ReWorld remembers a one-minute-old view from a 12-chunk cache, at 11.95° rotation error

ReWorld: An Interactive World Model with Long-Horizon Memory

Zhifei Chen, Luozhou Wang, Guibao Shen, Dongyu Yan, Shuai Yang, Tianshuo Xu, Yihua Du, Wei Wang, Tianyi Gui, Lianghua Huang, Yingcong Chen

cs.AI

2026-08-25

ReWorld trains control and memory on different windows, then fills a 12-chunk cache with pose landmarks. Rotation error 11.95°; a 64s out-and-back still regenerates the start view.

What problem this solves

An interactive world model has to follow the camera, remember places it already showed, and keep streaming. The tension is structural. Control fits in a short window; memory wants unbounded history. Systems that train both in one attention stack see the usual trade: add action injection and control rises while revisit fidelity falls. ReWorld splits the windows in training and bounds memory at inference with a fixed KV budget.

Method

The backbone is Wan2.2-TI2V-5B, streamed as causal latent chunks. Two conditioners: MRoPE folds camera pose into attention phase so similar viewpoints match across time, and a Plücker ray map adds the current command to patch embeddings. Of 24 heads, 18 see only the last 12 frames and 6 see the full causal past. Each step picks the global set from a pool of 12 random partitions, so neither skill binds to fixed heads. The inference cache is 12 chunks: one sink, five recent, six pose-retrieved landmarks. Chunks aging out of the window enter a landmark bank of at most 30, admitted by odometry; a full bank evicts the most pose-redundant member. Random chunk-drop during training makes sparse caches in-distribution. A four-step DMD LoRA compresses sampling and leaves the control path LoRA-free, so one backbone serves multi-step quality and realtime. Data: 220,724 pose-annotated clips from eight sources on one metric action scale, with a 20% palindrome window on UE footage for revisit supervision.

Results

The control bench is 40 start images times 6 trajectories, 240 clips. Overall rotation error is 11.95°, ahead of LingBot-World at 12.59°, with the best camera-motion consistency. VBench mean is 0.850 versus 0.844 for Yume-1.5. At k=96 (about 16 s) revisit SSIM is 0.384 and DINO 0.932 with 615 px of outbound path; HY-WorldPlay scores higher but travels only 210 px, and a short path is easier to remember. Ablations: chunk-drop plus random head routing lifts revisit SSIM at k=384 (about 64 s) from 0.3387 to 0.3752; a sliding window under the same budget gets 0.3476, and full KV OOMs from k=288. Action injection versus MRoPE-only cuts RotErr 17.66° to 13.21° but drops revisit SSIM 0.3898 to 0.3376; routing keeps control at 12.94° and restores SSIM to 0.3752.

MethodRotErr ↓VBench mean ↑k=96 revisit SSIM
LingBot-World12.59°0.8410.251
HY-WorldPlay14.66°0.8420.427
ReWorld11.95°0.8500.384

Why it matters

Playable world models stall when following and recognition fight for attention. Splitting abilities by window at train time and retrieving landmarks by pose at deploy time needs no extra loss. A 12-chunk cache that still regenerates the start view at about one minute, where full KV already OOMs, is the shape that can ship. LoRA distillation gives the same 5B backbone a preview mode and a realtime mode. HY-WorldPlay's stronger short-path revisit scores are a reminder to read memory metrics with how far the camera actually moved.

Limitations

The revisit protocol uses constructed palindromes, not free user roaming. HY-WorldPlay still leads SSIM/LPIPS on short paths; ReWorld's memory edge shows up once the needle has left the window. Control uses ViPE re-tracking plus Sim(3) alignment, so it scores trajectory shape, not metric meters. VBench is normalized to 32 frames and is not comparable to native-length numbers. Bank size 30 and cache 12 are untested on longer open worlds. The project was done during an Alibaba internship; the data mix leans on Unreal renders.

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