Anatomy of a world model
Almost every world model has the same parts: something that encodes what the player sees, something that predicts how it changes given an action, some form of memory, and something that turns the prediction back into a frame.
Dynamics. The heart of the model: predicts the next latent from the current one, memory and the action. Recurrent, transformer, diffusion or flow.
SSM / RSSM →Transformers →Diffusion & flow →Family A
How the world is represented
1. Recurrent & State-Space Models
Compress the past into a fixed-size state and update it every step.
The oldest idea in world modelling: keep a hidden state h that summarizes everything seen so far, and update it with each new observation and action. The cost per step is constant no matter how long you play.
Recurrent state-space models (RSSM), used by PlaNet and Dreamer, split the state into a deterministic memory and a stochastic part that captures what cannot be predicted. Structured SSMs such as S4 and Mamba make the recurrence linear, so it can be trained in parallel and remember over very long sequences.
A linear state-space layer. The eigenvalues of Ā decide how slowly old inputs fade.
Dreamer's RSSM: a deterministic memory h plus a stochastic latent z, both driven by the action a.
Strengths
- Constant cost per frame, so cheap to run in real time
- Natural fit for long play sessions
- Fast imagination rollouts for training agents
Limits
- Everything must squeeze through one fixed-size state
- Memory fades smoothly; exact recall of an old detail is hard
- On its own, weak at photoreal frame generation
2. Self-supervised Representation (JEPA)
Predict what happens next in an embedding space, not in pixels.
Most of a frame is unpredictable detail: leaf textures, sparks, noise. A model trained to predict pixels spends its capacity on that detail and blurs whatever it cannot know. Joint-embedding predictive architectures (JEPA) instead encode both the present and the future, and predict the future's embedding.
The catch is collapse: if the encoder maps everything to the same vector, prediction is trivially perfect. JEPA-style models prevent this with a slowly updated target encoder, stop-gradients or variance regularization.
Predict the next observation's embedding. sg is stop-gradient; Ē is a slow (EMA) copy of the encoder that prevents collapse.
Strengths
- Capacity goes to what is predictable and useful
- Cheap to plan with: compare embeddings, not images
- Learns from unlabeled video
Limits
- Does not render frames on its own
- Collapse must be actively prevented
- Hard to inspect what the embedding has kept
3. Latent-Variable & Adversarial Models
Represent uncertainty explicitly, so the model can pick one future instead of averaging all of them.
When the future branches (the player might turn left or right), a model trained with squared error predicts the average of the branches: a blurry ghost, or a path straight into the wall. Latent-variable models add a random code z. Sample z, and you get one coherent future.
VAEs learn z with an encoder and a likelihood bound; GANs skip the likelihood and train a generator against a discriminator that rejects blurry or implausible frames. VQ-VAEs, which make z discrete, became the tokenizers for the token models in Family B.
VAE: reconstruct well, while keeping the latent code close to a simple prior you can sample from.
GAN: the generator wins by producing frames the discriminator cannot tell from real ones.
Deterministic model (squared error): predicts the average future. Here that means driving into the wall. In pixel space the same averaging shows up as two faint ghosts.
Latent-variable model: sample z and commit to one branch. Left 0, right 0.
Strengths
- Commits to one sharp future instead of a blur
- Fast: one forward pass per frame
- Discrete codes (VQ) give compact tokens
Limits
- VAEs alone tend toward blur
- GANs are unstable to train and can drop modes
- Largely superseded for pixels by diffusion
Family B
How the next frame is generated
4. Autoregressive & Masked Token Models
Turn frames into tokens and let a transformer write the world like text.
A tokenizer (usually a VQ-VAE) turns each frame into a grid of discrete tokens. A transformer then predicts the next frame's tokens, conditioned on past frames and actions, exactly like a language model predicts words.
Predicting tokens one at a time is faithful but slow: a frame of a few hundred tokens needs a few hundred forward passes. Masked models (MaskGIT) predict all tokens in parallel and keep the confident ones, finishing a frame in a handful of passes.
Autoregressive factorization over the N tokens of the next frame.
Strengths
- Inherits the whole LLM toolkit: scaling, context, sampling
- Actions are just more tokens
- Discrete sampling handles branching futures naturally
Limits
- Sequential decoding is slow
- Tokenizer caps visual fidelity
- Errors compound over long rollouts
5. Diffusion & Flow Matching
Start from noise and denoise toward the next frame, conditioned on history and action.
Diffusion models learn to remove noise; generation runs the process backwards from pure noise to a sharp frame. Flow matching learns a velocity field that carries noise to data along (ideally) straight paths, which need fewer steps.
For games, the frame is conditioned on recent frames and the player's action. Two problems dominate: speed (many denoising steps per frame) and drift (each generated frame feeds the next). GameNGen adds noise to context frames during training so the model learns to correct its own errors; Diffusion Forcing gives each frame its own noise level.
Diffusion: predict the noise that was added. c is the conditioning: past frames and the action.
Flow matching: regress the velocity of a straight path from noise x₀ to data x₁.
Blue: true path. Red: Euler sampler with 4 steps. Mean end-point error: 0.000
Straight paths are integrated exactly in one step. Curved paths need many steps, and every step is a full network evaluation, per frame.
Strengths
- Best visual fidelity today
- Samples sharp, diverse futures
- Stable to train at scale
Limits
- Many steps per frame unless distilled
- Drift over long rollouts
- Memory limited to the conditioning window
6. Latent Action Models
Learn the controls from video that never recorded them.
Most gameplay video online has no controller log. A latent action model infers the action from the change between two consecutive frames, and squeezes it through a tiny discrete codebook. Because the bottleneck is so small, the only thing it can encode is what the player controls.
At play time, the human picks a latent action and the dynamics model renders its effect. This is how Genie learned a playable controller from unlabeled platformer videos.
Infer a discrete action from the frame change, then predict the next frame from that action.
Strengths
- Unlocks internet-scale video as training data
- Actions emerge without labels
- Same controls transfer across similar games
Limits
- Learned actions may not match real buttons
- Confuses player actions with other changes
- Small codebooks limit expressiveness
Family C
Spatial world models
7. Spatial World Models I: 3D Scenes
Store the world as explicit 3D geometry, then render any view of it.
Instead of predicting frames, reconstruct or generate the scene itself: a neural radiance field (NeRF) or a cloud of 3D Gaussians. Any camera view is rendered by blending the primitives along each pixel's ray.
Because the world exists independently of the camera, it persists: turn around and the room behind you is exactly where you left it. The trade-off is that these scenes are static unless something makes them move.
A pixel's color is the front-to-back blend of the primitives its camera ray passes through.
Strengths
- Persistence and 3D consistency for free
- Renders at high frame rates (Gaussian splatting)
- Exports to standard engines and headsets
Limits
- Static: no dynamics or interaction by default
- Generation is slower than playing
- Hard to represent fluids, smoke and deformables
8. Spatial World Models II: 4D Dynamics & Interaction
Make the 3D world move, respond to actions and remember where everything is.
4D models add time: each primitive follows a learned deformation, or is moved by a physics simulator. Interaction adds actions: the scene changes because the player pushed, opened or broke something.
A second line of work keeps video generation but adds spatial memory: frames are stored with their camera poses, and the model retrieves the frames that saw the place you are looking at now. That is what lets a world stay consistent when you walk away and come back.
Each primitive's position becomes a function of time and the player's actions.
Strengths
- Consistency when revisiting places
- Interaction grounded in geometry
- Bridges generated worlds and physics
Limits
- Expensive to train and run
- Physics of contact, fluids and destruction is hard
- Young field: few real-time systems
Family D
Using and grounding world models
9. Planning in Imagination
Use the world model as a simulator for an agent to think in.
A world model does not need to render anything to be useful. MuZero learns a model that predicts only what matters for planning (reward, value, policy) and searches over it. Dreamer trains its policy entirely on imagined rollouts.
For games this cuts both ways: the same model that renders the world for a player can train the agents that live in it.
Pick the action sequence with the best predicted return over a horizon H, inside the model.
Strengths
- Huge sample efficiency for agents
- Models only what decisions need
- Natural route to smarter NPCs
Limits
- Agents exploit model errors
- Short horizons because of compounding error
- Value-only models cannot be played by humans
10. Hybrid: Symbolic State + Neural Rendering
Keep the rules exact, let the network paint the pixels.
Pure neural engines struggle with what games need most: exact rules, inventories, scores and saves. A hybrid keeps an explicit game state, updated by code or by a language model, and uses a neural model only to render or embellish it.
The rules stay debuggable and deterministic; the look of the world becomes generative.
Exact transition in code; learned renderer from state to pixels.
Strengths
- Exact persistence, rules and saves
- Designers can edit the logic
- Generation where it adds the most value
Limits
- Loses some of the open-endedness
- Renderer must stay consistent with state
- Two systems to build and keep in sync
11. Evaluating World Models
Looking right is not the same as being a good game.
Image metrics (FID, FVD, PSNR, LPIPS) measure how a frame looks. A game needs more: the action must do what the player expects, the world must be the same when you return, and it must stay stable for minutes, not seconds.
Useful tests therefore check action-following, revisit consistency and long-horizon stability, alongside human judgement. GameNGen's human study, where raters were barely better than chance at telling real DOOM from generated, is one example.
One revisit test: compare what a place looked like the first time with when you return to it.
Strengths
- Turns 'feels right' into numbers
- Exposes drift and forgetting
- Lets approaches be compared fairly
Limits
- Pixel metrics miss game logic
- Human studies are slow and costly
- Benchmarks are new and still changing
Compare approaches
No single family wins on everything. Pick what your game needs and see which families fit, then read the trade-offs above.
| Family | Real-time speed | Long-term memory | Diverse futures | Visual fidelity | Controllability | Training stability | Fit |
|---|---|---|---|---|---|---|---|
| Spatial I (3D) | ●●● | ●●● | ●●○ | ●●● | ●○○ | ●●○ | 6 |
| Recurrent & SSM | ●●● | ●●○ | ●○○ | ●○○ | ●●○ | ●●● | 5 |
| JEPA | ●●● | ●●○ | ●○○ | ●○○ | ●●○ | ●●○ | 5 |
| Hybrid symbolic | ●●○ | ●●● | ●●○ | ●●○ | ●●● | ●●○ | 5 |
| VAE / GAN | ●●● | ●○○ | ●●○ | ●●○ | ●●○ | ●○○ | 4 |
| Spatial II (4D) | ●○○ | ●●● | ●●○ | ●●○ | ●●○ | ●○○ | 4 |
| Token models | ●○○ | ●●○ | ●●● | ●●○ | ●●● | ●●● | 3 |
| Diffusion & flow | ●●○ | ●○○ | ●●● | ●●● | ●●○ | ●●● | 3 |