# ReWorld: An Interactive World Model with Long-Horizon Memory

arXiv: https://arxiv.org/abs/2608.23565 · HTML: https://mlsanity.com/paper/2608.23565/

## Key facts

- Cited by 10 papers in the map (data through 14 Oct 2026).
- Placed in Video-generation world models and simulators, one of 11 directions in World models.
- Builds on 43 of its 47 references that are in the map.
- First posted on arXiv 24 Aug 2026.

## Placed in

- World models / [Video-generation world models and simulators](https://mlsanity.com/wm/video-generation-world-models-and-simulators/)

## Builds on (most cited first, 30 of 43)

- [LoRA: Low-Rank Adaptation of Large Language Models](https://mlsanity.com/paper/2106.09685/) (2021)
- [Scalable Diffusion Models with Transformers](https://mlsanity.com/paper/2212.09748/) (2022)
- [Flow Matching for Generative Modeling](https://mlsanity.com/paper/2210.02747/) (2022)
- [Qwen2.5-VL Technical Report](https://mlsanity.com/paper/2502.13923/) (2025)
- [Scaling Rectified Flow Transformers for High-Resolution Image Synthesis](https://mlsanity.com/paper/2403.03206/) (2024)
- [Wan: Open and Advanced Large-Scale Video Generative Models](https://mlsanity.com/paper/2503.20314/) (2025)
- [CogVideoX: Text-to-Video Diffusion Models with An Expert Transformer](https://mlsanity.com/paper/2408.06072/) (2024)
- [Efficient Streaming Language Models with Attention Sinks](https://mlsanity.com/paper/2309.17453/) (2023)
- [VBench: Comprehensive Benchmark Suite for Video Generative Models](https://mlsanity.com/paper/2311.17982/) (2023)
- [HunyuanVideo: A Systematic Framework For Large Video Generative Models](https://mlsanity.com/paper/2412.03603/) (2024)
- [World Models](https://mlsanity.com/paper/1803.10122/) (2018)
- [One-step Diffusion with Distribution Matching Distillation](https://mlsanity.com/paper/2311.18828/) (2023)
- [Genie: Generative Interactive Environments](https://mlsanity.com/paper/2402.15391/) (2024)
- [Improved Distribution Matching Distillation for Fast Image Synthesis](https://mlsanity.com/paper/2405.14867/) (2024)
- [Diffusion Forcing: Next-token Prediction Meets Full-Sequence Diffusion](https://mlsanity.com/paper/2407.01392/) (2024)
- [Self Forcing: Bridging the Train-Test Gap in Autoregressive Video Diffusion](https://mlsanity.com/paper/2506.08009/) (2025)
- [DL3DV-10K: A Large-Scale Scene Dataset for Deep Learning-based 3D Vision](https://mlsanity.com/paper/2312.16256/) (2023)
- [MAGI-1: Autoregressive Video Generation at Scale](https://mlsanity.com/paper/2505.13211/) (2025)
- [LongLive: Real-time Interactive Long Video Generation](https://mlsanity.com/paper/2509.22622/) (2025)
- [Rolling Forcing: Autoregressive Long Video Diffusion in Real Time](https://mlsanity.com/paper/2509.25161/) (2025)
- [MegaSaM: Accurate, Fast, and Robust Structure and Motion from Casual Dynamic Videos](https://mlsanity.com/paper/2412.04463/) (2024)
- [ViPE: Video Pose Engine for 3D Geometric Perception](https://mlsanity.com/paper/2508.10934/) (2025)
- [WorldPlay: Towards Long-Term Geometric Consistency for Real-Time Interactive World Modeling](https://mlsanity.com/paper/2512.14614/) (2025)
- [WorldMem: Long-term Consistent World Simulation with Memory](https://mlsanity.com/paper/2504.12369/) (2025)
- [Context as Memory: Scene-Consistent Interactive Long Video Generation with Memory Retrieval](https://mlsanity.com/paper/2506.03141/) (2025)
- [Advancing Open-source World Models](https://mlsanity.com/paper/2601.20540/) (2026)
- [Real-Time Video Generation with Pyramid Attention Broadcast](https://mlsanity.com/paper/2408.12588/) (2024)
- [Video World Models with Long-term Spatial Memory](https://mlsanity.com/paper/2506.05284/) (2025)
- [Long-Context Autoregressive Video Modeling with Next-Frame Prediction](https://mlsanity.com/paper/2503.19325/) (2025)
- [Matrix-Game 3.0: Real-Time and Streaming Interactive World Model with Long-Horizon Memory](https://mlsanity.com/paper/2604.08995/) (2026)

## Built on by (most cited first, 10 of 10)

- [AlayaVista: Streaming World Modeling from Panoramic States to Perspective Video](https://mlsanity.com/paper/2609.14462/) (2026)
- [AI for Games in the Foundation Model Era](https://mlsanity.com/paper/2609.16679/) (2026)
- [WorldCrafter: Consistent Video World Model with Implicit 3D-aware Memory](https://mlsanity.com/paper/2609.24984/) (2026)
- [Code Plans, Diffusion Renders: Open-Ended Generative World Modeling](https://mlsanity.com/paper/2609.26458/) (2026)
- [Honeycomb: Constant-Size Scene Memory Representation for Video World Models](https://mlsanity.com/paper/2609.37690/) (2026)
- [LongLive-Plug: Once-for-All Distillation for Video Generation](https://mlsanity.com/paper/2609.38154/) (2026)
- [LongTake: Learning to Sustain Dynamics in Long-Horizon Video Generation](https://mlsanity.com/paper/2609.38562/) (2026)
- [LOCI: Spatial Linear Memory for Streaming World Models](https://mlsanity.com/paper/2609.40222/) (2026)
- [GLIMPSE: Global-Local Indexing with Multi-Precision Spectral Encoding for Explorable Video World Models](https://mlsanity.com/paper/2610.13706/) (2026)
- [RAR: Rate-Adaptive Rollout for Time-Consistent Interactive World Models](https://mlsanity.com/paper/2610.16302/) (2026)

## Abstract (arXiv)

An interactive world model must follow the user's actions, remember the places it has shown, and stream in real time. The tension is structural: control wants a short horizon, memory wants an unbounded one. ReWorld separates the two during training and bounds them at inference. Mixed per-head attention windows confine most heads to the recent past while a small set of global heads attends over the entire history, and random head routing keeps either capability from binding to particular heads; random chunk dropping makes sparse histories in-distribution. At inference the whole past lives under a fixed budget: a bounded KV cache backed by a pose-indexed landmark bank, from which the model retrieves the landmarks nearest the current pose. A metric-scale-aligned data engine places eight sources -- Unreal-rendered fly-throughs, game roaming, and real-world footage -- on one physical action scale, so the same key press moves the camera the same distance in every source, and palindrome trajectories supply the revisit evidence that memory training needs. Distribution-matching distillation confined to a LoRA adapter then compresses sampling to four steps: one backbone serves both a high-fidelity multi-step mode and a real-time interactive one, streaming 704x1280 video across photorealistic, game-style, and stylized worlds. Under a three-axis protocol covering action following, long-horizon recall, and video quality, against six recent interactive world models it attains the best control fidelity (11.95^circ rotation error and the best camera-motion consistency) and the best generation quality; and on minute-long out-and-back rollouts (64,s, 384 latents), its fixed 12-chunk cache still regenerates the starting view -- at rollout lengths where a sliding window has long evicted the evidence and full-KV attention runs out of memory.
