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WORLD MODELS · TIMELINE

World Models: 36 Years from Internal Models to WAMs

1990–2026 · Five lineages · 33 milestones

Early explorationLatent-space eraVideo generation · Physical AI · VLAWAM unification1990200020102018202020222023202420252026Model-based RL · Latent DynamicsVideo-generation World ModelsJEPA Predictive EmbeddingsVLA · World Action ModelsEmbodied / Physical World ModelsWorld Models1990 · SchmidhuberPILCO2011 · Deisenroth & RasmussenWorld Models2018 · Ha & SchmidhuberPlaNet2018 · DeepMindMuZero2019 · DeepMindDreamer2019 · Hafner et al.DreamerV22020 · Hafner et al.TD-MPC2022 · Hansen et al.DreamerV32023 · Hafner et al.I-JEPA2023 · Meta AIGAIA-12023 · WayveUniSim2023 · GoogleSora2024 · OpenAIGenie2024 · DeepMindV-JEPA2024 · Meta AI1X World Model2024 · 1X TechnologiesGenie 22024 · DeepMindCosmos2025 · NVIDIAV-JEPA 22025 · Meta AIGenie 32025 · DeepMindRT-22023 · Google DeepMindOpenVLA2024 · Stanford et al.π02024 · Physical IntelligenceGR00T N12025 · NVIDIAHelix2025 · Figure AIWAMs Survey2026 · Fudan University · Shanghai Innovation Institute · NUSACT2023 · StanfordRDT / H-RDT2024 · Tsinghuaπ0.52025 · Physical IntelligenceOpenVLA-OFT2025 · Stanford · BerkeleyGR00T N1.72026 · NVIDIAXiaomi-Robotics-02026 · XiaomiGigaWorld-Policy-02026 · GigaWorld Team
The x-axis is non-linear (1990–2017 compressed). Hover a node for details.← swipe to explore the full timeline →
WAM PHYLOGENY · 2023–2026

Branching Evolution: From VLA to World Action Models

61 site-collected papers · four lineages · taxonomy per arXiv:2605.12090

Vertical axis is paper date (non-linear; the dense 2026 band is expanded). WAM unifies VLA's p(a|o,l) and world models' p(o′|o,a) into the joint distribution p(o′,a|o,l), splitting into cascaded (imagine, then act) and joint (one model generates both) families; the bottom band is the RoboDojo arena snapshot (Aug 2026, 34 models). Hover for details; click a node to open the paper.
PAPERJul 23, 2026

Addressing the Orchestration Gap in Generalist Robots via Physical Agency

General-purpose robots need to reason about their actions, combining perception, world knowledge, planning, success detection, recovery, and low-level control. Today's state-of-the-art models attempt to combine all these capabilities into the learned policy via large-scale pre-training. Instead, we show that these capabilities can be decomposed into a general language-conditioned policy/control agent and a high-level agent manager/orchestrator. Rather than training policies to reason via pre-training, we build a closed-loop physical agent orchestrator that can do high-level planning, decompose the goal into achievable subgoals, command low-level motor commands, track and verify the outcome from low-level observations, and recover from failures. Our Physical Agency orchestrator (Pigey) can control existing vision-language-action (VLA) policies as well as parametrized skills to solve complex reasoning tasks in the real world, without any additional data collection or post-training. We evaluate Pigey extensively across simulation benchmarks and challenging real-world robotic manipulation tasks, and demonstrate significant performance improvements over existing generalist policies. On LIBERO-PRO, Pigey advances the state-of-the-art by over 4x (12.8% -> 53.3%) with no task-specific fine-tuning. On a real robot, Pigey lifts the frozen policy from near-zero to over 90% on reasoning-limited tasks. We call the difference between what frozen motor skills achieve alone and inside the agentic loop the orchestration gap.

Liane Galanti, Dhruv Shah, Tri Dao

VLAOrchestrationPrincetonRobot Manipulation
PAPERJul 23, 2026

GS-Agent: Creating 4D Physical Worlds With Generative Simulation

Creating dynamic and physically realistic 4D worlds from natural language descriptions is both fascinating and challenging. Traditional computer graphics methods rely on manual creation, requiring extensive human effort to fine-tune materials, motions, and visual fidelity. Recent advances in generative foundation models have sparked interest in learning to generate such 4D worlds from large-scale data; however, existing methods still struggle to ensure physical plausibility and controllability. In this work, we take a different path by leveraging foundation models to construct an agentic system that emulates how humans traditionally create 4D worlds, yet automates the entire process. We present GS-Agent, an end-to-end multi-agent framework that integrates physics engines in the loop to generate realistic, dynamic, and controllable 4D physical worlds from natural language. Inspired by how humans build 4D worlds, GS-Agent decomposes the task into entity management, covering 3D asset curation, material tuning, placement, and motion control, and rendering configuration, including camera and lighting manipulation. Multiple agents with distinct expertise interact with the physics engine via code, seek multimodal feedback, and collaborate to iteratively construct 4D worlds that align with the given descriptions. Experimental results show that GS-Agent effectively converts natural language into diverse and physically plausible 4D worlds exhibiting rich interactions among liquids, deformable objects, and rigid bodies, while achieving cinematic camera and lighting control. We envision GS-Agent as a foundation for a new paradigm in 4D world generation, empowering creative content creation and physical AI. Project page at https://umass-embodied-agi.github.io/gs-agent/

Hongxin Zhang, Chunru Lin, Junyan Li

3D Gaussian Splatting4D GenerationWorld ModelsPhysics simulation
PAPERJul 23, 2026

Persistent Computational State: A Session-Centric Runtime for Generative World Models

Generative world models are increasingly driven as simulators: a planner forks a state, rolls out futures, backtracks, and returns to a visited viewpoint. Recent benchmarks establish that current video world models fail this usage, and attribute it to the model, prescribing new architectures and training objectives. We show this attribution is incomplete, and for an important class of models simply wrong. Snapshotting the state the runtime already holds – an observation plus RNG state, a memory bank, or a windowed KV context, by architecture – and restoring it after a genuine excursion reproduces the never-left continuation byte-identically on all three; corrupting only the RNG degrades it. The capability was never missing: request-centric serving discarded it, inheriting from language-model serving the assumption that runtime state is recomputable – but world-model state carries a non-recomputable kernel. We define Persistent Computational State (PCS), the minimal non-recomputable state that must survive across requests, show it can be discovered by measurement, and build a session-centric runtime over it. Checkpoint and restore cost 0.012 ms against a 1.85 s generation step; resident sessions become host- rather than device-bounded (measured to 1,024); and world memory must be evicted by relevance to the return, not recency – the inverse of LLM practice.

Zhen Lin

World ModelsGenerativeRuntime
PAPERJul 22, 2026

PhysCoRe: Physics-Corrected Residual World Models for Material-Aware Deformable Dynamics

Predicting how deformable objects evolve under robotic manipulation is a longstanding challenge. Existing approaches typically rely on per-object optimization to fit material parameters, which can be slow and cannot generalize, while end-to-end learned alternatives extrapolate poorly and often violate basic physical structure. We present PhysCoRe, a physics-corrected residual world model that couples a differentiable Material Point Method (MPM) simulator with two feed-forward neural networks. A material refinement module, Material from Motion (MfM), infers per-particle elasticity from visual observations, grounding the simulator in object-specific physics. A residual correction module, Residual from Dynamics (RfD), learns the discrepancy and predicts corrections to the simulator's internal dynamics, absorbing systematic biases that the analytical model cannot capture. This design also supports online material identification on novel objects. MfM adapts from limited interactions, and its predictive uncertainty steers further exploration toward the regions where its estimate is least confident. Experiments on real deformable-object manipulation sequences show that PhysCoRe outperforms state-of-the-art baselines in prediction accuracy, and that its predicted confidence forms a reliable distribution across the object's geometry, providing a natural signal for future confidence-guided exploration.

Haocheng Yin, Shuohan Tao, Yongsheng Chen

World ModelsPhysics simulationDeformable ObjectsRobot Manipulation
PAPERJul 22, 2026

ReferTrack: Referring Then Tracking for Embodied Visual Tracking

Embodied visual tracking (EVT) requires a mobile agent to continuously follow a specific target described in natural language using only onboard vision. While recent vision-language-action (VLA) policies unify target identification and trajectory planning, their chain-of-thought (CoT) reasoning often operates in abstract spatial latents that are difficult to supervise and weakly aligned with explicit image-space detections. To address this, we introduce ReferTrack, a referring-then-tracking paradigm that grounds EVT using a single forward-facing camera. Our model first selects the target from an indexed set of bounding boxes, then decodes tracking waypoints conditioned on this image-grounded decision. To preserve target motion cues over time, ReferTrack maintains a sliding-window queue of previously selected bounding boxes, injecting their geometric features into the visual history via temporal-viewpoint-bbox indicator (TVBI) tokens. We further enhance target identification by co-training on a custom Refer-QA dataset. On EVT-Bench, ReferTrack achieves state-of-the-art single-view performance with success rates of 89.4%, 73.3%, and 74.1% on the single-target, distracted, and ambiguity tracking splits, respectively – matching or even surpassing several multi-camera baselines on identification-heavy tasks. Finally, real-world deployments on legged and humanoid robots validate its robust sim-to-real transfer capabilities. Code is available at https://github.com/MedlarTea/referTrack.

Hanjing Ye, Tianle Zeng, Jiazhao Zhang

VLAObject trackingReferenceEmbodied AI