Introducing GWM Worlds 2, a Playable World Model | Runway

Reddit r/singularity Models

Summary

Runway has released GWM Worlds 2, an interactive world model with real-time control capabilities, enabling the generation of 720p/24fps video and 48kHz audio on the fly. It allows users to manipulate the environment via text commands and integrate agents for task execution.

No content available
Original Article
View Cached Full Text

Cached at: 09/03/26, 06:20 PM

# GWM Worlds 2: An Interactive World Model with Real-Time Control **TL;DR:** Runway has introduced GWM Worlds 2, an interactive world model that can be controlled in real-time. It uses a "World Prompt" mechanism to separate persistent and dynamic elements of a scene, supports frame-by-frame real-time generation of 720p/24fps video and 48kHz audio, allows users to directly control the environment through text actions, and can be integrated with agents to autonomously perform tasks. ## From Simulation to Real-Time Control Last December, we introduced GWM Worlds—a world model for real-time environment simulation. It maintained spatial coherence through long-sequence motion, which is the difficult part. Today, we present GWM Worlds 2. Video and audio generation transforms into a real-time controllable simulation experience. ## Core Mechanism: World Prompt Rich control requires a mechanism to describe the world. Our approach starts with a segmentation: distinguishing persistent elements from dynamic changes. We call this the "World Prompt." * **Persistent Part (Scene):** The actionable subjects constituting the scene and the rules they follow. The first frame lays the foundation, and thereafter the world continues to run. * **Event Stream:** Timestamped text actions that can target specific subjects or freely affect the entire scene. Camera movement is provided frame-by-frame as a separate input and maintains continuity. ## Technical Implementation and Model Evolution To achieve all this, we fine-tuned a base audio-video model according to the World Prompt format, making it follow the corresponding structure. This model originally had a bidirectional structure and ran too slowly for real-time interaction. Therefore, we transformed it into a duration-free, autoregressive model through post-training. GWM Worlds 2 can generate **720p resolution**, **24 frames per second** video and **48kHz audio**, rendered in real-time frame by frame. All subsequent demonstrations are completed through real-time control in a single continuous session. ## Real-Time Control and Interactive Features 1. **Real-Time Control:** Nothing is a pre-rendered clip. As long as you keep inputting, the world will continue and expand. 2. **Easy Operation:** Common actions can be bound to keys to improve control efficiency. Actions do not have to target a specific character; sending a command to the scene can trigger a flood or a sandstorm. 3. **Dynamic Start:** You can also start a scene from a video (not just a static image), with environment and audio transitioning seamlessly. 4. **Agent Control:** Agents can also take over control—give it a goal, and it will act autonomously. In an initial test, the instruction to sequentially go to a red flag and a blue flag was completed in one fluid motion. 5. **Multi-User Collaboration:** Different users can play different roles within the same session. 6. **Convenient Presets:** GWM Worlds 2 does not require tedious scene configuration. Describe the world in one line of text, and you get an instant, ready-to-play preset environment. **GWM Worlds 2. Build as you play.** Source: Introducing GWM Worlds 2, a Playable World Model | Runway (https://www.youtube.com/watch?v=pmjyB-lc4KQ)

Similar Articles

WorldCast: Distributed Multiplayer World Models

Hugging Face Daily Papers

WorldCast 提出了一种分布式多人世界模型,每个玩家本地运行视频生成器与状态模型,通过交换玩家状态和共享场景状态实现一致、可扩展的实时多人生成,在 Counter-Strike 2 上验证了其一致性与可扩展性。

tencent/HY-World-2.0

Hugging Face Models Trending

HY-World 2.0 is Tencent's open-source multi-modal 3D world model that reconstructs and generates 3D worlds from text, images, and videos, producing editable 3D assets (meshes/Gaussian Splatting) comparable to closed-source methods.