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T2-z, 숨은 마찰과 질량을 한두 번 시도로 학습: 실로봇 성공률 26.5%에서 70.8%로

Chenyuan Zhou, Yining Hong, Huang Huang, Yunfan Jiang, Wenlong Huang, David Held, Vitor Campagnolo Guizilini, Yue Wang, Li Fei-Fei, Jiajun Wu, Leonidas Guibas, Yejin ChoiStanford University, Carnegie Mellon University, Toyota Research Institute, University of Southern California
30초 요약

미국 스탠퍼드대와 카네기멜런대, 도요타연구소(TRI) 공동 연구진은 10월 15일 공개한 프리프린트에서 영상 월드모델이 마찰이나 스프링 강도 같은 보이지 않는 특성을 한두 번의 시험 동작으로 추론하게 하자 프랑카 로봇팔 실제 과제 4종의 행동 성공률이 26.5%에서 70.8%로 올랐다고 밝혔다. 시뮬레이션과 실제 과제 11종 전체로는 물체 예측 오차가 15.20에서 7.00으로 줄고 성공률은 33.73%에서 72.96%로 높아졌다.

연구 질문

겉보기에 똑같은 장면이라도 바닥이 더 미끄럽거나 공이 더 무겁거나 문 스프링이 더 뻑뻑할 수 있다. 화면만 보는 월드모델은 두 경우에 같은 결과를 예측한다. 로봇 월드모델이 어떤 요인이 있는지 미리 듣지 않고도 숨은 요인을 스스로 찾아내고, 새 환경에서 한두 번 움직여 본 뒤 적응할 수 있는가.

문제

행동 조건부 영상 월드모델은 로봇이 실제로 움직이기 전에 후보 동작을 시험해 보는 시뮬레이터로 쓰이는 일이 늘고 있다. 그러나 예측은 겉모습에 기대기 때문에 질량 분포나 어느 버튼이 전등을 켜는지 같은 보이지 않는 정보는 평균으로 뭉개진다. RMA(Rapid Motor Adaptation) 계열의 시스템 식별 기법은 미리 정한 요인과 정답값으로 학습할 때만 이를 다루고, 상호작용 이력을 읽는 별도 인코더에 의존한다.

기존 접근

논문은 같은 백본 위에서 네 가지 대안과 비교했다. 환경 정보가 없는 표준 월드모델, 새 상호작용으로 어텐션 어댑터를 미세조정하는 LoRA 테스트타임 적응, 상호작용 영상을 32차원 맥락으로 압축하는 DINOv2 맥락 인코더, 모델 내부의 빠른 가중치를 바꾸는 TTT-KQV다. 보행 로봇 업계에서 흔히 쓰는 RMA 방식은 원 논문의 5개처럼 미리 지정한 소수 변수에만 적응한다.

새 접근

T2-z는 Wan2.2-TI2V-5B 영상 모델에서 나온 행동 조건부 시뮬레이터 BWM 위에 32차원 환경 잠재변수를 붙인다. 학습은 같은 플로 매칭 손실로 두 단계를 번갈아 돈다. 환경별 잠재변수를 고정한 채 월드모델이 공통 동역학을 배우고, 이어 모델을 얼린 채 잠재변수만 최적화한다. 다르게 움직이는 환경일수록 라벨 없이도 잠재 공간에서 멀어진다. 배치 단계에서는 월드모델을 고정하고, 기록된 상호작용 한두 개로 새 잠재변수를 40번의 경사 하강으로 맞춘다. 적응한 모델은 후보 동작의 순위를 매기는 시뮬레이터 역할을 한다.

결과

시뮬레이션 7종에서 평균 물리 예측 오차는 12.86에서 4.80으로 62.7% 줄었고 행동 성공률은 37.9%에서 74.2%로 올라 모든 과제에서 가장 높았다. 리얼센스 카메라로 관찰한 프랑카 실제 과제 4종에서는 추적 상태 오차가 19.30에서 10.85픽셀로 43.8% 줄고 성공률이 26.5%에서 70.8%로 뛰었다. 막대 균형은 20.0%에서 83.3%, 문 닫기는 22.2%에서 55.6%, 공 마찰은 0%에서 62.5%, 연성 물체 당기기는 63.6%에서 81.8%였다. 질량과 마찰이 함께 바뀌는 설정에서는 요인이 두 개라는 정보 없이도 잠재변수가 두 축으로 갈라졌다. 적응과 예측 5회에 H200 GPU 1장 기준 18.09초가 걸려 LoRA 적응(32.73초)보다 44.7% 짧았다.

한계

프리프린트이며 저자들이 한계 절을 따로 두지 않았다. 모든 지표에서 이긴 것도 아니다. 중력 과제에서는 DINOv2 맥락 방식의 예측 오차가 5.93으로 T2-z(7.34)보다 낮았고, 연성 물체 당기기에서는 T2-z의 영상 품질이 다섯 방법 중 가장 나빴다. 62.5%, 83.3% 같은 실제 성공률은 과제당 시험 횟수가 적다는 뜻이며, 장면은 고정 카메라 한 대의 탁상 환경이다. 매 과제마다 쓸모 있으려면 탐색 동작 한두 번이 먼저 필요하다. 학습에는 시뮬레이션 과제와 방법당 H200 48~192GPU시간이 들었고, 적응 한 번에 18초는 제어 주기와 거리가 멀다.

업계 영향

월드모델은 로봇 파운데이션 모델의 계획 계층이 되고 있고, 이 논문이 겨냥한 문제, 즉 똑같아 보여도 다르게 움직이는 물체는 정체를 모르는 택배와 마모된 지그를 다루는 물류센터와 공장의 일상이다. 논문 감사의 글에는 과학기술정보통신부 산하 정보통신기획평가원(IITP)의 국가 AI 연구거점 과제 지원이 명시돼 있어, 국내 연구 자금이 미국 최상위 로봇 학습 연구에 들어간 사례이기도 하다. 국내에서 피지컬 AI 시뮬레이터와 월드모델을 개발하는 팀에는 거대 모델을 다시 학습하지 않고 작은 잠재변수로 숨은 물리량을 담을 수 있다는 점이 실용적 시사점이다. 연구용 시스템에는 1년 안에 퍼질 수 있지만 양산 현장 적용에는 더 빠른 적응과 더 큰 과제군 검증이 필요하다.

논문 전문

T2-z: Test-Time Optimization of Environment Latents for Robotic World Models

Chenyuan Zhou, Yining Hong, Huang Huang, Yunfan Jiang, Wenlong Huang, David Held, Vitor Campagnolo Guizilini, Yue Wang, Li Fei-Fei, Jiajun Wu, Leonidas Guibas, Yejin Choi

CC BY 4.0 라이선스로 공개된 논문입니다. 출처를 밝혀 전재하며, 원문은 arXiv:2610.22364(PDF)에서 볼 수 있습니다.

Abstract

Predicting how the world responds to an action requires more than what can be seen: robots must account for environmental factors that are neither directly observable nor explicitly specified, from physical properties such as friction and mass to human-defined environmental rules. We introduce T2-z for test-time optimization of environment latents, which augments a robotic world model with a learnable environment latent to condition world predictions. This compact latent captures underlying environmental variation without supervision of what environmental factors exist or what values they take. During training, T2-z alternates between two stages: a world-model optimization stage that fixes the latents and learns general action-conditioned dynamics across environments; and an environment-latent optimization stage that freezes the world model and optimizes the conditioning latents, allowing latent structure to emerge purely through world prediction. At test time, the world model remains frozen and a newly initialized environment latent is optimized from one or more test-time interactions, adapting the model to previously unseen environmental configurations. Across 7 simulated settings and 4 real-world robotic tasks, T2-z reduces object prediction error metric from 15.20 to 7.00 and raises action success from 33.73\% to 72.96\%. Its emergent latents capture structured representations of individual and compounded factors across diverse visual scenes. Ablations further show that T2-z can efficiently infer environment latents from as little as a single test-time interaction trajectory.

Figure 1: T2-z for Test-Time Environment Latent Optimization. (a) Given the same observation and action, T2-z directly optimizes environment latents to capture different environmental conditions (e.g., ball mass), leading the world model to predict different outcomes. (b) Without knowing how many factors exist or what they represent, PCA of the learned environment latents reveals a two-dimensional structure that closely reflects the underlying factor distribution. (c) We evaluate T2-z on real-world robotic tasks spanning diverse unobserved environmental factors. (d) Across diverse visual scenes, the learned latents reveal a unified structure that reflects the same underlying environmental factor without being entangled with visual appearance.

1 Introduction

What a robot observes is insufficient to determine how the world will respond. Beneath visually similar scene configurations reside hidden environmental factors, such as friction, mass distribution, and unobserved human-defined interaction rules, that can fundamentally alter the consequences of the same action (fig. 1 (a)). Such factors are often revealed only through interaction with the target environments, as their influence becomes observable through the outcomes they induce. Explicitly representing these factors (Kumar et al., 2021), however, requires specifying in advance what factors may vary, their exact values, and how they should be parameterized, which is difficult to scale to unknown or compounded environmental variation. On the contrary, humans reason through “analysis by synthesis” (Yuille and Kersten, 2006), using internal generative models not only to anticipate future outcomes, but also in reverse to infer latent structure that best accounts for what they observe. This raises a natural question: can hidden environmental factors be similarly captured in a latent representation that is directly optimized from test-time interactions?

We introduce T2-z for test-time optimization of environmental latents, which augments an action-conditioned robotic world model with a learnable environment latent \mathbf{z}_{e}. \mathbf{z}_{e} is a randomly-initialized compact representation that is expected to encode the unobserved factors governing how an environment responds to interaction, with no supervision about what environmental factors it should represent. The world model predicts future visual observations conditioned jointly on the action and \mathbf{z}_{e}. We iteratively optimize the world model and \mathbf{z}_{e} in an alternating two-stage procedure: 1) world-model optimization: with \mathbf{z}_{e} fixed, we train the world model across all trajectories to learn shared action-conditioned dynamics across environments; 2) environment-latent optimization: with the world model frozen, we optimize the conditioned latent \mathbf{z}_{e} through prediction error, so that it captures underlying environment-specific variation not explained by the general world model alone. Both stages are optimized with the same flow-matching loss and alternated for multiple rounds until convergence, allowing the environment representation to emerge directly through prediction without predefined physical-factor supervision or a separate environment encoder.

At test time, the world model is frozen and T2-z turns environment inference into a direct optimization problem. For a previously unseen environmental configuration, we initialize a new \mathbf{z}_{e} and optimize \mathbf{z}_{e} to explain the outcomes of one or more observed test-time interactions. Specifically, we update \mathbf{z}_{e} for multiple optimization steps through the same flow-matching objective used during stage-two training, minimizing prediction error on the observed interactions. Because inference is optimization-based rather than amortized through a learned history encoder, T2-z is not tied to the trajectory count used for training and can flexibly incorporate any number of test-time trajectories. Once optimized, the latent turns the frozen world model into an environment-adapted test-time simulator, enabling prediction and comparison of candidate action outcomes before execution.

We evaluate T2-z across 7 simulated settings and 4 real-world robotic tasks. Quantitatively and qualitatively, T2-z improves world-model prediction across visual quality, physical prediction metrics (e.g., relevant object locations), and downstream action selection. T2-z reduces physical prediction error from 12.86 to 4.80 in simulation and tracked-state error from 19.30 to 10.85 pixels in the real world, while improving action success from 37.9\% to 74.2\% and from 26.5\% to 70.8\%, respectively. PCA of the learned latents reveals structured representations that reflect the underlying environmental factors, including a multi-dimensional organization when more than one factors vary jointly, despite the model never knowing how many factors are present or what they represent (fig. 1(b)). In our multi-background setting, a unified latent structure emerges across diverse scene setups, revealing that the learned representation captures environmental dynamics without becoming entangled with scene appearance (fig. 1(d)). Ablations further show that T2-z can infer useful environment representations from as few as a single test-time interaction trajectory.

2 Related Works

Figure 2: Comparison with existing approaches. (a) Vanilla world models do not explicitly represent unobserved environmental variation, producing the same prediction under different environmental conditions. (b) System-identification approaches such as RMA learn environment representations from predefined factors and their ground-truth values, then infer them from interaction history through a learned encoder. (c) T2-z requires neither predefined environmental factors nor a learned environment encoder, instead directly optimizing an emergent environment latent from test-time interaction through prediction error.

Two distinct strands of work are particularly related to our problem.

Robotic world models have made rapid progress in predicting action-conditioned futures (Zhou et al., 2025; Zhou et al., 2024; Zhu et al., 2024; Zhen et al., 2025; Zhu et al., 2025; Ye et al., 2026; Huang et al., 2026; Gao et al., 2026). More recent work explores test-time adaptation to improve long-horizon memory or incorporate new behavioral supervision (Wan et al., 2026; Wang et al., 2026; Feng et al., 2026; Yoo et al., 2025; Jang et al., 2026). These approaches predict future outcomes from visual observations alone, without accounting for underlying environmental variation that is not directly observable. (fig. 2 (a)). In contrast, T2-z disentangles unobserved environmental variation from the world model’s observable scene representation, through environment latent conditioning.

Environment representations and system identification have demonstrated the value of environment-specific representations for system identification and rapid behavioral adaptation (Yu et al., 2017; Nagabandi et al., 2019; Rakelly et al., 2019; Lee et al., 2020; Kumar et al., 2021; Miki et al., 2022; Nahrendra et al., 2023; Wang et al., 2023; He et al., 2024; Luo et al., 2024). The Rapid Motor Adaptation (RMA) family and related methods typically rely on predefined privileged parameters (Kumar et al., 2021; Miki et al., 2022; Nahrendra et al., 2023; He et al., 2024; Luo et al., 2024). For example, RMA restricts adaptation to 5 factors and uses their ground-truth values to learn an embedding that an adaptation encoder later recovers from interaction history (Kumar et al., 2021). This prespecifies the environment representation and ties inference to a learned history-to-embedding mapping, limiting flexibility under unknown, compounded, or out-of-distribution variation (fig. 2 (b)). These methods also generally rely on a learned history encoder (Chen et al., 2024; Xing et al., 2026), limiting generalization when the amount of test-time interaction differs from that seen during training. In contrast, T2-z learns representations of environmental factors implicitly through world prediction error, without predefined ground-truth physical parameters or a learned history encoder.

Our method is also related to the literature on Test-Time Adaptation (TTA), which has enabled robots to improve after deployment by adapting policy, prompts, or memory rather than optimizing a dedicated environment representation. Existing approaches include test-time adaptation of diffusion and flow policies (Li et al., 2025; Li et al., 2026), online policy adaptation (Liu et al., 2026; Jin and Zhang, 2026; Zhu et al., 2026), and adaptation through latent prompts, fast weights, memory, or retrieval (Zhang et al., 2026; Jiang et al., 2026; Feng et al., 2026; Zhao et al., 2026; Park et al., 2026). TTA has also been applied directly to predictive models through video replanning, world-model training, and closed-loop latent adaptation (Ko et al., 2025; Wan et al., 2026; Wang et al., 2026).

3 Method

Figure 3: T2-z framework. During training, T2-z alternates between two stages: (1) world-model optimization, which learns shared action-conditioned dynamics with environment latents fixed, and (2) environment-latent optimization, which optimizes the latents through prediction error with the world model frozen. (3) At test time, the world model remains frozen while a new environment latent is directly optimized from interaction and then reused to predict the outcomes of different actions.

We introduce T2-z (fig. 2 & algorithm 1), a framework for adapting robotic world models to hidden environmental variation through direct optimization of an environment latent. Our key idea is to separate the general visual predictive capability of a world model from unobserved environment-specific information. During training, we learn these two components through alternating optimization under a shared flow-matching objective. At test time, we freeze the world model and optimize only a newly initialized environment latent from observed test-time interaction trajectories. The optimized latent subsequently conditions the frozen world model to predict the outcomes of diverse actions.

3.1 Problem Setup

We consider a robotic world model that predicts future visual observations \mathbf{y} from the observation \mathbf{x} and action \mathbf{a}. We augment the world model with an environment latent \mathbf{z}_{e} and formulate prediction as:

p_{\theta}\left(\mathbf{y}\mid\mathbf{x},\mathbf{a},\mathbf{z}_{e}\right),
(1)

where \theta denotes the shared world-model parameters and \mathbf{z}_{e} is a latent representation of the environment. Importantly, \mathbf{z}_{e} receives no supervision of which environmental factors it should represent.

Let \mathbf{y}_{t} denote the noisy/interpolated future observation at flow timestep t, and \mathbf{u}_{t} its corresponding target flow velocity. The model is optimized using the standard flow-matching objective,

\mathcal{L}_{\mathrm{FM}}(\theta,\mathbf{z}_{e})=\mathbb{E}\left[\left\|\mathbf{v}_{\theta}(\mathbf{y}_{t},t\mid\mathbf{x},\mathbf{a},\mathbf{z}_{e})-\mathbf{u}_{t}\right\|_{2}^{2}\right].
(2)
3.1.1 Training

For each training environment e, we maintain an environment latent \mathbf{z}_{e}, randomly initialized by sampling each dimension from a uniform distribution:

\mathbf{z}_{e}^{(0)}\sim\mathcal{U}(0,1).
(3)

We alternate between two stages throughout training: world-model optimization and environment-latent optimization, with k indexing the outer optimization cycles. The world model is updated with low learning rate to learn general dynamics shared across environments, while the environment latents are optimized rapidly for quick adaptation to environment information revealed through interaction. This slow–fast separation follows the perspective of learning at different timescales (Tiwari et al., 2026) and is closely related to test-time learning with slow/fast weights (Hong et al., 2024).

Algorithm 1 T2-z Training and Test-Time Optimization
Stage I: World-Model Optimization.

In the first stage, we fix all \mathbf{z}_{e} and optimize only the world-model parameters. Let \mathcal{D}_{e} denote the interaction trajectories collected under environment e.

\theta^{(k+1)}=\arg\min_{\theta}\mathbb{E}_{e,\,(\mathbf{x},\mathbf{a},\mathbf{y})\sim\mathcal{D}_{e}}\left[\mathcal{L}_{\mathrm{FM}}\left(\theta,\mathbf{z}_{e}^{(k)}\right)\right].
(4)

During this stage, \mathbf{z}_{e} is held constant, while the same world model is optimized over trajectories spanning different environments and actions. This encourages \theta to capture predictive structure that is shared across the training distribution, including how visual states evolve to different robot actions.

Stage II: Environment-Latent Optimization.

In the second stage, we reverse the optimization: the world model is frozen, and only the environment latents are updated. For each environment e,

\mathbf{z}_{e}^{(k+1)}=\arg\min_{\mathbf{z}_{e}}\mathbb{E}_{(\mathbf{x},\mathbf{a},\mathbf{y})\sim\mathcal{D}_{e}}\left[\mathcal{L}_{\mathrm{FM}}\left(\theta^{(k+1)},\mathbf{z}_{e}\right)\right].
(5)

Because \theta is fixed, the only way to reduce prediction error is to change \mathbf{z}_{e} to better match the interaction outcomes observed in environment e. As a result, environments that induce systematically different outcomes drive their latents toward different regions of the latent space.

Alternating Optimization

Training starts with Stage I, then alternates between Stage II and Stage I, each optimized for a fixed number of steps while keeping the other component fixed. As the world model improves, latents are optimized against an increasingly capable predictive model; conversely, the refined latents provide more informative conditioning for subsequent world-model optimization.

3.1.2 Test-Time Optimization

At test time, we adapt to a previously unseen environment by optimizing only its environment latent while keeping the trained world model fixed. We initialize a new latent \mathbf{z}_{\mathrm{test}}^{(0)} and observe one or more interaction trajectories on randomly-sampled actions. We denote the resulting test-time interaction set as

\mathcal{D}_{\mathrm{test}}=\left\{(\mathbf{x}_{i},\mathbf{a}_{i},\mathbf{y}_{i})\right\}_{i=1}^{N},
(6)

where each tuple consists of an observation \mathbf{x}_{i}, an action \mathbf{a}_{i}, and the resulting observations \mathbf{y}_{i}.

We then optimize \mathbf{z}_{\mathrm{test}} using the same flow-matching objective employed during training:

\mathbf{z}_{\mathrm{test}}^{(s+1)}=\mathbf{z}_{\mathrm{test}}^{(s)}-\eta_{z}^{(s)}\nabla_{\mathbf{z}_{\mathrm{test}}^{(s)}}\frac{1}{|\mathcal{D}_{\mathrm{test}}|}\sum_{(\mathbf{x},\mathbf{a},\mathbf{y})\in\mathcal{D}_{\mathrm{test}}}\mathcal{L}_{\mathrm{FM}}\left(\theta^{*},\mathbf{z}_{\mathrm{test}}^{(s)};\mathbf{x},\mathbf{a},\mathbf{y}\right).
(7)

where \theta^{*} denotes the frozen world-model parameters and \eta_{z}^{(s)} follows a coarse-to-fine learning-rate strategy, with larger learning rates in early optimization steps and smaller learning rates in later steps. Because the world model is fixed, prediction errors over the observed interactions can only be reduced by updating \mathbf{z}_{\mathrm{test}}. The latent is therefore optimized toward a representation under which the frozen world model reproduces the interaction outcomes observed in the current environment.

Once optimized, \mathbf{z}_{\mathrm{test}}^{*} is reused to condition the world model for actions that were not observed during latent optimization. Given a different action \mathbf{a}^{\prime}, we predict its outcome as

\hat{\mathbf{y}}^{\prime}\sim p_{\theta^{*}}\left(\mathbf{y}\mid\mathbf{x},\mathbf{a}^{\prime},\mathbf{z}_{\mathrm{test}}^{*}\right).
(8)

The resulting conditioned world model serves as an environment-adapted test-time simulator, allowing it to predict the consequences of different actions under the inferred environment.

Unlike amortized history-encoder approaches, T2-z uses direct optimization. This avoids committing to a fixed history mapping and searches for the representation that best explains the current environment. The formulation can naturally incorporate any number of test-time trajectories that differs from training, by optimizing a latent against all available evidence. Moreover, T2-z is not restricted to the range of factor values during training, providing greater flexibility under out-of-distribution configurations. Ablation in fig. 5 shows this optimization remains stable across varying test-time trajectory numbers, and is interaction-efficient with a single trajectory sufficient in most settings.

4 Experiments

4.1 Experimental Setup

Tasks

We evaluate T2-z across 7 simulated settings and 4 real-world robotic tasks. In simulation, Friction requires predicting how far an object moves after a push under different surface friction; Gravity varies gravitational strength and requires predicting the object motion; Mass Collision varies colliding object mass and predicts the resulting collision motion. Light Switch assigns different human-defined hidden interaction rules that determine whether a robot action turns the light on or off; Mass Balance predicts the tilt of a dumbbell under different mass distribution; Mass \times Friction jointly varies object mass and surface friction at the same time; Diverse Visual Backgrounds evaluates the same friction variations across 30 diverse scene setups, testing whether the learned environment representation remains consistent across visual changes.. In the real world, Door Close varies the spring-lock stiffness, which changes how the door responds to closing actions; Ball Friction requires predicting the motion of a pushed ball of unknown mass; Stick Balance requires predicting the motion of a stick with objects of different masses attached to its ends; and Soft Pull requires predicting the deformation a soft object under different rotating actions.

Implementation Details.

We adapt BWM Team (2026), an action-conditioned world model built on Wan2.2-TI2V-5B. The environment latent has a dimension of 32. Training starts with 300 world-model updates, followed by 200 latent updates and alternating 200-200 updates. Stage I/II use LR 10^{-5} / 0.03 respectively. At test time, we freeze the world model and use a coarse-to-fine LR schedule of 3.0/1.5/0.5/0.15, 10 steps each, for 40 steps. T2-z uses only one test-time trajectory on randomly-sampled action for Friction, Gravity, Mass Collision, Mass \times Friction, Ball Friction, and Soft Pull, and two for Light Switch, Mass Balance, Door Close, and Stick Balance.

Table 1: Simulation performance across environmental variations. For Friction, Gravity, Mass Collision, Mass \times Friction, and Diverse Scenes, physical error is measured in pixels; for Light Switch, it is lamp-score error; and for Mass Balance, it is bar-tilt error in degrees. The average is computed over all seven tasks.
  • Mass Balance
    Method
    Standard World Model
    Physical Error (Mean) \downarrow
    1.1844
    Physical Error (Final) \downarrow
    4.5571
    LPIPS \downarrow
    0.0244
    PSNR \uparrow
    32.969
    Action Success \uparrow
    40.0%
  • LoRA TTA
    Method
    1.7975
    Physical Error (Mean) \downarrow
    7.3105
    Physical Error (Final) \downarrow
    0.0631
    LPIPS \downarrow
    24.895
    PSNR \uparrow
    50.0%
    Action Success \uparrow
    자료 없음
  • DINOv2 Context
    Method
    1.2636
    Physical Error (Mean) \downarrow
    4.9480
    Physical Error (Final) \downarrow
    0.0239
    LPIPS \downarrow
    33.263
    PSNR \uparrow
    30.0%
    Action Success \uparrow
    자료 없음
  • TTT-KQV
    Method
    2.5075
    Physical Error (Mean) \downarrow
    10.1759
    Physical Error (Final) \downarrow
    0.0312
    LPIPS \downarrow
    32.114
    PSNR \uparrow
    30.0%
    Action Success \uparrow
    자료 없음
  • T2-z (Ours)
    Method
    0.6403
    Physical Error (Mean) \downarrow
    2.0842
    Physical Error (Final) \downarrow
    0.0240
    LPIPS \downarrow
    32.814
    PSNR \uparrow
    80.0%
    Action Success \uparrow
    자료 없음
  • Friction
    Method
    Standard World Model
    Physical Error (Mean) \downarrow
    11.0626
    Physical Error (Final) \downarrow
    24.4116
    LPIPS \downarrow
    0.0667
    PSNR \uparrow
    31.113
    Action Success \uparrow
    32.0%
  • LoRA TTA
    Method
    8.1902
    Physical Error (Mean) \downarrow
    19.1902
    Physical Error (Final) \downarrow
    0.0582
    LPIPS \downarrow
    32.031
    PSNR \uparrow
    48.0%
    Action Success \uparrow
    자료 없음
  • DINOv2 Context
    Method
    11.8142
    Physical Error (Mean) \downarrow
    26.1703
    Physical Error (Final) \downarrow
    0.0681
    LPIPS \downarrow
    30.697
    PSNR \uparrow
    48.0%
    Action Success \uparrow
    자료 없음
  • TTT-KQV
    Method
    10.8137
    Physical Error (Mean) \downarrow
    23.8675
    Physical Error (Final) \downarrow
    0.0649
    LPIPS \downarrow
    30.779
    PSNR \uparrow
    32.0%
    Action Success \uparrow
    자료 없음
  • T2-z (Ours)
    Method
    3.8540
    Physical Error (Mean) \downarrow
    7.5931
    Physical Error (Final) \downarrow
    0.0495
    LPIPS \downarrow
    31.976
    PSNR \uparrow
    72.0%
    Action Success \uparrow
    자료 없음
  • Gravity
    Method
    Standard World Model
    Physical Error (Mean) \downarrow
    21.4246
    Physical Error (Final) \downarrow
    34.8779
    LPIPS \downarrow
    0.0345
    PSNR \uparrow
    32.509
    Action Success \uparrow
    23.5%
  • LoRA TTA
    Method
    7.9005
    Physical Error (Mean) \downarrow
    13.7137
    Physical Error (Final) \downarrow
    0.0231
    LPIPS \downarrow
    33.328
    PSNR \uparrow
    47.1%
    Action Success \uparrow
    자료 없음
  • DINOv2 Context
    Method
    5.9300
    Physical Error (Mean) \downarrow
    8.8290
    Physical Error (Final) \downarrow
    0.0195
    LPIPS \downarrow
    34.095
    PSNR \uparrow
    76.5%
    Action Success \uparrow
    자료 없음
  • TTT-KQV
    Method
    18.9572
    Physical Error (Mean) \downarrow
    30.9355
    Physical Error (Final) \downarrow
    0.0291
    LPIPS \downarrow
    33.308
    PSNR \uparrow
    35.3%
    Action Success \uparrow
    자료 없음
  • T2-z (Ours)
    Method
    7.3408
    Physical Error (Mean) \downarrow
    11.0653
    Physical Error (Final) \downarrow
    0.0202
    LPIPS \downarrow
    33.389
    PSNR \uparrow
    82.4%
    Action Success \uparrow
    자료 없음
  • Mass Collision
    Method
    Standard World Model
    Physical Error (Mean) \downarrow
    21.9329
    Physical Error (Final) \downarrow
    25.7364
    LPIPS \downarrow
    0.0904
    PSNR \uparrow
    29.805
    Action Success \uparrow
    38.9%
  • LoRA TTA
    Method
    15.8704
    Physical Error (Mean) \downarrow
    24.5877
    Physical Error (Final) \downarrow
    0.0691
    LPIPS \downarrow
    30.049
    PSNR \uparrow
    33.3%
    Action Success \uparrow
    자료 없음
  • DINOv2 Context
    Method
    8.5264
    Physical Error (Mean) \downarrow
    10.2101
    Physical Error (Final) \downarrow
    0.0540
    LPIPS \downarrow
    31.039
    PSNR \uparrow
    38.9%
    Action Success \uparrow
    자료 없음
  • TTT-KQV
    Method
    20.9753
    Physical Error (Mean) \downarrow
    29.2930
    Physical Error (Final) \downarrow
    0.0842
    LPIPS \downarrow
    29.385
    PSNR \uparrow
    55.6%
    Action Success \uparrow
    자료 없음
  • T2-z (Ours)
    Method
    6.4522
    Physical Error (Mean) \downarrow
    8.1321
    Physical Error (Final) \downarrow
    0.0538
    LPIPS \downarrow
    31.150
    PSNR \uparrow
    61.1%
    Action Success \uparrow
    자료 없음
  • Light Switch
    Method
    Standard World Model
    Physical Error (Mean) \downarrow
    10.3500
    Physical Error (Final) \downarrow
    18.8200
    LPIPS \downarrow
    0.0187
    PSNR \uparrow
    32.619
    Action Success \uparrow
    50.0%
  • LoRA TTA
    Method
    8.2800
    Physical Error (Mean) \downarrow
    14.7700
    Physical Error (Final) \downarrow
    0.0175
    LPIPS \downarrow
    33.123
    PSNR \uparrow
    50.0%
    Action Success \uparrow
    자료 없음
  • DINOv2 Context
    Method
    10.0000
    Physical Error (Mean) \downarrow
    18.3700
    Physical Error (Final) \downarrow
    0.0160
    LPIPS \downarrow
    33.074
    PSNR \uparrow
    50.0%
    Action Success \uparrow
    자료 없음
  • TTT-KQV
    Method
    10.4800
    Physical Error (Mean) \downarrow
    18.8700
    Physical Error (Final) \downarrow
    0.0161
    LPIPS \downarrow
    32.692
    PSNR \uparrow
    50.0%
    Action Success \uparrow
    자료 없음
  • T2-z (Ours)
    Method
    3.4300
    Physical Error (Mean) \downarrow
    4.7400
    Physical Error (Final) \downarrow
    0.0150
    LPIPS \downarrow
    33.517
    PSNR \uparrow
    87.5%
    Action Success \uparrow
    자료 없음
  • Mass \times Friction
    Method
    Standard World Model
    Physical Error (Mean) \downarrow
    16.0219
    Physical Error (Final) \downarrow
    29.2454
    LPIPS \downarrow
    0.0610
    PSNR \uparrow
    31.077
    Action Success \uparrow
    35.0%
  • LoRA TTA
    Method
    16.8282
    Physical Error (Mean) \downarrow
    26.9302
    Physical Error (Final) \downarrow
    0.0701
    LPIPS \downarrow
    29.865
    PSNR \uparrow
    26.7%
    Action Success \uparrow
    자료 없음
  • DINOv2 Context
    Method
    11.8116
    Physical Error (Mean) \downarrow
    19.0756
    Physical Error (Final) \downarrow
    0.0565
    LPIPS \downarrow
    31.367
    PSNR \uparrow
    60.8%
    Action Success \uparrow
    자료 없음
  • TTT-KQV
    Method
    18.9511
    Physical Error (Mean) \downarrow
    29.1411
    Physical Error (Final) \downarrow
    0.0726
    LPIPS \downarrow
    29.739
    PSNR \uparrow
    33.3%
    Action Success \uparrow
    자료 없음
  • T2-z (Ours)
    Method
    8.1481
    Physical Error (Mean) \downarrow
    13.7222
    Physical Error (Final) \downarrow
    0.0500
    LPIPS \downarrow
    30.673
    PSNR \uparrow
    69.7%
    Action Success \uparrow
    자료 없음
  • Diverse Backgrounds
    Method
    Standard World Model
    Physical Error (Mean) \downarrow
    8.0260
    Physical Error (Final) \downarrow
    16.1831
    LPIPS \downarrow
    0.1059
    PSNR \uparrow
    28.201
    Action Success \uparrow
    45.8%
  • LoRA TTA
    Method
    6.5805
    Physical Error (Mean) \downarrow
    16.2328
    Physical Error (Final) \downarrow
    0.1074
    LPIPS \downarrow
    27.986
    PSNR \uparrow
    58.3%
    Action Success \uparrow
    자료 없음
  • DINOv2 Context
    Method
    7.7367
    Physical Error (Mean) \downarrow
    16.0065
    Physical Error (Final) \downarrow
    0.1064
    LPIPS \downarrow
    28.000
    PSNR \uparrow
    58.3%
    Action Success \uparrow
    자료 없음
  • TTT-KQV
    Method
    7.7783
    Physical Error (Mean) \downarrow
    15.5869
    Physical Error (Final) \downarrow
    0.1116
    LPIPS \downarrow
    27.691
    PSNR \uparrow
    58.3%
    Action Success \uparrow
    자료 없음
  • T2-z (Ours)
    Method
    3.7145
    Physical Error (Mean) \downarrow
    6.3403
    Physical Error (Final) \downarrow
    0.0888
    LPIPS \downarrow
    28.804
    PSNR \uparrow
    66.7%
    Action Success \uparrow
    자료 없음
  • Average
    Method
    Standard World Model
    Physical Error (Mean) \downarrow
    12.8575
    Physical Error (Final) \downarrow
    21.9759
    LPIPS \downarrow
    0.0574
    PSNR \uparrow
    31.185
    Action Success \uparrow
    37.9%
  • LoRA TTA
    Method
    9.3496
    Physical Error (Mean) \downarrow
    17.5336
    Physical Error (Final) \downarrow
    0.0584
    LPIPS \downarrow
    30.182
    PSNR \uparrow
    44.8%
    Action Success \uparrow
    자료 없음
  • DINOv2 Context
    Method
    8.1546
    Physical Error (Mean) \downarrow
    14.8014
    Physical Error (Final) \downarrow
    0.0492
    LPIPS \downarrow
    31.648
    PSNR \uparrow
    51.8%
    Action Success \uparrow
    자료 없음
  • TTT-KQV
    Method
    12.9233
    Physical Error (Mean) \downarrow
    22.5528
    Physical Error (Final) \downarrow
    0.0585
    LPIPS \downarrow
    30.815
    PSNR \uparrow
    42.1%
    Action Success \uparrow
    자료 없음
  • T2-z (Ours)
    Method
    4.7971
    Physical Error (Mean) \downarrow
    7.6682
    Physical Error (Final) \downarrow
    0.0430
    LPIPS \downarrow
    31.760
    PSNR \uparrow
    74.2%
    Action Success \uparrow
    자료 없음
Evaluation Metrics.

(1) Physical Error measures task-relevant state prediction: object-location error in pixels for Friction, Gravity, Mass Collision, and Diverse Backgrounds; lamp activation error for Light Switch; and bar-tilt angle error in degrees for Mass Balance. For real-world tasks, we measure tracked-state error in pixels. We report Physical Error (Mean), averaged over predicted frames, and Physical Error (Final), measured at the final predicted frame. (2) Video Generation Quality is measured by LPIPS and PSNR between predicted and ground-truth videos. LPIPS measures perceptual discrepancy in a learned feature space, capturing differences in visual structure and appearance, and serves as our primary measure of generation quality. In contrast, PSNR primarily reflects pixel-level reconstruction fidelity and is less informative about semantically meaningful differences or whether object motion is physically correct. (3) Action Success treats the world model as a simulator: given candidate actions, we predict their outcomes and select the action most likely to achieve the task goal, such as pushing a ball to a target, balancing a stick, or closing a door. We execute the chose action in real world and observe if meets the success criterions in Supp appendix C.

Baselines.

We compare T2-z with four baselines using the same world-model backbone. Standard World Model uses no environment latent or test-time adaptation; LoRA TTA adapts attention LoRA parameters from test-time interactions; DINOv2 Context amortizes a 32-D environment context from interaction trajectories; and TTT-KQV adapts fast weights within the world model. All adaptive baselines receive the same test-time interaction trajectories as T2-z.

Please refer to the Supplementary for more details about architecture (appendix A), task definitions (appendix C), baseline implementation (appendix D), and compute efficiency comparison (section E.4).

4.2 Simulation Experiments

Single-Factor Environmental Variation.

We first evaluate T2-z under individual unobserved environmental factors, spanning continuous physical properties, mass-dependent interactions, and discrete human-defined rules. As shown in table 1, T2-z achieves the highest action success on all five tasks, increasing the five-task average from 36.9\% for the Standard World Model to 76.6\%, while reducing average LPIPS from 0.0469 to 0.0325. It also substantially improves task-relevant prediction, reducing mean error from 11.06 to 3.85 pixels on Friction, 21.93 to 6.45 pixels on Mass Collision, and 1.18^{\circ} to 0.64^{\circ} on Mass Balance. These gains arise because T2-z directly optimizes an environment latent from observed interactions, capturing environment-specific variation more flexibly than non-adaptive or amortized baselines.

Figure 4: PCA of learned environment latents. We visualize learned environment latents using PCA onto x-y axes, with \bigcirc denoting training environments and \triangle denoting test environments. Ground-truth factors (denoted by color or size) are shown only for visualization and are never provided to the model. (a–b) show that structured latent representations emerge in both simulated and real-world single-factor settings. (c) shows that a unified latent structure emerges across diverse visual backgrounds, indicating that the representation does not become entangled with scene appearance. (d) shows that a two-dimensional latent structure emerges when mass and friction vary jointly, with x-axis primarily corresponding to friction and y-axis to mass, despite the model never knowing how many underlying factors are present or what they represent.
Emergent Structure of Environment Latents.

We examine whether direct optimization gives rise to structured environment representations without supervision of the identity or value of underlying factors. In fig. 4, we apply principal component analysis (PCA) to the learned environment latents and reduce them to two dimensions for visualization. We annotate the projected points using their corresponding ground-truth factor values to reveal their relationship with the learned representation; these values are never provided to the model. Figure 4(a) shows the single-factor friction experiment. The learned latents form a one-dimensional structure for a single factor that corresponds closely to the underlying friction values, as reflected by the point colors: similar values are located nearby, while friction varies consistently x-axis. PCA visualizations for other tasks are provided in the Supplementary Material section E.3.

Compounded Environmental Factors.

We next evaluate T2-z under the more challenging setting of compounded environmental factors, where object mass and surface friction vary simultaneously and jointly reflect in object motion. Importantly, T2-z is never informed that there are two underlying factors, nor given their identities or values. table 1 shows T2-z achieves the lowest physical errors, while improving action success from 35.0\% to 69.7\%. More strikingly, fig. 4(d) shows that the learned latents naturally form a two-dimensional structure corresponding to the two underlying factors, showing that T2-z discovers the structure of compounded environmental factors through prediction alone, without knowing in advance how many factors are present or what they represent.

Robustness across Diverse Visual Scenes.

We test whether the learned environment representation captures underlying dynamics without becoming entangled with visual appearance. Specifically, we ask whether a unified latent structure emerges across visually diverse scenes despite substantial differences in appearance. We construct a multi-background setting in which the same underlying friction factor varies across diverse scene layouts and visual backgrounds. table 1 shows that T2-z outperforms all baselines across every metric. fig. 4(c) further shows that latents from different backgrounds organize consistently rather than separating according to scene appearance. This indicates that environment-latent can isolate environment-specific information that is shared across visually different observations, enabling a unified latent structure to emerge across diverse scenes.

Table 2: Real-world robotic task performance. T2-z outperforms baselines across real-world tasks.
  • Door Close
    Method
    Standard World Model
    Physical Error (Mean) \downarrow
    21.82
    Physical Error (Final) \downarrow
    41.22
    LPIPS \downarrow
    0.05700
    PSNR \uparrow
    29.96
    Action Success \uparrow
    22.22%
  • LoRA TTA
    Method
    17.35
    Physical Error (Mean) \downarrow
    32.14
    Physical Error (Final) \downarrow
    0.04946
    LPIPS \downarrow
    30.24
    PSNR \uparrow
    22.22%
    Action Success \uparrow
    자료 없음
  • DINOv2 Context
    Method
    21.12
    Physical Error (Mean) \downarrow
    38.90
    Physical Error (Final) \downarrow
    0.05490
    LPIPS \downarrow
    30.28
    PSNR \uparrow
    22.22%
    Action Success \uparrow
    자료 없음
  • TTT-KQV
    Method
    19.87
    Physical Error (Mean) \downarrow
    35.93
    Physical Error (Final) \downarrow
    0.05164
    LPIPS \downarrow
    30.95
    PSNR \uparrow
    22.22%
    Action Success \uparrow
    자료 없음
  • T2-z (Ours)
    Method
    7.95
    Physical Error (Mean) \downarrow
    13.47
    Physical Error (Final) \downarrow
    0.03208
    LPIPS \downarrow
    32.15
    PSNR \uparrow
    55.56%
    Action Success \uparrow
    자료 없음
  • Ball Friction
    Method
    Standard World Model
    Physical Error (Mean) \downarrow
    28.36
    Physical Error (Final) \downarrow
    64.42
    LPIPS \downarrow
    0.03153
    PSNR \uparrow
    36.04
    Action Success \uparrow
    0.00%
  • LoRA TTA
    Method
    37.48
    Physical Error (Mean) \downarrow
    72.09
    Physical Error (Final) \downarrow
    0.03805
    LPIPS \downarrow
    35.44
    PSNR \uparrow
    50.00%
    Action Success \uparrow
    자료 없음
  • DINOv2 Context
    Method
    24.90
    Physical Error (Mean) \downarrow
    52.54
    Physical Error (Final) \downarrow
    0.02934
    LPIPS \downarrow
    36.32
    PSNR \uparrow
    12.50%
    Action Success \uparrow
    자료 없음
  • TTT-KQV
    Method
    29.80
    Physical Error (Mean) \downarrow
    67.37
    Physical Error (Final) \downarrow
    0.03224
    LPIPS \downarrow
    36.29
    PSNR \uparrow
    25.00%
    Action Success \uparrow
    자료 없음
  • T2-z (Ours)
    Method
    14.47
    Physical Error (Mean) \downarrow
    24.57
    Physical Error (Final) \downarrow
    0.02401
    LPIPS \downarrow
    36.23
    PSNR \uparrow
    62.50%
    Action Success \uparrow
    자료 없음
  • Stick Balance
    Method
    Standard World Model
    Physical Error (Mean) \downarrow
    5.29
    Physical Error (Final) \downarrow
    11.40
    LPIPS \downarrow
    0.04716
    PSNR \uparrow
    31.87
    Action Success \uparrow
    20.00%
  • LoRA TTA
    Method
    3.63
    Physical Error (Mean) \downarrow
    7.24
    Physical Error (Final) \downarrow
    0.04111
    LPIPS \downarrow
    32.40
    PSNR \uparrow
    40.00%
    Action Success \uparrow
    자료 없음
  • DINOv2 Context
    Method
    2.80
    Physical Error (Mean) \downarrow
    7.54
    Physical Error (Final) \downarrow
    0.03640
    LPIPS \downarrow
    33.58
    PSNR \uparrow
    20.00%
    Action Success \uparrow
    자료 없음
  • TTT-KQV
    Method
    4.49
    Physical Error (Mean) \downarrow
    10.40
    Physical Error (Final) \downarrow
    0.03948
    LPIPS \downarrow
    33.38
    PSNR \uparrow
    25.00%
    Action Success \uparrow
    자료 없음
  • T2-z (Ours)
    Method
    2.27
    Physical Error (Mean) \downarrow
    5.01
    Physical Error (Final) \downarrow
    0.04175
    LPIPS \downarrow
    32.05
    PSNR \uparrow
    83.33%
    Action Success \uparrow
    자료 없음
  • Soft Pull
    Method
    Standard World Model
    Physical Error (Mean) \downarrow
    21.71
    Physical Error (Final) \downarrow
    35.90
    LPIPS \downarrow
    0.07207
    PSNR \uparrow
    33.32
    Action Success \uparrow
    63.64%
  • LoRA TTA
    Method
    18.63
    Physical Error (Mean) \downarrow
    26.20
    Physical Error (Final) \downarrow
    0.06862
    LPIPS \downarrow
    33.63
    PSNR \uparrow
    63.64%
    Action Success \uparrow
    자료 없음
  • DINOv2 Context
    Method
    21.19
    Physical Error (Mean) \downarrow
    29.17
    Physical Error (Final) \downarrow
    0.07087
    LPIPS \downarrow
    33.47
    PSNR \uparrow
    72.73%
    Action Success \uparrow
    자료 없음
  • TTT-KQV
    Method
    18.23
    Physical Error (Mean) \downarrow
    29.69
    Physical Error (Final) \downarrow
    0.06439
    LPIPS \downarrow
    34.03
    PSNR \uparrow
    72.73%
    Action Success \uparrow
    자료 없음
  • T2-z (Ours)
    Method
    18.71
    Physical Error (Mean) \downarrow
    23.59
    Physical Error (Final) \downarrow
    0.07580
    LPIPS \downarrow
    32.52
    PSNR \uparrow
    81.82%
    Action Success \uparrow
    자료 없음
  • Average
    Method
    Standard World Model
    Physical Error (Mean) \downarrow
    19.30
    Physical Error (Final) \downarrow
    38.24
    LPIPS \downarrow
    0.05194
    PSNR \uparrow
    32.80
    Action Success \uparrow
    26.47%
  • LoRA TTA
    Method
    19.27
    Physical Error (Mean) \downarrow
    34.42
    Physical Error (Final) \downarrow
    0.04931
    LPIPS \downarrow
    32.93
    PSNR \uparrow
    43.97%
    Action Success \uparrow
    자료 없음
  • DINOv2 Context
    Method
    17.50
    Physical Error (Mean) \downarrow
    32.04
    Physical Error (Final) \downarrow
    0.04788
    LPIPS \downarrow
    33.41
    PSNR \uparrow
    31.86%
    Action Success \uparrow
    자료 없음
  • TTT-KQV
    Method
    18.10
    Physical Error (Mean) \downarrow
    35.85
    Physical Error (Final) \downarrow
    0.04694
    LPIPS \downarrow
    33.66
    PSNR \uparrow
    36.24%
    Action Success \uparrow
    자료 없음
  • T2-z (Ours)
    Method
    10.85
    Physical Error (Mean) \downarrow
    16.66
    Physical Error (Final) \downarrow
    0.04341
    LPIPS \downarrow
    33.24
    PSNR \uparrow
    70.80%
    Action Success \uparrow
    자료 없음

4.3 Real-World Robotic Experiments

We further evaluate T2-z on four real-world tasks. As shown in table 2, compared with the Standard World Model, T2-z reduces average mean/final physical error from 19.30/38.24 to 10.85/16.66 pixels and LPIPS from 0.05194 to 0.04341, while increasing action success from 26.47\% to 70.80\%. On Stick Balance, for example, action success increases from 20.00\% to 83.33\%. fig. 4(b) reveals a clear one-dimensional latent structure without ground-truth friction supervision or post-hoc annotation. T2-z is particularly important in the real world, where underlying environmental factors are typically unknown and unmeasured and interactions contain additional uncontrolled variation. Notably, T2-z achieves even larger improvements over the Standard World Model than in simulation, indicating greater benefits as environmental variation becomes less controlled.

Figure 5: Ablation studies. (a) Test-Time Optimization Learning-rate strategy. Constant Maximum/Minimum remove coarse-to-fine scheduling, while Ours \times 10/\div 10 scale our schedule uniformly. (b) Ablating the test-time optimization budget shows that performance peaks at 40 steps. (c,d) Effect of the number of test-time interaction trajectories. Bold markers denote our chosen trajectory count, after which performance largely saturates.

4.4 Ablative & Qualitative Studies

We ablate the key design choices of T2-z in fig. 5 and table 3, including latent optimization, interaction evidence, latent parameterization, and alternating training. In fig. 5(a), we vary the learning-rate strategy. Our schedule performs best, validating both its coarse-to-fine form and learning-rate scale. Figure 5(b) varies test-time optimization from 10–60 steps; performance improves up to 40 steps and then saturates, motivating our default. Figure 5(c,d) ablate the number of test-time interaction trajectories. Performance largely saturates beyond the selected number of trajectories, indicating that additional interaction provides limited benefit. Recall that T2-z uses only one test-time trajectory for 7 tasks, and two for 4 tasks, demonstrating that T2-z can infer useful environment information with as few as one or two interactions. Additional ablations in table 3 study latent parameterization and training. All the ablated models underperform our model, supporting our alternating schedule and latent mechanism. We provide the latent-dimensionality ablation in Supplementary table 12.

In fig. 6, we show qualitative results across simulation and real-world tasks. T2-z closely matches ground-truth outcomes, indicating that the inferred latent successfully conditions prediction on the current environment. By contrast, the baselines fail to capture these environment-specific differences, producing largely random motions and incorrect final configurations across environments. Please refer to the Supplementary Material for more qualitative examples (appendix F).

Table 3: Additional Ablation study. Joint Model–Latent Training optimizes the world model and latent together without separate stages; Direct Token directly optimizes the full-dimensional conditioning token; 32-D Random [-0.05,0.05] changes the latent initialization range; and Alternating Latent/Model change the number of updates before switching between the two optimization stages, compared with our default 200/200.
  • Joint Model-Latent Training
    Physical Error (Mean) \downarrow
    7.03
    Physical Error (Final) \downarrow
    15.66
    LPIPS \downarrow
    0.0657
    PSNR \uparrow
    31.203
    Action Success \uparrow
    68%
  • Direct Token (3072-D)
    Physical Error (Mean) \downarrow
    94.50
    Physical Error (Final) \downarrow
    80.49
    LPIPS \downarrow
    0.7626
    PSNR \uparrow
    15.218
    Action Success \uparrow
    24%
  • 32-D Random [-0.05,0.05]
    Physical Error (Mean) \downarrow
    4.81
    Physical Error (Final) \downarrow
    9.73
    LPIPS \downarrow
    0.0495
    PSNR \uparrow
    32.172
    Action Success \uparrow
    60%
  • Alternating Latent/Model (100/100)
    Physical Error (Mean) \downarrow
    5.41
    Physical Error (Final) \downarrow
    11.50
    LPIPS \downarrow
    0.0484
    PSNR \uparrow
    32.208
    Action Success \uparrow
    56%
  • Alternating Latent/Model (400/400)
    Physical Error (Mean) \downarrow
    4.31
    Physical Error (Final) \downarrow
    8.80
    LPIPS \downarrow
    0.0507
    PSNR \uparrow
    32.430
    Action Success \uparrow
    68%
  • T2-z
    Physical Error (Mean) \downarrow
    3.85
    Physical Error (Final) \downarrow
    7.59
    LPIPS \downarrow
    0.0495
    PSNR \uparrow
    31.976
    Action Success \uparrow
    72%
Figure 6: Qualitative results in simulation and the real world. Within each task, we apply the same actions across different environments, which produce different ground-truth outcomes due to underlying environmental variation. T2-z closely matches these environment-dependent outcomes.

5 Conclusion

We introduce T2-z which augments robotic world models with enviornment latent conditioning. T2-z alternates between world-model optimization that learns action-conditioned dyanmics, and environment-latent optimization that captures hidden environment factors. For a new environment, the world model is frozen and only the latent is optimized. Across 7 simulation and 4 real-world tasks, T2-z outperforms baselines a lot in both video prediction and action selection.

Acknowledgements

This paper is in part funded by ONR MURI N00014-24-1-2748, ONR MURI N00014-22-1-2740, Singapore MDDI AIVP-2025-008, IITP funded by the Korean Government (MSIT) (No. RS-2024-00457882, National AI Research Lab Project), 2077AI, and Grant AW1134392 (Reasoning in Motion) from the TRI University 3.0 Program.

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Supplementary Material for T2-Z: Test-Time Optimization of Environment Latents for Robotic World Models

Contents

Appendix A Model Architecture and Optimization

A.1 Architecture and latent conditioning

Inputs and inherited backbone.

For an episode in environment e, the model receives one initial RGB frame I_{0} and an aligned sequence a=(a_{t})_{t} of 14-D robot actions, and predicts the subsequent video frames. We initialize the video diffusion transformer (DiT) and action encoder from BWM (BWM Team, 2026), retaining its Wan2.2(Wan et al., 2025)-based action-conditioning pathway. The frozen video VAE encodes the initial frame into the video-latent stream and decodes predicted latents back to RGB. Text conditioning is disabled; the initial frame is not an extra cross-attention token. In short, I_{0} enters the video-latent stream, a follows BWM’s two action-conditioning paths, and the environment latent augments both paths.

Environment-indexed latent conditioning.

We associate each environment e with a freely optimized vector z_{e}\in\mathbb{R}^{32}. Episodes assigned to an environment share its latent; their initial frames and actions vary, so predicting their different outcomes constrains the environment representation. There is no observation-to-latent encoder and no supervision from the numerical physical parameter. Let D=3072 be the DiT width. Two separate projectors turn z_{e} into model-width vectors:

\displaystyle q_{b}(z_{e}) \\ \displaystyle=W_{b,2}\,\mathrm{GELU}\!\left(W_{b,1}\,\mathrm{LN}(z_{e})\right),\quad b\in\{\mathrm{token},\mathrm{mod}\}, \\ \displaystyle W_{b,1} \\ \displaystyle:32\to 128,\qquad W_{b,2}:128\to D.

The two linear layers in each projector have no bias; the projectors do not share weights. The 128-D width is internal to these MLPs: both outputs are D-dimensional.

Cross-attention branch.

BWM’s action encoder maps each action to a D-dimensional conditioning token. Let A_{\mathrm{tok}}(a) denote this token sequence and u_{e}=q_{\mathrm{token}}(z_{e}) the single environment token. With text disabled, each DiT block receives the conditioning sequence C_{e}=[u_{e};A_{\mathrm{tok}}(a)]. For video patch tokens X_{\ell}\in\mathbb{R}^{N\times D} entering block \ell, the attention operation can be written schematically as

\operatorname{CA}(X_{\ell},C_{e})=\operatorname{softmax}\!\left(\frac{(X_{\ell}W_{Q})(C_{e}W_{K})^{\top}}{\sqrt{d_{h}}}\right)(C_{e}W_{V})W_{O}.
(10)

Here N is the number of video patches, d_{h} is one attention head’s width, and W_{Q},W_{K},W_{V},W_{O} are the block’s learned attention matrices. The actual operation is multi-head; the equation shows where the new token enters. Every video patch can attend to the environment token as well as the action tokens through keys and values.

Modulation branch.

BWM also groups four aligned 14-D actions at a time and maps each group to a D-dimensional action-modulation vector a_{g}^{\mathrm{mod}}. Index g identifies the corresponding latent-video temporal group, and s identifies a spatial patch within it. Let \tau be the current flow-matching timestep and b_{g,s}(\tau)\in\mathbb{R}^{D} be Wan’s base timestep embedding at that video patch, before action or environment conditioning. The initial-frame latent uses the unnoised timestep, while predicted-frame latents use \tau. The environment-modulation vector is v_{e}=q_{\mathrm{mod}}(z_{e})\in\mathbb{R}^{D}. The implementation adds these three vectors and applies the existing time projection:

\tilde{b}_{g,s}(\tau)=b_{g,s}(\tau)+a_{g}^{\mathrm{mod}}+v_{e},\qquad M_{g,s}=\operatorname{TimeProj}(\tilde{b}_{g,s}(\tau))\in\mathbb{R}^{6\times D}.
(11)

The action and environment vectors are broadcast to every spatial patch in group g. The six D-dimensional outputs of M_{g,s} supply the DiT blocks’ adaptive-normalization shifts, scales, and residual gates; the modified timestep embedding also conditions the output head. Thus z_{e} influences both attention and per-patch modulation, while leaving BWM’s original action pathways in place.

Table 4: Model components and optimization roles. Test-time adaptation updates only the environment latent.
  • Video DiT
    Initialization or structure
    BWM-initialized Wan2.2 backbone
    Training update
    Model blocks
  • Action encoder
    Initialization or structure
    BWM-initialized 14-D action pathway
    Training update
    Model blocks
  • Video VAE
    Initialization or structure
    Wan2.2 video encoder/decoder
    Training update
    Frozen
  • Environment table
    Initialization or structure
    Learnable 32-D latents indexed by environment
    Training update
    Latent blocks
  • Latent projectors
    Initialization or structure
    Two 32\to 128\to 3072 MLPs
    Training update
    Model blocks

A.2 Training and test-time adaptation

Training schedule.

Training uses the inherited flow-matching video-prediction loss, excluding the initial conditioning frame. A latent block freezes the shared model and updates the environment table; a model block freezes the table and updates the DiT, action encoder, and two projectors. The basic cycle alternates a 200-update latent block and a 200-update model block. An initial 300-update model block precedes the curriculum. The shared-model optimizer is AdamW with learning rate 10^{-5}, weight decay 0.01, 100 warmup updates, gradient clipping 0.5, and bfloat16 training. The environment-latent optimizer uses learning rate 0.03 and zero weight decay. Latents are independently initialized from \mathcal{U}(0,1) and clipped to [0,1] after training updates.

Test-time adaptation.

For a held-out environment, a 32-D latent is optimized from its test-time interaction trajectories; all shared weights stay frozen. Query outcomes never enter this update. Both simulation and real-world main evaluations use 40 latent updates with learning rates 3.0,1.5,0.5,0.15, each for ten updates. The resulting latent is reused across query actions from that environment. Exact task-specific execution configurations are released with the code.

Appendix B Experimental Setup

B.1 Training data and resource budgets

Tables 5 and 6 report counts of physical environments and recorded episodes, rather than latent entries. Each video chunk contains one initial conditioning frame and the remaining frames are prediction targets. The batch notation is training environments \times action chunks per environment per optimizer update.

Table 5: Simulation training scale by physical environment. Diverse Backgrounds uses 30 scene backgrounds. Budget is H200 GPUs \times hours per method.
  • Friction
    Physical envs. \times episodes/env.
    35\times 10
    Frames
    41
    Stride
    1
    Batch
    8\times 4
    Budget
    2\times 24
  • Gravity
    Physical envs. \times episodes/env.
    20\times 10
    Frames
    61
    Stride
    1
    Batch
    8\times 4
    Budget
    2\times 24
  • Mass Collision
    Physical envs. \times episodes/env.
    20\times 9
    Frames
    61
    Stride
    1
    Batch
    8\times 8
    Budget
    2\times 24
  • Light Switch
    Physical envs. \times episodes/env.
    12\times 10
    Frames
    33
    Stride
    1
    Batch
    8\times 8
    Budget
    2\times 24
  • Mass Balance
    Physical envs. \times episodes/env.
    20\times 15
    Frames
    41
    Stride
    2
    Batch
    8\times 8
    Budget
    2\times 24
  • Mass \times Friction
    Physical envs. \times episodes/env.
    84\times 9
    Frames
    61
    Stride
    1
    Batch
    16\times 6
    Budget
    4\times 48
  • Diverse Backgrounds
    Physical envs. \times episodes/env.
    15\times 50
    Frames
    41
    Stride
    1
    Batch
    12\times 6
    Budget
    4\times 24

Light Switch episodes contain continuous button-press trajectories. Diverse Backgrounds varies friction across physical environments while the different scene backgrounds provide repeated interactions.

Table 6: Real-world training scale by physical environment and native/model-input RGB resolution. Budget is H200 GPUs \times hours per method.
  • Ball Friction
    Physical envs. / episodes
    8 / 240
    Frames
    61
    Stride
    1
    Native RGB
    560\times 248
    Input RGB
    320\times 160
    Batch
    6\times 8
    Budget
    2\times 24
  • Door Close
    Physical envs. / episodes
    10 / 438
    Frames
    49
    Stride
    1
    Native RGB
    640\times 480
    Input RGB
    256\times 192
    Batch
    6\times 8
    Budget
    2\times 24
  • Stick Balance
    Physical envs. / episodes
    9 / 421
    Frames
    33
    Stride
    3
    Native RGB
    640\times 480
    Input RGB
    256\times 192
    Batch
    6\times 8
    Budget
    2\times 24
  • Soft Pull
    Physical envs. / episodes
    9 / 146
    Frames
    33
    Stride
    3
    Native RGB
    512\times 256
    Input RGB
    320\times 160
    Batch
    10\times 6
    Budget
    2\times 24

B.2 Simulator and real-world setup

Simulator.

We construct the custom tasks in a LIBERO-based simulator (Liu et al., 2023) with a Franka Panda arm. Simulated RGB videos are recorded at 20 fps and 224\times 224 resolution. The action representation has 14 channels.

Real world.

The physical tasks use a Franka robot arm and a fixed Intel RealSense D435i camera. We use only its main RGB view, captured at 640\times 480 and 20 fps; the task-specific saved video crops and model-input sizes appear in Table 6. Model inputs are letterboxed to the listed sizes. All tasks use 14-channel action vectors; the target-action representation is task dependent.

Appendix C Evaluation Protocols

C.1 Shared protocol and metrics

Shared comparison.

For action-selection tasks, we sample candidate actions and use each model’s predicted videos to make an action decision. The selected action is then executed in the environment, and success is determined from its actual outcome using the task-specific criteria below. Each evaluated candidate-action set contains at least one action that satisfies the target condition. All methods receive the same query inputs and candidate actions, and all methods that adapt at test time receive the same test-time interaction trajectories. The Standard World Model does not adapt at test time, and no method sees a query outcome before making its prediction.

For tracked object positions p_{t} and predictions \hat{p}_{t} over T evaluated future frames, average displacement error (ADE) and final displacement error (FDE) are

\mathrm{ADE}=\frac{1}{T}\sum_{t=1}^{T}\|\hat{p}_{t}-p_{t}\|_{2},\qquad\mathrm{FDE}=\|\hat{p}_{T}-p_{T}\|_{2}.
(12)

Both are reported in image pixels. Tasks with scalar physical states use the corresponding mean/final absolute errors stated below. PSNR and SSIM measure full-frame appearance. LPIPS uses the official pretrained AlexNet perceptual metric on RGB frames scaled to [-1,1], without an object mask; per-frame values are averaged over the evaluated future frames and then over query videos.

A query video denotes one action-conditioned video chunk evaluated at test time. The counts below sum query videos across the evaluated environments; K is the number of test-time interaction trajectories per test environment.

Table 7: Simulation evaluation counts: test-time interaction trajectories and query videos.
  • Friction
    K
    1
    Query videos
    90
  • Gravity
    K
    1
    Query videos
    90
  • Mass Collision
    K
    1
    Query videos
    80
  • Light Switch
    K
    2
    Query videos
    60
  • Mass Balance
    K
    2
    Query videos
    130
  • Mass \times Friction
    K
    1
    Query videos
    80
  • Diverse Backgrounds
    K
    1
    Query videos
    90

C.2 Simulated tasks

Table 8: Simulation object-centric quantities extracted from the predicted and ground-truth RGB videos. ADE/FDE are in image pixels.
  • Friction
    Tracked quantity
    Pushed-block centroid
    Object-centric error
    ADE/FDE
  • Gravity
    Tracked quantity
    Blue projectile centroid
    Object-centric error
    ADE/FDE
  • Mass Collision
    Tracked quantity
    Red struck-object centroid
    Object-centric error
    ADE/FDE
  • Light Switch
    Tracked quantity
    Yellow-pixel fraction in lamp region
    Object-centric error
    Mean/final absolute error (pp)
  • Mass Balance
    Tracked quantity
    Balance-bar tilt angle
    Object-centric error
    Mean/final angle error (∘)
  • Mass \times Friction
    Tracked quantity
    Red struck-object centroid
    Object-centric error
    ADE/FDE
  • Diverse Backgrounds
    Tracked quantity
    Pushed-block centroid
    Object-centric error
    ADE/FDE
Figure 7: Representative ground-truth frames from the simulated tasks. Diverse Backgrounds uses the Friction push task with varied scene backgrounds.
Friction.

We change the table’s surface-friction coefficient while the robot pushes the same block with different action strengths. We track the pushed block’s image centroid. Action Success means that its observed displacement reaches the requested short, medium, or long target region.

Gravity.

We vary the simulator’s gravitational acceleration, changing the path of a blue block after it is thrown. Different actions correspond to different launch speeds of the block. We track the projectile’s centroid. Success means that the observed projectile endpoint reaches the requested near, middle, or far target region.

Mass Collision.

We vary the mass of the red target object while a driver object collides with it under different actions. We track the struck red object’s centroid, not the driver’s. Success means that the struck object reaches the requested displacement region.

Light Switch.

We vary the hidden causal rule specifying whether the red button, the blue button, both, or neither can change the lamp state. The object-centric signal is color, not average brightness: a fixed RGB rule detects yellow pixels in the lamp region \mathcal{R}. Each frame’s score is

y_{t}=\frac{1}{|\mathcal{R}|}\sum_{p\in\mathcal{R}}\mathbf{1}[\mathrm{RGB}_{t}(p)\text{ passes the yellow-color rule}].
(13)

We report the absolute difference between predicted and observed scores in percentage points (pp). For T evaluated future frames,

E_{\mathrm{mean}}^{\mathrm{light}}=\frac{100}{T}\sum_{t=1}^{T}|\hat{y}_{t}-y_{t}|,\qquad E_{\mathrm{final}}^{\mathrm{light}}=100|\hat{y}_{T}-y_{T}|.
(14)

A score of at least 0.35 denotes “on” for the terminal-state goal; success means that the observed terminal lamp state matches the requested on/off target.

Mass Balance.

We vary the left/right mass ratio of the balance apparatus; the robot’s support position is the action used to probe that fixed ratio. We track the bar angle in degrees; its ADE/FDE analogues are mean/final angular errors. Success means that the observed terminal bar angle lies in the horizontal balance interval.

Mass \times Friction.

We combine different red-object masses with different table-friction coefficients, so both physical factors can change across environments. We track the red struck object’s centroid. For each target line, the desired action is the least forceful sampled action whose observed endpoint crosses that line; the selector estimates this minimum from the predicted videos.

Diverse Backgrounds (multi-background).

We vary the table-friction coefficient as in Friction while rendering the same push task under different scene backgrounds; background is a visual change, not a new action. We again track the pushed block’s centroid; success means reaching the requested displacement region. This tests whether the shared environment representation follows dynamics rather than appearance.

C.3 Real-world tests

Table 9: Real-world evaluation counts: test-time interaction trajectories and query videos.
  • Ball Friction
    K
    1
    Query videos
    80
  • Door Close
    K
    2
    Query videos
    100
  • Stick Balance
    K
    2
    Query videos
    45
  • Soft Pull
    K
    1
    Query videos
    24
Table 10: Real-world object-centric measurements from the main camera. ADE/FDE are reported in native-image pixels.
  • Ball Friction
    Tracked quantity
    Visible ball center
    Object-centric error
    ADE/FDE
  • Door Close
    Tracked quantity
    Outer door-edge position
    Object-centric error
    ADE/FDE
  • Stick Balance
    Tracked quantity
    Two end markers, averaged
    Object-centric error
    ADE/FDE
  • Soft Pull
    Tracked quantity
    Dragged object’s visible center
    Object-centric error
    ADE/FDE
Figure 8: Physical designs of the four real-world tasks. The Ball task changes the number of steel beads inside the ball (not visible in the video frame), and the Door task uses a spring-loaded latch.
Ball Friction.

We vary the mass of steel beads placed inside the ball, changing its total mass and the sliding-friction force under a robot swing (Figure 8a). The ball variants in the latent-space visualizations correspond to these different steel-bead loads. We track the ball’s visible center for native-pixel ADE/FDE. Success means that the selected swing moves the ball to the right-hand blue-marker target.

Door Close.

The door has a spring-loaded latch; we replace the spring to change how much closing action is needed to engage it (Figure 8b). The tracked outer door edge, rather than a centroid or hinge angle, defines native-pixel ADE/FDE. Success means that the selected action fully closes and latches the door.

Stick Balance.

We change the weights attached to the stick’s ends, altering its mass distribution and thus the angle at which it settles after lifting (Figure 8c). We track the two material markers at its ends and average their positional errors for ADE/FDE. We sample a set of candidate actions and use the model to predict which actions will maintain balance. One action is selected uniformly at random from the predicted balancing set and executed on the real robot. A trial is successful if the stick actually maintains balance. Each sampled candidate set contains at least one action that achieves balance. If the model predicts no balancing action, the trial is counted as a failure. We report the fraction of successful trials.

Soft Pull.

The task uses soft tubes with different stiffness coefficients. The robot may grasp from the left or right, and the tubes also have different natural curvatures (Figure 8d). The central prediction question is approximately how far the grasp must rotate before the tube starts dragging the object. The visible object center defines native-pixel ADE/FDE. Given a candidate action, the model predicts the rotation angle \hat{\theta} at which the object starts sliding. We then conduct two real-robot tests, rotating to \hat{\theta}-6^{\circ} and \hat{\theta}+6^{\circ}, respectively. A trial is successful only if the object does not slide in the first test and slides in the second; otherwise, it is counted as a failure. We report the fraction of successful trials.

Appendix D Baseline Implementation Details

All four baselines use the task-level training data and per-method GPU budgets in Tables 5–6. They use the same query videos and, for action-selection tasks, the same candidate actions and success criteria as T2-Z. The three adaptive baselines receive exactly the same test-time interaction trajectories as our latent optimizer. The tables give the common task-level batch specification; DINOv2 Context uses a subset of sampled trajectories for conditioning and all sampled trajectories as queries during training, whereas TTT-KQV processes them as ordered within-environment streams.

D.1 Standard World Model

This baseline fine-tunes the BWM-initialized DiT and action encoder on pooled task trajectories without an environment latent or test-time adaptation. It uses AdamW with model learning rate 10^{-5}, weight decay 0.01, 100 warmup updates, gradient clipping 0.5, and bfloat16.

D.2 LoRA TTA

Starting from the Standard World Model, rank-8, \alpha=8 LoRA adapters (Hu et al., 2022) are placed on the DiT attention Q/K/V/output projections. The backbone stays frozen during test-time adaptation. Adapters are reset for each environment and optimized on its test-time interaction trajectories, then held fixed across that environment’s query actions. The Friction configuration uses 50 AdamW adaptation updates at learning rate 10^{-4}, zero weight decay, and gradient clipping 1; task-specific adaptation configurations are released with the code.

D.3 DINOv2 Context

A frozen DINOv2-B/14 encoder (Oquab et al., 2024) extracts conditioning-frame features, while a learned 128-D action GRU summarizes the intervening 14-D actions. For each of N task-configured sampled frames, the CLS and mean patch features are projected to 256 dimensions. The N-1 adjacent visual–action transition features (640-D each) are concatenated; a 640(N-1)\!\to\!1024\!\to\!1024 MLP and final projection produce the 32-D context. Multiple conditioning-trajectory summaries are averaged before that final projection. At each training update, we sample a set of trajectories Q_{e} from a training environment and select a subset C_{e}\subseteq Q_{e} for conditioning. All trajectories in Q_{e} serve as training queries. The number of conditioning trajectories is sampled from the task-configured choices (typically one or two; one to four for Soft Pull), so the predictor learns to use different conditioning-set sizes. Every query in Q_{e} is predicted using only the context inferred from C_{e}; training minimizes the mean query-video flow-matching loss. The context head, BWM DiT, action encoder, and two context projectors are trained jointly, while DINOv2 remains frozen. The model and context-head learning rates are 10^{-5} and 10^{-4}, respectively. At test time, context comes from a forward pass over the observed test-time interaction trajectories, with no gradient update.

D.4 TTT-KQV

We adapt a video test-time-training fast-weight module (Dalal et al., 2025) to the BWM backbone. Gated two-layer GELU MLP modules with expansion factor four are inserted after eight approximately evenly spaced attention blocks. Training randomly shuffles the chunks from each sampled environment in a batch. Within each training stream, all chunks use the same sampled flow-matching timestep (but independent noise), matching the same-timestep processing of observed interactions and query videos at inference. At position i, the preceding chunks form the observed prefix and the current chunk is the query. Fast weights reset to a learned shared initialization at the start of each stream. For each chunk, the module causally writes its key–value tokens before reading its output. Let x_{t} denote an input token, h an attention head, and d_{h} its feature dimension; t indexes tokens, not flow-matching timesteps. Learned key and value projections produce k_{h,t},v_{h,t}\in\mathbb{R}^{d_{h}}. The fast state W=\{W_{h}\}_{h} contains each head’s MLP weights and biases. Its per-token binding loss and learned step scaling are

\displaystyle\ell_{h,t}(W) \\ \displaystyle=\frac{1}{2d_{h}}\left\|k_{h,t}+\mathrm{LN}\!\left(\mathrm{MLP}_{W_{h}}(k_{h,t})\right)-v_{h,t}\right\|_{2}^{2}, \\ \displaystyle\eta_{h,t} \\ \displaystyle=\frac{\eta_{\mathrm{base}}}{d_{h}}\,\sigma(w_{h}^{\top}x_{t}+b_{h}),\qquad\eta_{\mathrm{base}}=0.1.

Here \mathrm{LN} normalizes within each head, and \sigma is the sigmoid function. The factor 1/d_{h} in the loss averages squared errors over feature dimensions; the separate factor 1/d_{h} in \eta_{h,t} scales the update. For update j, let \mathcal{B}_{j} be the current minibatch of at most 64 tokens. The differentiable fast-state update is

W^{j+1}=W^{j}-\left.\nabla_{W}\sum_{h}\sum_{t\in\mathcal{B}_{j}}\eta_{h,t}\ell_{h,t}(W)\right|_{W=W^{j}}.
(16)

We use a base inner learning rate of 0.1 with learned token-wise, head-specific scaling, rather than a constant update step size. The scaling parameters w_{h},b_{h} are shared slow weights; the inner update changes only W. Gates start at 0.1. The outer loss averages the video flow-matching losses over all stream positions and sampled environments. Its gradients update the shared slow weights, using backbone LR 10^{-5} and TTT-module LR 10^{-4}; the fast state itself is ephemeral. At inference, every denoising timestep resets the fast state and replays the observed test-time interaction trajectories at that same timestep. Each query then takes an independent update–then–read branch on its own noisy tokens. Query ground truth never enters the update, and fast state is not carried between queries or denoising timesteps. Exact stream packing and task-specific execution settings are released with the code.

Appendix E Additional Experiments

E.1 Test-time interaction-count ablation

Table 11: Numerical results for Figure 5(c,d) at K=1,2,4 test-time interaction trajectories. Bold marks the selected K. Physical error is in pixels except for Light Switch (lamp-score error in percentage points).
  • Mass Collision
    Physical error (mean) \downarrow K=1
    6.452
    Physical error (mean) \downarrow K=2
    6.534
    Physical error (mean) \downarrow K=4
    5.946
    Action success (%) \uparrow K=1
    61.1
    Action success (%) \uparrow K=2
    66.7
    Action success (%) \uparrow K=4
    72.2
  • Light Switch
    Physical error (mean) \downarrow K=1
    8.26
    Physical error (mean) \downarrow K=2
    3.43
    Physical error (mean) \downarrow K=4
    3.41
    Action success (%) \uparrow K=1
    50.0
    Action success (%) \uparrow K=2
    87.5
    Action success (%) \uparrow K=4
    87.5
  • Door Close
    Physical error (mean) \downarrow K=1
    11.337
    Physical error (mean) \downarrow K=2
    7.954
    Physical error (mean) \downarrow K=4
    6.889
    Action success (%) \uparrow K=1
    22.2
    Action success (%) \uparrow K=2
    55.6
    Action success (%) \uparrow K=4
    55.6
  • Soft Pull
    Physical error (mean) \downarrow K=1
    18.710
    Physical error (mean) \downarrow K=2
    18.363
    Physical error (mean) \downarrow K=4
    18.060
    Action success (%) \uparrow K=1
    81.8
    Action success (%) \uparrow K=2
    81.8
    Action success (%) \uparrow K=4
    81.8

E.2 Latent dimensionality

Table 12: Environment-latent dimensionality on Friction under the same K=1 evaluation protocol (ten held-out physical environments; 90 query videos). Object ADE/FDE are main-view centroid errors in pixels; video metrics use the concatenated main and wrist views. Action success is evaluated on 25 reachable target decisions. Best values are bold.
  • 8
    ADE\downarrow
    8.92
    FDE\downarrow
    19.26
    PSNR\uparrow
    31.293
    SSIM\uparrow
    0.9474
    LPIPS\downarrow
    0.0646
    Success\uparrow
    44%
  • 16
    ADE\downarrow
    7.63
    FDE\downarrow
    15.90
    PSNR\uparrow
    29.557
    SSIM\uparrow
    0.9470
    LPIPS\downarrow
    0.0614
    Success\uparrow
    64%
  • 32 (ours)
    ADE\downarrow
    3.85
    FDE\downarrow
    7.59
    PSNR\uparrow
    31.976
    SSIM\uparrow
    0.9513
    LPIPS\downarrow
    0.0495
    Success\uparrow
    72%
  • 64
    ADE\downarrow
    6.86
    FDE\downarrow
    13.98
    PSNR\uparrow
    31.692
    SSIM\uparrow
    0.9504
    LPIPS\downarrow
    0.0551
    Success\uparrow
    64%
  • 128
    ADE\downarrow
    7.08
    FDE\downarrow
    14.51
    PSNR\uparrow
    31.372
    SSIM\uparrow
    0.9483
    LPIPS\downarrow
    0.0581
    Success\uparrow
    64%

E.3 Latent-space PCA across tasks

Figure 9 shows the latent-space analysis for four simulation and four real-world tasks. Circles show training-time environment latents, and triangles show latents adapted from test-time interaction trajectories. Colors indicate the underlying physical setting or causal class for visualization only; these labels are not provided to the model. For each task independently, we center its training-time 32-D latents by their mean \bar{z}, compute the leading two right singular vectors V_{1:2} of the centered matrix without feature rescaling, and plot (z-\bar{z})V_{1:2}. Test-time latents are projected using the same mean and basis; they do not enter the PCA fit. Thus the PC axes are task-specific rather than shared across panels.

Figure 9: Latent-space PCA across simulation (a–d) and real-world tasks (e–h). Circles denote training-time latents and triangles denote test-time-adapted latents. Color indicates the underlying physical setting; point size additionally indicates friction in Mass \times Friction. These factor annotations are used only for visualization and are not provided to the model. The Soft Pull test-time latents shown here use four test-time interaction trajectories.

E.4 Computational efficiency

We profile a representative Friction setting on one H200 GPU. For training, each method is warmed up for two optimizer steps and timed for ten further steps. Figure 10 reports the median compute-only optimizer time per update, excluding dataset reads, and peak allocated GPU memory rather than full-run training time. Each measured update has six loss-bearing video chunks; method-specific conditioning computation remains included. The world-model and latent updates of our method are separate phases and are therefore shown separately. LoRA TTA starts from the Standard World Model and has no distinct world-model training row.

For inference, all methods receive the same test-time interaction trajectory and five disjoint query video chunks. We use 25 denoising steps and exclude model loading, dataset reads, and MP4 writing from timing; query generation includes pipeline sampling and VAE decoding. Interaction processing is performed once and reused across queries. DINOv2 Context encodes the interaction trajectory without gradient updates, our method runs 40 latent updates, and LoRA TTA runs 50 adapter updates. TTT-KQV precomputes one post-interaction fast state at each denoising timestep and reuses those states for all five queries. Figure 11 separates interaction processing from five-query generation and shows how processing time changes with K\in\{1,2,4\}; the five-method total-time comparison uses K=1 throughout. At K=1, our method takes 18.09 s including latent adaptation and five query generations, versus 32.73 s for LoRA TTA and 37.57 s for cached TTT-KQV.

Figure 10: Training resource profile. Time is the median compute-only optimizer duration over ten measured updates after two warmup updates, excluding dataset reads; memory is peak allocated GPU memory. Each update uses six loss-bearing video chunks.
Figure 11: Compute-only inference profile on one H200 GPU, excluding model and sample loading and MP4 writing. Top: processing of one test-time interaction trajectory plus generation of the same five query videos. Bottom: interaction processing time for K=1,2,4 with the update counts held fixed within each method. The bottom panel does not compare query-generation time at K>1.

Appendix F Additional Qualitative Results

Figures 12–22 show selected held-out test actions. Each task shows two test environments and four actions per environment; Soft Pull shows two actions per environment. Each column uses the same initial observation and candidate action across methods; rows show ground truth, the four baselines, and our prediction. Simulation panels show the main camera only.

Figure 12: Friction: selected test actions.
Figure 13: Gravity: selected test actions.
Figure 14: Mass Collision: selected test actions.
Figure 15: Light Switch: selected test actions.
Figure 16: Mass Balance: selected test actions.
Figure 17: Mass \times Friction: selected test actions.
Figure 18: Diverse Backgrounds: selected test actions.
Figure 19: Ball Friction: selected test actions.
Figure 20: Door Close: selected test actions.
Figure 21: Stick Balance: selected test actions.
Figure 22: Soft Pull: selected test actions.

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