mlsanityData to 7 Oct 2026

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

arXiv 2607.21686 ↗First posted 23 Jul 2026cs.AIcited by 0

On the map: World models → Video-generation world models and simulators

Abstract (arXiv)

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.

Key facts. No citing papers in the map yet (data through 7 Oct 2026). Placed in Video-generation world models and simulators, one of 11 directions in World models. Builds on 20 of its 24 references that are in the map. First posted on arXiv 23 Jul 2026.

Builds on

20 of 24 references.

Closest ancestors · 6

Same direction, newest first

  1. 2026MemoBench: Benchmarking World Modeling in Dynamically Changing Environments25 Jun
  2. 2026Current World Models Lack a Persistent State Core18 Jun
  3. 2026MBench: A Comprehensive Benchmark on Memory Capability for Video World Models30 May
  4. 2025Matrix-game 2.0: An open-source real-time and streaming interactive world model18 Aug
  5. 2025WorldMem: Long-term Consistent World Simulation with Memory16 Apr
  6. 2024Genie: Generative Interactive Environments23 Feb

Other references · 14

  1. 2023DINOv2: Learning Robust Visual Features without Supervisioncited by 7,764
  2. 2023Efficient Memory Management for Large Language Model Serving with PagedAttentioncited by 5,767
  3. 2018Learning Latent Dynamics for Planning from Pixelscited by 1,221
  4. 2023Mastering Diverse Domains through World Modelscited by 1,193
  5. 2023SGLang: Efficient Execution of Structured Language Model Programscited by 1,107
  6. 2025Cosmos World Foundation Model Platform for Physical AIcited by 833
  7. 2023GAIA-1: A Generative World Model for Autonomous Drivingcited by 618
  8. 2024DistServe: Disaggregating Prefill and Decoding for Goodput-optimized Large Language Model Servingcited by 595
  9. 2024Taming Throughput-Latency Tradeoff in LLM Inference with Sarathi-Servecited by 507
  10. 2024CacheBlend: Fast Large Language Model Serving for RAG with Cached Knowledge Fusioncited by 211
  11. 2023CacheGen: KV Cache Compression and Streaming for Fast Large Language Model Servingcited by 199
  12. 2024LayerKV: Optimizing Large Language Model Serving with Layer-wise KV Cache Managementcited by 16
2 more
  1. 2026The Trinity of Consistency as a Defining Principle for General World Modelscited by 5
  2. 2026A Definition and Roadmap for World Modelscited by 3

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Not cited yet.

Similar, not cited

Close in wording, no citation either way

  1. 2026A Mechanistic View on Video Generation as World Models: State and Dynamics
  2. 2026ReSync: Re-Aligning the Two Clocks of Asynchronous World-Action Models
  3. 2026ScratchWorld: Evaluating If World Models Compute Executable Consequences
  4. 2026LiveWorld: Simulating Out-of-Sight Dynamics in Generative Video World Models
  5. 2026Oneira: From Open-Ended Generation to Open-World Interaction in Video World Models
  6. 2026Programmable World Model
  7. 2026From Generation to Simulation: How Far Are World Models from Being True Simulators?
  8. 2026Beyond Pixel Histories: World Models with Persistent 3D State