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Open problems

Per the May-2026 survey (Zidan et al.), the principal persistent challenges in world modeling:

  1. Compounding prediction errors. Every autoregressive world model accumulates error over long rollouts — the world drifts, mutates, forgets. This is the single failure mode most visible in interactive/game world models (persistent-memory failures) and the reason imagination horizons in model-based RL stay short.

  2. Sim-to-real transfer. A world model trained on video or simulation must still close the gap to physical deployment — the robotics branch’s core bottleneck.

  3. Fragmented evaluation. No unified benchmark; physics consistency, coherence, action fidelity, and control success are measured by disjoint suites that don’t rank models consistently (see evaluation).

The forecast future directions: unified multimodal world models (Cosmos 3 is the first big data point), foundation-scale interactive simulators, and safe deployment in safety-critical domains.

Where a small lab can contribute

Our read (and our research agenda): the open problems are not equally compute-hungry, and the verified compute numbers from the game/sim branch prove it.

The compute ladder (all figures from primary sources — see game & simulation):

Tier Evidence What it buys
1 consumer GPU DIAMOND’s CS:GO model: 12 days on one RTX 4090; Atari ~2.9 days/game training real world models from scratch
~500 H100-days WHAM 1.6B: 98 H100 × 5 days a Nature-paper-scale foundation model
Pod scale GameNGen: 128 TPU-v5e industrial results

And inference is uniformly cheap: DIAMOND plays at 10 fps on an RTX 3090 with 1.5 GB of weights; Matrix-Game 2.0 streams 25 FPS from a 24 GB card.

So the tractable agenda for a single researcher with RunPod-scale compute:


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