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ForgeWM: Progressive Causal Training for Few-Step Action-Conditioned Video World Models

Authors

Do you know Xinye Li?You can claim authorship or link another user.Do you know Lingshuai Lin?You can claim authorship or link another user.Do you know Lei Wang?You can claim authorship or link another user.Do you know Liuzhou Zhang?You can claim authorship or link another user.Do you know Jialin Cui?You can claim authorship or link another user.Do you know Qingshan Li?You can claim authorship or link another user.Do you know Guanchu Wang?You can claim authorship or link another user.Do you know Qingbin Liu?You can claim authorship or link another user.Do you know Xi Chen?You can claim authorship or link another user.Do you know Jiang Bian?You can claim authorship or link another user.Do you know Wai Lam?You can claim authorship or link another user.

Abstract

Action-conditioned video world models require low-latency causal generation and reliable responses to game-native controls. Although causal distillation enables one- or few-step video synthesis, extending it to interactive world models remains challenging, as discrete keyboard states and continuous mouse motion must remain aligned with temporally compressed latent chunks during causal training and autoregressive rollout. We introduce ForgeWM, a progressive framework that transforms a bidirectional action-conditioned video generator into efficient few-step world models through domain adaptation, teacher-forced causal training, causal consistency distillation, and on-policy distribution matching with a bidirectional teacher. The resulting budget-specialized students operate at steady-state denoising budgets of 1, 2, and 4 steps. ForgeWM further supports a dual-path deployment protocol combining latency-critical interaction with optional replay-time refinement, where the one-step student re-noises and refines its saved draft. On paired Minecraft trajectories, ForgeWM leads the evaluated systems in Imaging Quality, reference-aligned motion-profile agreement, action-sign accuracy, and mouse-control accuracy, while achieving the lowest reference LPIPS; the same four-stage recipe transfers to gamepad-controlled FPS gameplay. Replay-time refinement matches four-step reference quality while remaining roughly three times closer to the experienced trajectory than regeneration from noise. These results demonstrate ForgeWM's effectiveness for controllable few-step video generation.

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