ReWorld通过独特的长时记忆机制,在交互式世界模型领域取得了显著进展,其控制精度和生成质量均优于同类模型,值得关注。
ReWorld通过分离训练和推理过程中的控制与记忆需求,实现了对用户动作的跟随和实时记忆。采用混合注意力窗口和随机头路由,结合随机块丢弃,模型在推理时使用固定预算的KV缓存和地标银行。数据引擎将不同来源的视频统一到同一物理动作尺度,并使用回文轨迹提供记忆训练所需的证据。在三个轴向上的协议测试中,ReWorld在控制精度和生成质量方面均优于六个最近的交互式世界模型。
ReWorld: An Interactive World Model with Long-Horizon Memory
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.