ReWorld: An Interactive World Model with Long-Horizon Memory
Summary
ReWorld presents an interactive world model that decouples short-horizon control from long-horizon memory using mixed attention windows and distribution-matching LoRA distillation, enabling real-time video generation with high action fidelity and recall.
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Paper page - ReWorld: An Interactive World Model with Long-Horizon Memory
Source: https://huggingface.co/papers/2608.23565 Authors:
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Abstract
ReWorld separates short-horizon control and long-horizon memory during training, then bounds both at inference via mixed attention windows, a pose-indexed landmark bank, and distribution-matching LoRA distillation to enable real-time interactive world modeling with strong action fidelity and long-range recall.
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 windowsconfine most heads to the recent past while a small set ofglobal headsattends over the entire history, andrandom head routingkeeps either capability from binding to particular heads;random chunk droppingmakes sparse histories in-distribution. At inference the whole past lives under a fixed budget: a boundedKV cachebacked by apose-indexed landmark bank, from which the model retrieves the landmarks nearest the current pose. Ametric-scale-aligned data engineplaces 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, andpalindrome trajectoriessupply the revisit evidence that memory training needs.Distribution-matching distillationconfined to aLoRA adapterthen 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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