ReWorld: An Interactive World Model with Long-Horizon Memory
TLDR
ReWorld is an interactive world model with long-horizon memory, using mixed per-head attention, bounded KV cache, landmark retrieval, and distillation for real-time video generation.
Reasoning
The paper introduces a novel architecture separating short-horizon control from long-horizon memory, supported by a metric-scale-aligned multi-source data engine and distillation for real-time inference. Strengths include addressing a structural trade-off and evaluating against six recent models, but the abstract is truncated and lacks explicit quantitative results.
Read-first score
Read-first score 44.9, weighted from topical fit, citation, graph, method, reproducibility, and recency signals. Original total remains 55.
Field roles
Rank sensitivity
Stability: volatile; rank range: 477.
Keyword Scores
Deep Analysis
Innovations
- Mixed per-head attention windows with a small set of global heads, random head routing, and random chunk dropping to decouple control and memory during training
- Inference-time bounded KV cache backed by a pose-indexed landmark bank that retrieves the nearest landmarks to the current pose for long-horizon memory
- Metric-scale-aligned data engine that places eight diverse sources (Unreal renders, game roaming, real-world footage) on a unified physical action scale, with palindrome trajectories for revisit evidence
- Distribution-matching distillation confined to a LoRA adapter, compressing sampling to four steps and enabling one backbone to serve both a high-fidelity multi-step mode and a real-time interactive streaming mode
Methodology
ReWorld separates control and memory during training using mixed attention windows: most heads attend to a short recent window while a few global heads attend over the full history, with random head routing and chunk dropout to prevent specialization. At inference, it uses a fixed-budget KV cache supported by a pose-indexed landmark bank that retrieves relevant historical landmarks, bounding memory. A metric-scale-aligned data engine unifies eight data sources onto a common physical action scale and generates palindrome trajectories for revisit-based memory training. Finally, distribution-matching distillation into a LoRA adapter reduces sampling to four steps, enabling a single backbone to operate in both high-fidelity and real-time interactive modes.
Key Results
ReWorld achieves the best control fidelity (11.95° rotation error, best camera-motion consistency) and best generation quality against six recent interactive world models. On minute-long out-and-back rollouts (64 s, 384 latents) with a fixed 12-chunk cache, it regenerates the starting view, while sliding-window baselines evict the evidence and full-KV attention runs out of memory.