ABot-World-0: Infinite Interactive World Rollout on a Single Desktop GPU
Performance and Deployment:
- The system achieves real-time interactive streaming on a single NVIDIA RTX 5090 desktop GPU.
- It streams 720P video at up to 16 FPS.
- Action-to-first-frame latency is 1.2 seconds.
- Peak VRAM usage is approximately 19 GiB.
- The deployment stack includes a lightweight VAE decoder, efficient attention, memory-aware scheduling, and low-bit Diffusion Transformer (DiT) inference.
Model and Training Pipeline:
- The model uses raw keyboard inputs as a unified control interface for both scene roaming and third-person character control. An 8-dimensional multi-hot vector represents W/A/S/D and I/J/K/L keys.
- A reference-character memory module provides persistent appearance cues from canonical images to maintain identity consistency in third-person rollouts.
- The training pipeline starts with a bidirectional teacher model, fine-tuned from the Wan2.2 backbone, on an action-video corpus.
- This teacher is distilled into a causal student in three stages: 1) Teacher forcing to adapt the model to causal generation, 2) Causal ODE distillation to enable few-step inference, and 3) LongForcing, which matches the distribution of long student self-rollouts against an extended-horizon teacher to mitigate accumulated drift.
Data Infrastructure:
- The training corpus is sourced from AAA games, simulation engines (Unreal Engine and a 3D Gaussian Splatting backend called ABot-3DGS), and real-world internet videos.
- Data collection is managed by 'WorldExplorer', an agent-driven system that uses training feedback to guide data collection in games and simulations.
- A multi-stage quality filtering pipeline applies 14 deterministic checks across six dimensions (file integrity, visual validity, geometric consistency, game state, action-label alignment, metadata) and VLM-based semantic assessment.
- Data is annotated with action labels (ground-truth for games/simulations, pseudo-labels from pose estimation for internet video), VLM-generated scene descriptions, and structured semantic tags.
Evaluation:
- The model's controllability, visual quality, physical plausibility, and temporal memory were evaluated on the WorldRoamBench benchmark and through extended interactive rollouts.
The paper frames interactive world modeling as a full-stack systems challenge rather than a single generative objective. The components—a feedback-driven data infrastructure, a progressive training pipeline with LongForcing, and an optimized streaming stack—work together to create a usable system. ABot-World-0 is presented as a step toward local visual simulators that can be continuously explored, controlled, and improved for interactive creation, agent learning, and embodied AI research.
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