-term memory, using different attention methods to handle recent and distant events, and introduce techniques to make memory use efficient. At inference, the model keeps a fixed-size memory cache and retrieves relevant landmarks based on the user's current position, allowing it to remember long journeys without losing track. They also unify different video sources so movements feel consistent, and compress sampling steps for faster performance. Compared to other models, ReWorld better follows user control, recalls long sequences, and produces high-quality video in real time.

interactive world modelattention mechanismkey-value cachepose-indexed landmarksdistillationLoRA adaptermetric-scale alignmentmemory recallcamera-motion consistencyvideo generation
Authors
Zhifei Chen, Luozhou Wang, Guibao Shen, Dongyu Yan, Shuai Yang, Tianshuo Xu, Yihua Du, Wei Wang, Tianyi Gui, Lianghua Huang, Yingcong Chen
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.